Subject: Saltspray Rig (Splatoon) Sun Jul 19, 2015 9:15 pm
Music:
This stage takes place on the northern part of the rig, with a bunch of crates laid about. The crane in the background moves a floating platform back and forth above the crates. Otherwise, nothing really unique about this level, but it comes from Splatoon and shouldn't be too difficult to sprite.
Here is a general layout:
Why this over another Splatoon level? It's very popular, and most Splatoon stages don't really have anywhere to fall off, making it fit the Smash setting better.
Last edited by Roy on Sun Aug 16, 2015 10:06 am; edited 1 time in total
Wait, why no skateboard ramps? Also, we could easily pull of a Sakurai there and place a Launch Pad on each side of the stage, even though they appear elsewhere in the game (also, since I have the german version, I'm not really familiar with the english names).
Wait, why no skateboard ramps? Also, we could easily pull of a Sakurai there and place a Launch Pad on each side of the stage, even though they appear elsewhere in the game (also, since I have the german version, I'm not really familiar with the english names).
No skateboard ramps since they don't really make much sense in a Smash setting. They'd basically function as a light ramp into a wall, nothing special really (anything more requires a lot of coding... if a Sonic stage gets it, fine, but not for just this stage).
A launch pad (respawn point really) could work, but you can jump without it, so not sure how much sense it makes.
With the launch pad, you wont jump, but you will get launched to the other side of the stage, kinda like how launch pads in Splatoon launch your player Inkling to a different area.
Yeah, but the stage really needs a gimmick that screams Splatoon, and I'm not sure if adding Octorians as hazards would work either. Then again, New Pork City and Garden of Hope managed to be a thing, so I fear that my argument ends up being moot.
Gimmicks are nice when the level is designed around it, not simply thrown in. The launch pads would get more annoying than anything else, I feel.
The original stage had elevators to get from the lower area to the upper. Maybe they could serve a Randall role (Yoshi's Story Melee cloud) on either side of the map? That's a 'gimmick' that doesn't hurt the gameplay, occasionally saving a player from death.
I kind of want this to be able to be a counterpick, but the solid crates might hurt those chances...
Gimmicks are nice when the level is designed around it, not simply thrown in. The launch pads would get more annoying than anything else, I feel.
The original stage had elevators to get from the lower area to the upper. Maybe they could serve a Randall role (Yoshi's Story Melee cloud) on either side of the map? That's a 'gimmick' that doesn't hurt the gameplay, occasionally saving a player from death.
I kind of want this to be able to be a counterpick, but the solid crates might hurt those chances...
If you want to make a competitively viable stage, then make one. I think in this case it's best to make a stage that appeals to fans of the franchise.
Yeah, and in order to do that, it not only should look like the franchise, but also FEEL like the franchise. The stage needs something unique, something that screams "HEY, I'M A STAGE BASED ON SPLATOON!"
I think we could do something like an inkling passing through putting ink on the ground. The ink would slow down the fighters and make it harder for them to jump. And after a while the ink would disappear. (I can't think of any way to get rid of it besides like a wave of water or something.)
I'd argue that's different because there are 700+ different species of Pokemon all with varying roles and popularity whereas there is one species of Inkling
Actually, why does it have to be an Inkling as a stage hazard anyway? I mean, an Octoling could pretty much work the same like the original Inkling idea and still be accurate to source.
I wonder if Octarians could fit in - you have one in a cannon in the background firing shots at the stage, the big one in the sky that summons inkstrikes, and a group of small ones that fly by firing small shots.
Though, it might get really confusing if Inkling is playable - that's 7 different colors of ink minimum (6 players + Octarians). It's going to be a very messy battlefield...
You seem to be comparing Saltspray Rig to the other playable maps in the game's Multiplayer. My question is, should we completely rule out something from the single player? There are special gimmicks that only appear there, and those levels are arguably even more suited for Smash than Saltspray is, as those feature tons of areas to fall off.
I feel like we're trying to force a gimmick on this stage when it doesn't really need one. The crate and crane layout is simple and unique, and elevators on the side add a bit more without resorting to cheap gimmicks.
Anyways, I had an aesthetic idea for the stage: Splatfest!
The stage is on a day/night cycle. When night hits, a stage rises up in the back with Callie and Marie singing! Other inklings can be seen on the stage, dancing. This has no effect on the battle besides a music change, but would make the stage feel fresh.
Subject: Re: Saltspray Rig (Splatoon) Sun Aug 02, 2015 5:21 pm
Could we do something similar to the Suzaku Castle stage in SSB4 with the music?
During the last minute of a time match, the music would change to:
https://www.youtube.com/watch?v=3upUa2m77yE
Roy Level 7 CPU
1169 RoyMaster4
Subject: Re: Saltspray Rig (Splatoon) Sun Aug 02, 2015 9:09 pm
StayPuft wrote:
Could we do something similar to the Suzaku Castle stage in SSB4 with the music?
During the last minute of a time match, the music would change to:
https://www.youtube.com/watch?v=3upUa2m77yE
I wanted to mention this initially when I made the topic, but I didn't think it would be doable. This ending song is exactly 1 minute long, however Smash Bros can be paused while the music continues to play. If there was a way for the song to be made to loop, I'm definitely for it though.
SP
3856 cellularSP
Subject: Re: Saltspray Rig (Splatoon) Sun Aug 02, 2015 10:21 pm
Roy wrote:
StayPuft wrote:
Could we do something similar to the Suzaku Castle stage in SSB4 with the music?
During the last minute of a time match, the music would change to:
https://www.youtube.com/watch?v=3upUa2m77yE
I wanted to mention this initially when I made the topic, but I didn't think it would be doable. This ending song is exactly 1 minute long, however Smash Bros can be paused while the music continues to play. If there was a way for the song to be made to loop, I'm definitely for it though.
Well, there IS a 15 minute extension of the "1 minute remaining" on Youtube. I'd assume it's possible.
TrinitroMan Level 7 CPU
1244
Subject: Re: Saltspray Rig (Splatoon) Mon Aug 03, 2015 9:36 am
Holy shit, there is? I need that, complete with 15 minutes extensions of other Splatoon songs.