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 Warp Room (Crash Bandicoot)

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Roy
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PostSubject: Warp Room (Crash Bandicoot)   Tue Oct 02, 2012 8:45 pm

This is a stage idea I've come up with to represent the Crash Bandicoot franchise as a whole with one stage. I call it the Warp Room, the hub location for many of the games. The one I've come up with is modeled after the Crash 3 iteration.

Basic layout:


You have a basic platform with 2 floating platforms above it. The center of the main platform can rise up and down (Crash fans would remember this as leading to the 'secret' warp area). The 2 floating platforms can move any way the coder desires, I just don't want boring floating platforms. Coco, Crunch, Aku Aku, Pura, and Polar can be sitting on the main stage in the background.

Now, for the gimmicky part: You see above there are 3 paths leading to behind the stage. These are the 'warp sections', or whatever they were called in Crash 3, where there are a bunch of buttons and the portal to warp to the many locations. Now, instead of causing the players to use the warps, these will activate on their own and bring hazards to the stage! (Note: There are also 2 'off-stage' to the left and right, just not visable. These also bring hazards) This will allow us to rep many of the important things from the Crash universe without having more than 1 stage.
Most things are of course, the main baddies. Here are a few examples of hazards I've come up with:

N. Tropy - Walks out of the middle warp, stands on the bridge, and raises his staff. Electrical beams are formed on the sides of the stage and sweep accross. Happens a few times, then he steps back into the warp.

Tiny - Comes out of the visible left warp and leaps to the stage to dead center. Attempts to grab a player and smash them to the ground, dealing massive damage and stunning. Eventually jumps back to the warp.
"HERE COMES TINY!"

N. Gin - A blue flash comes from the right side of the screen, and N. Gin inside of her flying robot flies above the stage, dropping bombs and rockets to bombard the players. Exits out of the left screen via a blue flash.

Ripper Roo - A blue flash comes from the left side of the screen, and Ripper Roo hops onto the stage. He frantically jumps about dropping TNT and Nitro crates, before falling off the edge.

Pinstripe - Walks out of the visible right warp. Looks at the battle going on, takes out his machine gun, and starts firing at the stage. Very difficult to dodge but doesn't do too much. Backflips into the warp when he's done.

N. Oxide - Flies in from above the stage in his UFO. Attempts to ram into the players, and occasionally launches missiles or pinballs. Flies off after a short time.

N. Cortex - Flies up from the bottom of the screen with his jetpack. Fires his laser gun in a similar fashion to his Crash 1 fight. After a short time, calls for Uka Uka to sweep through the stage. After a couple sweeps, rams into Cortex, causing his jetpack to malfunction so he falls off the screen.



So, thoughts, opinions, ideas, etc?


Last edited by Roy on Sun Jul 26, 2015 9:03 pm; edited 4 times in total
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Smash King
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PostSubject: Re: Warp Room (Crash Bandicoot)   Tue Oct 02, 2012 8:47 pm


Moved to Stage Discussion topics instead since unconfirmed content should not be in Spriting Boards.

Guys may now continue Very Happy
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plasmis
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PostSubject: Re: Warp Room (Crash Bandicoot)   Tue Oct 02, 2012 8:58 pm

Wow that's a mouthful, but I support this idea. Implementing all the villains and hazards into one stage is definitely we can go for. Better question is, won't there be too much commotion in the background of the stage?
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Roy
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PostSubject: Re: Warp Room (Crash Bandicoot)   Tue Oct 02, 2012 9:03 pm

plasmis wrote:
Better question is, won't there be too much commotion in the background of the stage?
1 at a time with a good break between hazards. It won't be too busy.
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Roy
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PostSubject: Re: Warp Room (Crash Bandicoot)   Thu Oct 11, 2012 7:41 pm

So, shall we perfect this idea? It's now confirmed. Smile
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PostSubject: Re: Warp Room (Crash Bandicoot)   Fri Oct 12, 2012 7:30 pm

This idea is awesome too. You are forgetting about Dingodile, he has made lots of appearances as a boss or playable character. He could probably come out from the center warp, watch the battle going on and then start firing with his fire gun upwards similar to how he does in his boss battle. The fire balls could rain over the stage doing standard damage and knockback. Probably he could also then charge for a beam attack doing strong knockback and high damage. Then he jumps and disappears.

Maybe Papu Papu and Brio could make appearances too in this stage?

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Roy
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PostSubject: Re: Warp Room (Crash Bandicoot)   Sun Jul 26, 2015 9:06 pm

Can you also move this one to the Unofficial Stages section? Another one of my old good stages.


Last edited by Roy on Mon Jul 27, 2015 7:30 pm; edited 1 time in total
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PostSubject: Re: Warp Room (Crash Bandicoot)   Sun Jul 26, 2015 9:18 pm

Yepp

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Smash King
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PostSubject: Re: Warp Room (Crash Bandicoot)   Sun Jul 26, 2015 10:36 pm

Wow I remember this suggestion from a long time ago.

I'm open to consider this stage, though I would like to see what other iconic and fun Crash stages are also available before getting behind this one
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Roy
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PostSubject: Re: Warp Room (Crash Bandicoot)   Mon Jul 27, 2015 7:43 pm

Smash King wrote:
Wow I remember this suggestion from a long time ago.

I'm open to consider this stage, though I would like to see what other iconic and fun Crash stages are also available before getting behind this one
Yeah... I went through my old stuff and decided that this was worth bring up again.

I don't think anything within Crash is more iconic than the warp room (appearing within Crash 2, 3, Bash, and Wrath of Cortex, with 'warps' even appearing in Crash 1 and the racing games). However, I'm not opposed to other Crash stages if they prove themselves better. N Sanity Beach is probably the next most iconic, and I can imagine fun layouts for the Native Village Wall, Eel Deal, Tomb Wader, or Gone Tommorrow.
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TheMysteriousThree
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PostSubject: Re: Warp Room (Crash Bandicoot)   Sat Oct 10, 2015 12:55 pm



I found an awesome track for this potential stage.

0:00 - 0:47.

Oh, and SUPPORT'D.
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OmegaSteve777
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PostSubject: Re: Warp Room (Crash Bandicoot)   Sat Oct 10, 2015 6:03 pm

Did I say support? No?

Support
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Roy
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PostSubject: Re: Warp Room (Crash Bandicoot)   Sat Oct 10, 2015 6:37 pm

Do stages get support? I don't know...

As far as music goes, I feel like a remix of the Crash 3 theme would fit better. Crash 1 can be an alternate, though. Don't think metal really fits either...
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Braystar
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PostSubject: Re: Warp Room (Crash Bandicoot)   Mon Oct 12, 2015 1:30 am

SUPPORT *SPAMS*
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