I don’t have much to work with at the moment. Theres concept art and a bad quality picture of the arena here, but for right now heres my thoughts, breakdown, and analysis on the Nerf Dart Tag 2011 Arena. I would have done a separate diagram for each paragraph, but I’m short on time at the moment.
Looking up to the monitor arena, you can see a score board. That should be handy for players during the game to get a quick glance at it. Those monitors also produce some video, but it’s not clear as to what in the photos. Perhaps the score or closer video of the players for the audience?
Toward the bottom of the image theres a little box. Thats the plenty box where tagged players go for a certain duration of time. According to the back of the Swarmfire manual the Capture the Flag rules state that players only serve a ten second plenty. Nerf officials may have adjusted this rule for this arena, but for analysis sake lets assume they haven’t.
You can’t get too good of a range of distance in the photo, but I would have to say in the middle area the cover looks to be about 20 feet apart, with a 30-35 foot distance between the middle and the flag at the end. 20 feet ranges allow for good close quarters combat while the spacing allows decent movement. I’m not sure if that black thing in the middle of the arena is connected to the yellow pillars or not. I assume it is, like in the concept art, or at the very least close together. This can give a great advantage. Controlling it will give players added visablity, and if controlled by two people, then the other two and get the sides and form an effective formations, depending on the situation. This also limits the the other team’s movement, since if the middle is controlled it forces the other team back, making them adjust. It’s the chokehold of the map. If I had a team I fast enough I would run right up and try to control the middle area asap.
I’m gonna take an educated guess and say the map is about 60-70 feet across. 30-35 feet from your flag to the center, and then 30-35 more feet to the opponents flag. Again this is all based on one picture. But speed if going to be a factor in this game. You’ll know that if you’ve ever played Capture the Flag before. If a fast person can cross the arena quickly, get the flag, and then outrun the other team and darts, then it’s going to be trouble for the other team. They’ll have to adjust, which can be hard on the fly, unless you use a timeout. This ties into individual play and abilities. Since it’s decent sized, communication is going to be key as well.
If this the ten second spawn times are still true, then players must truly be fast. Team’s spawn boxes are closer to their base. I would recommend moving with another person or some support. If a player is in enemy territory, then their really in there.
Angles and two on one engagements are also important I would say. Trying to take someone on face to face with possible factors such as enemy players interfering, inferior blasters, and cover make this much harder. Use teammates if possible and be aware of your surroundings.
Thats about it for the arena. If I go any deeper I’ll it’ll have to start to be on strategy, which is the next part of my article.