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PostSubject: Re: Competitive Stage Designs   Mon Mar 11, 2013 6:26 pm

"6. Pokemon Colosseum (This will likely have banned transitions, but hazard switching would make it neutral)"
You really seem to think hazard swap will be added, don't you?
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MercuryHg34



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PostSubject: Re: Competitive Stage Designs   Mon Mar 11, 2013 6:38 pm

C_Mill24 wrote:
Wouldn't you also have to worry about the blast-lines when it comes to neutral and counterpick stages?

Yes, you would. But luckily that is easily handled by the coders, the blastlines on our current legal stages are actually quite good. They could even be a bit shorter on the sides to compensate for the fact that recoveries are broken in general compared to console.
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Perfect Hell



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PostSubject: Re: Competitive Stage Designs   Mon Mar 11, 2013 7:22 pm

bluepsychic.bak wrote:
"6. Pokemon Colosseum (This will likely have banned transitions, but hazard switching would make it neutral)"
You really seem to think hazard swap will be added, don't you?

Notice I said "would" make it neutral, not "will". It's a hypothetical.

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Z1GMA
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PostSubject: Re: Competitive Stage Designs   Mon May 12, 2014 12:47 pm

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C_Mill24
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PostSubject: Re: Competitive Stage Designs   Mon May 12, 2014 1:22 pm

Please don not post in topics that are over a year old since the previously post.
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SP



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PostSubject: Re: Competitive Stage Designs   Mon May 12, 2014 1:25 pm

C_Mill24 wrote:
Please don not post in topics that are over a year old since the previously post.

back-seat modding pls stop
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Z1GMA
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PostSubject: Re: Competitive Stage Designs   Mon May 12, 2014 1:52 pm

Well, the damage has been done - discuss  clown 
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HypeConduit
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PostSubject: Re: Competitive Stage Designs   Mon May 12, 2014 2:30 pm

I suppose it reminds me of PM/B+/B-'s Hyrule Temple, minus the top platforms.

Spoiler:
 

Sorry for the crappy image.
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Perfect Hell



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PostSubject: Re: Competitive Stage Designs   Mon May 12, 2014 4:29 pm

Bumping an old topic is perfectly fine if it's a relevant and useful post.  He's contributing a competitive stage design to the thread, probably for critique or the hope that we'll put it into the game.

Not a bad layout idea, it's like if FD were able to stop camping and in some cases chaingrabs.  Though it does stop certain things from happening, i cant imagine many characters would particularly want this stage.  It doesn't work well for the same reason the above Hyrule Temple is almost never picked in P:M despite being a legal stage:  There's no benefit the stage offers for counterpicking that other stages wouldn't do better.  Though, it would make a much better game 1 stage (neutral) than FD would, whereas FD makes more sense as a counterpick.

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Z1GMA
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PostSubject: Re: Competitive Stage Designs   Tue May 13, 2014 8:38 am

8 Layouts:
 


Last edited by Cigma on Tue May 13, 2014 2:27 pm; edited 5 times in total
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MercuryHg34



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PostSubject: Re: Competitive Stage Designs   Tue May 13, 2014 2:09 pm

Please put large images in spoilers so the page doesn't stretch horizontally. The layouts themselves are pretty cool though.
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Slissith



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PostSubject: Re: Competitive Stage Designs   Tue May 13, 2014 2:13 pm

3, 5, 6 and 8 look as neutral as it can get, allowing some creativity.

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Dry



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PostSubject: Re: Competitive Stage Designs   Wed May 14, 2014 5:12 am

Is the leftmost block on stage 8 solid? Wouldn't that make it a pseudo-ceiling?

All the others look great. 5 looks like a very fun stage control fest.
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Perfect Hell



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PostSubject: Re: Competitive Stage Designs   Wed May 14, 2014 2:08 pm

I think 5 would be better if the platforms move, probably the outside ones moving up and down. 6 Needs to slope up in the middle, not have abrupt walls. 8 has that ceiling piece, not fond of it.

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PostSubject: Re: Competitive Stage Designs   Wed May 14, 2014 3:05 pm

Yes, 8 has a solid square hanging in the air. I put it there because it would sometimes allow for random and/or situational stuff. But it is pretty small (smaller than Porky, bigger than Kirby), so I don't think it'd be too abusable in any way.

Moving platforms on 5 brings my thoughts to Fountain of Dreams. Nothing wrong with that, but I think I prefer them to not move, for the sake of innovation.
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Traweezie



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PostSubject: Re: Competitive Stage Designs   Wed May 14, 2014 5:44 pm

5 reminds me of dracula's castle from PM/Flash 2 if they were to move around. I don't like 8 that much, but the rest seem fun to play on
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Johnny64



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PostSubject: Re: Competitive Stage Designs   Wed May 14, 2014 9:12 pm

I believe the best layout is either 5, or 8, can't really decide
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Dry



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PostSubject: Re: Competitive Stage Designs   Thu May 15, 2014 12:42 am

About 8, how about making that solid block a triangle shape pointing downwards? That way you'd still have unusual stuff happening, but you won't be able to lock people in with vertical knockback moves.
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Z1GMA
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PostSubject: Re: Competitive Stage Designs   Thu May 15, 2014 10:26 am

Dry wrote:
About 8, how about making that solid block a triangle shape pointing downwards? That way you'd still have unusual stuff happening, but you won't be able to lock people in with vertical knockback moves.
Not a bad idea - I like it. However, what about wallteching the ceiling?
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Dry



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PostSubject: Re: Competitive Stage Designs   Fri May 16, 2014 7:29 am

Ah, well I think ceiling techs are planned, so that's true. It would depend on how fast they are, though, because even then you could easily hit someone into the ceiling and follow it up with an up air while they tech.
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Perfect Hell



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PostSubject: Re: Competitive Stage Designs   Fri May 16, 2014 7:30 pm

Pretty sure ceiling techs are already a thing

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Ness_64
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PostSubject: Re: Competitive Stage Designs   Fri May 16, 2014 8:59 pm

I was thinking about 4. What if you make the central area slightly higher and add slopes so it's just 1 main area?
Like this:

Of course, the picture isn't considering blastlines.
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MercuryHg34



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PostSubject: Re: Competitive Stage Designs   Sat May 17, 2014 4:33 am

That looks pretty cool.
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Z1GMA
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PostSubject: Re: Competitive Stage Designs   Sat May 17, 2014 6:24 am

Ness_64 wrote:
I was thinking about 4. What if you make the central area slightly higher and add slopes so it's just 1 main area?
Like this:

Of course, the picture isn't considering blastlines.
Not bad at all. It reminds me a bit of Brawl Halberd, but without the sometimes annoying semi-passable floor.
Halberd-layout with a solid Main Platform = me like.
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bubsyplz
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PostSubject: Re: Competitive Stage Designs   Tue Feb 17, 2015 10:33 pm

i made a Bubsy 3D stage concept in unoffical stages i believe will be competitive friendly.
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AWACS
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PostSubject: Re: Competitive Stage Designs   Thu Apr 16, 2015 7:09 pm

I'd like to see a competitive map that is more vertical. Battlefield is nice, but there's still the one giant main section below. One of my ideas would be a Battlefield 2.0 with an additional set of platforms above the original platforms with a higher ceiling.
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nowaitstop
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PostSubject: Re: Competitive Stage Designs   Wed Jun 17, 2015 10:25 am

Were you thinking of something like this?

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Perfect Hell



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PostSubject: Re: Competitive Stage Designs   Thu Jun 18, 2015 3:16 pm

That could be cool

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nowaitstop
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PostSubject: Re: Competitive Stage Designs   Thu Jun 18, 2015 4:16 pm

What I think might be a neat idea for a neutral/counterpick stage is a stage similar to Final Destination (though not quite as big) that tilts slightly to the left and right at times, similarly to Lylat Cruise. Or perhaps it could have two or three soft platforms that stay even with the screen while the main stage tilts. The tilting would be roughly less than or equal to 15 degrees, enough to discourage projectile camping, but not dramatic enough to make projectile-based characters useless on the stage.

I'm thinking a stage like this would be suitable in a body of water (you know, currents and stuff), but it's just an idea at this point.
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AmareTSM



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PostSubject: Re: Competitive Stage Designs   Tue Jul 28, 2015 8:03 am

1, 2, 4, and 7 would be VERY bad for characters like Ness and Lucas, because they wouldn't have space to use there recoveries, much like on the Pokemon stage and ironically, Fourside.
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PostSubject: Re: Competitive Stage Designs   Today at 7:02 pm

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