Players can now manually raise, lower, lock, and unlock the drawbridges in this arena.

 

Table of Contents:

  1. Introduction
  2. Dimensions & Layout
  3. Capacity
  4. Gear
  5. Types of Laser-tag Games
  6. Rules
  7. Tips/Tricks/Techniques
  8. Staff
  9. Special Features
  10. Relevant Holiday
  11. Location & Overall (Images Begin)
  12. Issued Items
  13. Interior Appearance
  14. Decorations
  15. Inisfreeans Playing with You

 

Introduction:

Inisfreeans (ICVs) are gamers, and they especially love laser-tag.  To enjoy playing this game and treasured pass-time in their own home realm, they built this stadium-sized playing field which spans the full volume of a large building almost as big as an aircraft carrier.  Laser-tag games may have as few as half a dozen players… to as many as thousands.  Individuals and teams alike may play and compete here, and private games along with tournaments are scheduled many weeks each year.  To see when the next available playing times are, get online via the iScroll in your guest suite, wherever you are in the city, and check their latest posts on the FOB-Net.

 



Dimensions & Layout:

Over 300 feet wide, over 700 feet from front to back  (330′ x 726′ = 239,580 sq.ft. for the whole building, per floor), and a dozen stories tall, this is by far the largest arena of its type anywhere in the world.  The lobby, briefing room, and party rooms are all around the entry/exit annex.  Ample parking (mostly underground, every space landscaped with a mini-greenbelt) is right outside –and surrounds this facility.

Where You Play; Inside the Arena:  Hundreds of rooms, ranging in size from hotel suites to closets, line the perimeter of each story, balconies encircle the cavernous central courtyard which reaches from ground-level to the highest ceiling, bridges and ramps crisscross to connect the various balconies and ledges, catwalks hang from the ceiling, sniper hides are built into hundreds of crawl spaces, bunkers dot the main floor, trenches and a sewer tunnels network serve as the basement, and even slides, zip-lines, and angled trampolines are available to get from one level to the next with exhilarating speed.  

Hanging from the highest ceiling, overlooking the courtyard and facing each other, are two dropships the size of troop transport helicopters, and both of them have half a dozen gunner bubbles which can rotate and aim in any direction away from the hull of those airships.  To disembark, players can fast-rope down to any floor of their choosing, but beware!  Any other player can climb up those same ropes and board these dropships just as easily.

 

Arena Features:

  • 2 airlocks (both on level 2, on opposite short-sides); only 2 ways for players to get/go in/out of the arena
  • 2 hanging dropships (rooms with windows)
  • bridges (some normal, some activated; hard-light), each with a drawbridge feature/portion
  • bunkers (~10′ diameter, ~7′ tall inside)
  • canals/creeks (~6′ wide, ~2′ deep)
  • catapults (able to launch a player toward a catch-net or trampoline)
  • catwalks (~3′ wide)
  • central courtyard; the floor of the 2nd level inside
  • fog-machines; keeping big areas of the courtyard/main floor and balcony-floors hidden under an inch or two of moving/undulating mist
  • fountains (~15′ diameter, ~6′ tall overall, 3 levels; each ~2′ tall)
  • laser-storm inverted-domes fixed to the ceilings in different areas underneath the balconies and 2 ‘dropships’ (though only a couple laser-storm nodes in the sewers)
  • rooms/suites (like small apartments or hotel rooms) in the perimeter/walls of the arena section
  • sewer-like tunnels (not connected to the silos network) big enough to walk/run through (~9′ diameter/tall, floor to ceiling); the 1st floor of this building, inside the arena section, accessible only from the arena’s ground/courtyard-level (2nd floor)
  • slides (~3′ wide)
  • trampolines (~15′ diameter, flush with the floor of the 2nd level)
  • trenches (~6′ wide, ~4′ deep)
  • wraparound walkways/levels/balconies
  • zip-lines (connecting opposing balcony sides and levels, but not the courtyard floor)

‘Sewer’ water in this building is mixed with a tiny amount of humic acid so it looks black but is still potable; if you fall and get some in your nose or mouth, it won’t hurt at all –and will still feel and taste like normal water.

All water in this facility (for the canals, fountains, you name it) is cycled and filtered constantly, keeping it potable.

 

Surrounding Features:
(outside the arena/inner section)

  • AIOWs (in the 4 corners of this building, outside the arena)
  • gear-cleaning/servicing rooms
  • janitor closets
  • lobby
  • map/briefing room/s
  • observation rooms/lounges (~10′ x 10′, with one-way ‘glass’ window-walls to the arena; players won’t be able to see or be distracted by watchers); 2 per level ( total), both in the middle of the long-side, each with 3 walls being one-way ‘glass’, their 2 side-walls showing a view into whichever room/suite or sewer-tunnel they face, and their middle-wall showing a view into the main arena/courtyard
  • party rooms (~20′ x 20′, and the perfect places to enjoy ICVs, kajirae, or other players); 4 per level
  • service hallways and rooms; for maintenance and non-player (staff-only) access via higher levels (above the 1st/ground floor)
  • storage rooms (for the gear, etc.)
  • toilets-room/s (without BTBs; just regular toilets here); 4 per level (thus a 1:1 ratio with the party-rooms), ~12′ x 12′, 4 stalls/toilets per room, 4 sinks per room
  • window-walls to the outside; non-player halls have many tall and wide windows showing views of the parking-lot and surrounding terrain/meadows
  • *These non-gameplay rooms/areas are only connected via non-player hallways and the non-player AIOW, all of which are on the outer edges/walls of the inside of this building.

Each observation-room has 3 chairs-and-a-half; room to comfortably seat 6 (though a dozen or so can use each observation-room if some are standing).

 

AIOWs Inside; for Guests:

  • ~33′ diameter
  • 1 “spiral” (corkscrew) staircase –thus a circumference of ~94′ between 10′-tall floors/levels, so each 6″-tall stair/step is ~7.83′ from front to back
  • 1 non-water slide (on the inside edge of that staircase)
  • 2 ‘lifts’ (elevators)
  • 3 climbing ropes (side by side, each ~2′ apart)
  • 3 ladders (side by side; more like a jungle-gym wall)
  • 2 ziplines connect to each of the 12 floors/levels; 1 coming down to each level, and the 2nd going down away from it to the next)
  • *Only 1 of these AIOWs closest to the lobby is for non-player foot-traffic; the other 3 AIOWs of/in this building are only for player (during-game) foot-traffic.

 

Parking:

There is a wraparound row/line of parking-spaces sized for cars and trucks, so when you drive your vehicle here… you’ll end up parking it right outside the building, only a sidewalk and then landscaping (vehicle-barrier flower-pots, etc.) between the front/back of your parked vehicle and the outer wall’s surface.

  • each space:  ~10′ wide, ~20′ “long” (deep), ~5 of landscaping/dispersion on either side
  • 4.4 spaces per map pixel (66′ span)
  • ~140 of these spaces around the building, on the surface
  • 1 parking-garage (below-surface) level available with many more vehicle-size parking-spaces than that; >140)
  • all vehicles have A.I. which helps them park perfectly, run diagnostics on themselves, and ensure they are safe to be in this parking area

Between that ‘ring’ of parking spaces is where vehicles can pull in/out, turn around, etc..

  • ~40′ between the 2 rows/rings of parking spaces, all the way around; enough room for trucks and mobile houses to pull in, back out, and turn around

Beyond that driving area of the parking lot is the outer ‘ring’ of parking spaces, and all of those spaces are sized for mobile houses.

  • each space:  ~40′ x 40′
  • 1.65 of these spaces per map pixel
  • ~70 of these spaces around the building, on the surface (room for 72.6, the remaining 2.6-span being for 2 ~50′-wide streets; entry and exit lanes to the parking lot)

 

AIOWs Outside; for Vehicles:

  • 4 total, 1 at/in each of this parking-lot’s corners
  • ~60′ diameter
  • ~15′ wide lanes; wide enough for a car or truck when turning down a street/ramp like this
  • 2 lanes per AIOW/corkscrew; 1 up and 1 down
  • opposing lanes/directions are separated by a continuous series of partitions able to guide/deflect/stop vehicles
  • can automatically stall/stop any vehicle which is driving irresponsibly or otherwise posing a concern/hazard/risk

 

Capacity:

Outlands laser-tag rooms/arenas are rarely more than one story tall, the largest being ~2 stories and ~14,000 sq.ft., those latter (largest) ones having a limit of up to 60 players at a time.  That comes out to a ~15′ x 15′ area per player.

In this 12-story building, where each floor is 239,580 sq.ft., 2 floors (1 and 2) have walkable surfaces spanning that entire ‘footprint’, and the rest (upper 10 floors) are wraparound balconies ~66′ wide, the result is ~1,698,840 sq.ft. [(239,580 x 2) + ( x 10)] of playable/walkable surfaces.  1,698,840/225 (a 15′ x 15′ area per player) means up to 7,550 human-sized people can play, uncongested, in this arena.  We limit ~7,500 per game/round.

Most people play on teams of ~a dozen; ~24 total per round.

Fewer than half a dozen per team can lead to long periods of no contact between opposing players/sides; this is a big arena/building.

We recommend at least two teams, each of 12 or more players.

 

Gear:

We will issue you:

  1. 1 harness of sensors that you wear like a rappelling or skydiving vest with leg loops (weight:  ~1 lb.)
  2. 1 pseudo-helmet (more of a headband) with the same type of sensors
  3. 1 laser-rifle (weight:  ~2.4 lbs.)

The harnesses, together with the helmets, have one sensor on each major body-part’s four main/cardinal sides;

  • 5 for the head; 1 on the forehead, 1 on both sides of the head, 1 at the back, and 1 on top
  • 8 for the upper arms; 4 per arm, all the way around
  • 4 for the torso; 1 per face/side of the chest/ribcage
  • 8 for the upper legs; 4 per thigh, all the way around

The laser-rifles only work inside the arena, and only until you have been shot (at which point you will need to reach a healing/reactivation beacon/area, or wait until the end of some types of games).

Each of those 3 issued items have a few tiny LEDs on them.  All those little lights remain set by staff to the color your team chose.  For example, if there are two teams, and one chose to be red, and the other chose to be blue, for the duration of their scheduled gameplay/rounds, the red-team’s issued items’ LEDs would stay red, and the blue team’s would stay blue.

You do not have to score a direct/perfect hit to deactivate an opposing player’s laser-rifle; the sensors will register nearby laser-beams within a few inches of them.  Any incoming laser-beam ‘striking’ within a ~6″-diameter circle around any sensor will trigger it.

 

Types of Laser-tag Games:

In all of the following game-types, the laser-rifles can be set to either allow or disallow friendly fire.  You can also tell the ICVs how the arena’s sensors will keep score; you can set how many points are awarded or subtracted for various actions, such as hostile vs friendly fire, or head-shots vs limb-shots.

  1. Airborne; play only in the dropships and via the ziplines (balcony/overhead spot to balcony/overhead spot)
  2. Beacons; players keep moving around the arena based on the sequence of beacons which light up, reaching each one/spot in order to get the next one to light up
  3. Blackout; at some point/s during each round/game, all the lights will turn off, leaving you in darkness (except for your LEDs and any lasers you fire)
  4. Capture the Base; occupy certain areas/spots in the arena for a few minutes without being shot/”killed”
  5. Capture the Girl/s; any females you shoot become part of your team, their laser-rifles only able to shoot/disable players on the opposing team (so make sure they don’t get a chance to let themselves be shot in order to get back on their starter-team, or at least keep yourself in a position to shoot them again so they end up back on yours)
  6. Coloring; every room/area your teammates have been to stays dimly lit the color you chose for your team –until someone from an opposing team gets to them, causing their lighting to change to the color of that team (so the goal is to have the most areas colored your team’s color by the end of the round/timer)
  7. Convoy; protect your line of unarmed players (meaning if your armed teammates get shot/”killed”, the convoy/line of unarmed players is “lost”, so your team loses that round)
  8. Dark; all lights in the arena are off, leaving only the lasers to show the way
  9. Deception; your issued items’ LEDs will change colors randomly (so moving as a team, and not splitting up, is a really good idea if you don’t know the faces and plans/strategy of everyone on yours)
  10. Explorer; go to every area/level/room of the arena during your game (IOW:  if your teammates, collectively, reach all areas first, then you get the point/win)
  11. Free For All / Elimination; just shoot anyone
  12. Guard; some or all players must partner up or otherwise protect/shield something, whether that is a bunker, a balcony room/suite, a dropship, or whatever else (though they are not considered bases or “ground” anyone must “hold” for a certain amount of time)
  13. Hide and Seek; players all stay hidden, not moving, shooting as they please, but ultimately waiting for the Seeker player/s to find them
  14. Isolation; no bridges or ziplines allowed
  15. Jump; players can only go up a level by using the trampolines, and down a level by easing over the side to jump/drop down
  16. Kidnap; find the unarmed players of the opposing team/s and tell them where they must walk/go (and they are required by the rules of this type of game to obey anyone with an activated laser-rifle, so you won’t have to subdue, bind / zip-tie, or hood/blindfold them)
  17. Lightning; strobes occasionally go off, not based on player movements/locations
  18. Mirrors; most of the panels/surfaces/walls in the arena become reflective, turning the whole place into a giant “hall/house of mirrors” –and allowing the laser-beams to be deflected like energy-shrapnel off their surfaces, sometimes going at angles around corners
  19. Noise; music and/or sound effects, such as explosions and gunfire or even distracting recordings (porn, yelling, whispers, etc.)
  20. One Way; players, whether on teams or not, all must move from one side of the arena to its opposite side
  21. Parkour Challenge; see how many parkour moves you can do around/over the obstacles/levels
  22. Quarantine; during certain times in each round/game, players must get into a bunker or dropship in order to not be “hit” by all the laser-storms activating simultaneously
  23. Rescue; only 1 or 2 players can move around at the start, and they must find where the rest of their teammates are locked up, using their laser-guns to shoot the panel/sensor which frees them (at which point the freed teammates’ laser-rifles will be activated, able to work)
  24. Runner; whenever a player’s LEDs turn white, he/she must get to the opposite side of the arena from wherever he/she was when his/her lights turned white
  25. Surface; no sewers, trenches, or overheads (balconies, dropship-rooms, or ziplines)
  26. Swimmer; waterways only (stay in, or at least touching, the canals, and the fountains and waterfalls become your base/s)
  27. Tag; whoever gets shot has the only working laser-rifle, so he/she must then shoot someone to pass the “tag” around
  28. Teams; 2 or more (with a minimum of 2 people per team)
  29. Trenches; trenches and bunkers only (no balconies, ziplines, or other overhead areas/spots)
  30. Underground; play only in the “sewers” of the arena
  31. Unlimited; play as long as there is no other upcoming reservation, and without any areas of the arena restricted (i.e. until the last 2 players no longer wish to play)
  32. Visible; entire arena is lit up by its between-game maintenance-assisting light-fixtures, leaving nowhere dim or dark with shadows
  33. Weather; fog/mist, occasional simulated rain over the courtyard, fan-made breezes and gusts, etc.
  34. X Marks the Spot; whenever laser-storm beams from two laser-storm beacons/devices are not firing out in all directions, but each emitting/aiming only one beam, and two of those beams are staying crossed/together at a certain point/spot, whichever player/team gets to that spot first/soonest will get the point for that moment/event
  35. You Versus the World; anyone who wants to be a one-person team can try and defeat everyone else who came to play with them
  36. Ziplines; players can only go from one side of the arena to the other via ziplines

Since this is Inisfree, everyone in our realm being polyamorists and compatible with one another, most people also make these games a bit ‘steamier’; many players who have come here have added an interaction-rule of their own, such as that any male shot by a female has to have sex with that female during or after the game, and any female shot by anyone has to have sex with whoever shot her –even if that means dozens to hundreds of partners that same day.

 

Rules:

  1. Bring only yourself in normal clothes you would wear for gameplay.  (Females can play nude, but kneepads are recommended –and not just for oral-sex moments.)
  2. No armor or outside weapons.
  3. Park outside on/in the parking-lot/garage, taking up only one parking-space per vehicle, vehicles using the vehicle parking-spaces, and mobile-houses using the mobile-house parking-spaces.
  4. Arrive inside with ~15 minutes to spare before the start of your scheduled/reserved game; get here early enough to mingle, have a refresher or intro talk/meeting in one of the map/briefing rooms, get suited up, check your gear, etc..
  5. Issued items are passed out only in briefing rooms, adjusted to fit each player, and monitored at all times.
  6. Each round lasts 15 minutes by default, and players can change that to be whatever they wish, such as 3 minutes… or even more than half an hour.
  7. Reservations are limited only based on other reservations; if there are no other reservations on a given day, whoever shows up can play until the next reservation is about to begin.
  8. Only registered guests opting to play a game may enter the arena section of this building.  (This means no drones, by the way.)
  9. Players may only be in the arena section for the duration of their scheduled game/s.
  10. Lasing only; you are allowed to aim/shoot your issued laser-tag gun beam at fellow players in this building, but nothing else.
  11. If you cover up any of your sensors, this will be detected, and you may be penalized a point or asked to depart the arena.
  12. Keep your issued items on, worn correctly; if you remove your helmet or harness, or leave your laser-rifle, it is assumed you have left the game, thus should exit the arena section at once.
  13. No tackling or other direct physical contact, excepting mutually agreed-upon and enjoyable interaction; high-fives, pats on the back, consensual touch in general, etc., are fine.  (If you want tackling and other rough contact, you are welcome to set up a game in one of our Halo Maps where that is allowed.)
  14. If you get “hit” (by one of the lasers), you are considered wounded or killed, based on where you were hit, how many times, and by what type/size of laser, and this will deactivate your laser-rifle until you are either 1) moved close to a healing/reactivation beacon, or 2) joining your group/party/teammates for another round or game of laser-tag; re-entering the arena after the game timer has reached zero and been reset.
  15. Flying (be telekinesis or wings) is permitted if you are a being which is able to do that.
  16. Damaging (or attempting to damage) any part of the arena/building or your issued items is not allowed, and will result in you being removed from the game and property.  Accidents happen and are understandable, and we’ll be able to reference playbacks and tell, so don’t worry.
  17. No food or drinks in the playing room/arena; keep those outside or, at the very least/closest, in approved parts of the lobby.
  18. Only relieve yourself in one of the toilets of our toilets-rooms.
  19. You can leave your game at any time, such as to take a toilet break.
  20. No one actually has to play laser-tag to be here; as long as you reserve a block of time in the arena, you can do other things while in there; some people reserve this place just to have orgies, for example.
  21. At the end of your game/s, return to the briefing room for your debriefing, sometimes called the After-Action Review (AAR), and return your issued items to the ICV on duty there at that time.
  22. The roof and service-rooms/areas are staff-only.
  23. Staff do not play; it would be unfair for the extremely/flawlessly-aware ICVs to participate, and kajirae in our realm are never trained to shoot or fight, so they would feel very awkward and nervous.
  24. Party-rooms must also be reserved just like the arena.

 

Tips/Tricks/Techniques:

  1. The best way to move is whatever feels natural/comfortable for you; serpentine runs, springing, diving, and rolling is not that effective, since your sensors will accept near-hits within a number of inches.
  2. To aim accurately/successfully, practice moving like marching-band members are taught to walk in formation, wait until your exhale is complete before you pull the trigger, and practice closing your eyes and relaxing a bit in order to see where you are aiming when you reopen your eyes.
  3. There are no laser-pointers attached to the laser-rifles in this game, but if you hold the trigger down longer than one instant… the laser-beam can double as a laser-pointer, showing you if you need to adjust your aim.
  4. Every time you pull the trigger, a laser will be emitted from your laser-rifle; there is no delay between beams, so it makes sense for a lot of newer players to rapidly tap / double-tap their laser-rifle trigger to improve the odds their ‘fire’ will be registered/detected by their target’s sensors.
  5. ‘Sniping’ is fine, and the way to do that well in this arena is by finding places where the colorfully-lit neon-like glow-in-the-dark wall-art makes a backdrop color-scheme and brightness which somewhat camouflages the little team-color lights/LEDs on your gear.
  6. ‘Camping’ is fine, but, if you are going to ‘camp’, try to pick spots which have multiple ways of escaping if you get spotted or ambushed.
  7. Pretending to flee is a great way to lure opponents into ambushes, or at least to make them rush past blind-spots / corners / shadows they might otherwise be carefully checking.
  8. You can use people as ‘human shields’ to prevent from being ‘shot’, so make sure you discuss this with whomever on your team is going to be the first person in a ‘stack’ (into rooms you are checking/clearing); they can play along, blocking all lasers while you shoot over their shoulders or under their arms.  (Their laser-rifle won’t work once they’ve been ‘hit’, but that doesn’t mean they can’t be useful in other ways.)
  9. Hand-signs (or telepathy, if you have that ability) are a great way to help your team sneak up as close as possible before engaging/surprising a target.
  10. Going barefoot is another way to remain extra quiet and more difficult to hear or track; shoes tend to squeak a lot more than feet.
  11. One way to prevent lasers from triggering your sensors is to get under water, such as during laser-storms.  (You’ll leave wet footprints behind for a while if you do that, so walk where the fog-machines are covering up the floor until your soles get dry.)

 

Staff:

There are always dozens of ICVs and kajirae working here.  The ICVs manage the place and provide security.  The kajirae take care of the cleaning and other simple tasks.

ICVs:

  • 2 at the front/lobby desk
  • 1 (total) for the briefings and debriefings/AARs rooms (since only 1 briefing/debriefing ever happens at any given moment here)
  • 1 at each staff-only door to/from the outside (on the side inside this building)
  • 2 on each arena level, walking around as referees if needed
  • 1 at each of the 4 parking-lot AIOWs; helping to direct traffic
  • 4 on the roof
  • total:  ~50

Kajirae:

  • 2 greeters at the front/lobby double-doors
  • 1 on standby for each party-room
  • total:  ~50

 

Special Features:

Until now, no other laser-tag arenas offered trampolines and dropships, but this arena has much more than just that; water-proof gear allows us to make use of water features in our design, too, and these water features, such as narrow canals, fountains, and waterfall film barriers, make for excellent concealment, as well as cover; laser beams from these light-based play-weapons are dispersed by water, causing their glowing colors to spread out, flicker, refract, and, ultimately, not trigger targeted players’ sensors to indicate they have been hit, tagged, and notionally wounded.

Once or twice during each game, there are also ‘laser storms’; very distracting and beautiful laser light-shows, along with flashes of ultraviolet strobe-lights paired with amplified sub-woofer speakers to simulate lightning and thunder.  These lasers can trigger/deactivate your laser-rifle if any them are detected by (aimed at) your helmet or harness sensors, so take cover!

If you can find their well-hidden control panels, the ‘hard light’ bridges of (featured in the game called) Halo can be briefly activated and used to cross over the courtyard, and other traps and pitfalls, which would otherwise be impassable (and if they turn off / time out while you are hurrying across them, don’t worry; you’ll only fall down into a foam-balls/blocks trough).  It’s a good idea to keep one of your teammates on either side if you intend to use this feature; they can make it less likely that a player from an opposing team will turn the bridge off while you are still on it.

*Precisely designed by our A.I., the lasers in this facility/attraction are not able to harm anyone’s eyesight.  They are only visible enough to make contact with the players’ vests’ laser-sensors.  The fog/mist and mirrors in this facility make them look interesting and bright/cool enough, though.

Every floor and room can sense when a player is there, and the staff see this on their computer-screens –plus ICVs can see through walls and always remember party-count, anyway; everyone remains accounted for.

The instant anything unclean falls in any water feature, the building alerts a staff member –if one of the ICVs hadn’t noticed already– and that water is restored to full cleanliness at once.

 

Relevant Holiday:

Tuesday 16 May (24 Maiesta on our calendar):  1st Laser (1960 at Bell Labs)

 

Location & Overall:

Issued Items:

Interior Appearance:

Decorations:

more TBA

Inisfreeans Playing with You:

As always, you can fuck any/all of the ICV girls playing the laser-tag game/s with you –during the games; right here inside the combat/tournament area/sanctuary.