Hot Asphalt Logo Caesar's Palace - PR 2
Las Vegas, Nevada

P. 21


Since its reconstruction, Caesar's Palace has been a center of upper class luxury and high stakes gambling. Years before autoduelling was legalized in Nevada, the casino management discreetly developed plans for an arena construction project. The management spent millions of dollars in local advertising, and lobbying, to make sure that the sport was legalized while "political contributions" were made to secure the necessary construction permits. When the plan was put into action, Caesar's Palace had a two year jump over its competitors.
Arena Notes:

The outer walls are 10 feet high and 100 DP. The inner walls are 20 feet high and 20 DP. Three breaches on an inner wall will cause it to collapse producing a half-inch wide debris field. The four corner bunkers are 4 feet high and 40 DP. Inside each bunker is an open escape hatch which connects to a slide. The slide takes three turns to complete and connects to an emergency aid station. The four center jumps are angled at 30 degrees and have 20 DP. The center platform (10 feet high) lays flush with the jumps. Vehicles going slow enough can go up the jumps and drive on top of the obstacle.
Arena Map:
Caeser's Palace Map -
                7.8K

Arena Schedule:
Monday Amateur Night
Tuesday Amateur Night
Wednesday Amateur Night
Thursday AADA Divisionals
Friday Challenge Night
Saturday Corporate Cup
Sunday Closed

Arena Special Events:

Hot Potato: In this event, contestants must stay and fight inside the inner rectangle. Tire shots, and dropped solids, are not allowed. After the third second, the inner-rectangle floor tiles begin to shoot flames, causing damage to all vehicles in the inner rectangle at a rate of one point per second.

The first item(s) to be destroyed will be the tires (each takes one point per turn), then the bottom armor (metal armor take five seconds per point to be destroyed), followed by interior components (one random point per turn). Successful use of fire extinguisher equipment will prevent any heat damage (inside or outside). Pedestrians will take one point of damage unless they have some sort of fire extinguishing equipment. Foam and ice will smother a heat tile for one second (size will depend upon the weapon's area of effect).

Anyone leaving the inner-rectangle before the event has ended will be disqualified. The last combatant inside the inner-rectangle is the winner.