Complete Viable Stage Select List (All 41 Stages)
All stages have been modified until fit for competitive play.
We haven't done this since last summer with 2.1, so now that we'll have it locally for 2.5 again, we figured we'd try sharing it this time.
- Most stages are directly from BrawlVault or other sources, with small modifications made when needed.
- Project: M Camera adjustments were only given to Stages when it was noticeably different than the Standard.
- The majority of these Stages feature unique elements lacking in the current Stage-List, and are an attempt at making them as functional as possible.
- There are multiple versions of some of these, but these are either the original or Standard textures and lay-outs we're currently using, I may upload more textures another time.
Old Update
Modified Stages with Icons
Over Big Blue (STGDXBIGBLUE)
Purpose - Jump-Through Stage with slight Slopes and an over-ledge hanging Platform to one side. None of it is too imposing or promoting a certain kind of game-play that might be interrupting or hindering to game-flow but it remains very unique in the Stage-List.
Over Temple: M (STGDXSHRINE)
Purpose - Another platform-less Stage, and though not entirely Flat, the Slope isn't imposing at this angle. It has Walls and slightly different Blast-Zones than Final Destination.
Over Corneria (STGDXCORNERIA)
Purpose - It's generally flat, but the edge-angles bring in a unique dynamic with the Bulging sections. The Small Platforms give room to maneuver, but don't give much room to play on the Platforms themselves.
Over Delfino Plaza (STGDOLPIC)
Purpose - No Symmetrical Platform layout, but remaining Standard Sizes and Heights. One Platform off the Edge to the left gives room for dynamic Edge-Game elements that are generally lacking in the Stage-List.
(May have frame-rate issues in Doubles Matches with multiple high-poly textures, further testing required)
Over Fourside (STGNEWPORK)
- Deleted an invisible platform (a random collision) off the left side of the stage.
Purpose - Quirky lay-out with Slopes, Walls, and high Layered Platforms to one side. Very unique, but not imposing, or promoting any specific type of play that would hinder overall game-flow.
Over Flatzone (STGGW)
- Flattened the left ledge-grab vertically to not trap recoveries.
Purpose - Reasonable angled Slopes throughout the Stage, a feature missing on most stages in the Stage-List in any functional lay-out, and this is as standard as it gets with the added Slope feature.
Over Mario Circuit (STGKART)
- Removed the statue pillar behind the stage to reduce lag.
Purpose - Reasonable lay-out of Standard Platforms with no added features aside from Walls.
(Big thanks to the maker for going with my lay-out suggestion so I didn't have to change it or make a new stage <3)
(May need further testing for frame-rate issues in Doubles with multiple high-poly character textures)
Over Lylat (STGSTARFOX)
- Changed the initial Spawn points to not be clustered together. (Rampless version)
Purpose - Moving Main Platform and raised Bulge in the middle add interesting dynamics lacking in the Stage-List. Larger Top Platform and slight Slopes add to it as well.
No Ramps or Bumpers as they were too imposing and the stage is already unique and niche. (sorry 64 lovers <3)
Over Metal Gear (STGMGEAR)
Purpose - Smaller Stage with Walls and unique moving Platform lay-out near the edges.
Over Onett (STGONETT)
- Extended the collisions on the side of the stage vertically downward to not trap recoveries.
Purpose - Wide Stage with wide Platforms, but not large enough Top left + right Platforms to promote any kind of game-flow degrading play.
Over Pirate Ship (STGPIRATES)
Purpose - Standard stationary lay-out of Platforms and Stage overall, but has the addition of objects, for either healing or trowing like projectiles, and wind, giving it some dynamics to play with adsent in the Stage-List otherwise.
Over Pictochat (STGPICTCHAT)
- Removed a random collision that prevented Tether grabs from certain angles near the ledge.
- Made a center block on the main platform that doesn't have the ice effect.
Purpose - Ice is a unique feature missing from the Stage-List, and this is currently the most functional version of a Stage featuring Ice that we've come up with. It's easy to navigate due to the Low Platforms, and the Edges + Center being Non-Ice, but the Element quirk still plays a significant Role in small ares of the game-flow.
(May need Transparency in the Left/Right Platforms to be less Visually Obstructing)
Over Rainbow Cruise (STGDXRCRUISE)
- Removed visual obstructions.
- Lowered vertical collisions to not trap recoveries.
- Shrunk the main platform horizontally to a more reasonable size in relation to the floating platforms and blast-zones.
Purpose - Fairly Flat Stage with a single section of Layered Platforms. Gives a Flat-Feel but has some dynamics to maneuver with, and the Platforms are large enough to play around on.
Over Saffron (STGTENGAN)
Purpose - A single moving Platform on an otherwise Flat Stage. A variation of Smashville, in a way, with added Walls, larger Blast-Zones, and a more present Platform for maneuvering, but smaller for less game-play focus around it.
Over Aero Drive (STGFZERO)
- Raised the collision box on the floating cloud.
Purpose - Small Ice Platforms allow for maneuvering, and a high moving Platform to give more dynamics to the otherwise fairly Standard Stage. The Platforms don't allow much room for play but have significant impact on the game-flow, as well as the slight Slopes on the Main Stage.
Over SSE: Jungle (STGEARTH)
- Lowered the top and right clouds to more reasonable heights.
- Lowered the Top blast-zone to a more reasonable height.
- Raised the collisions to make landing on the Cloud Platforms more visually accurate.
Purpose - Fairly Standard Stage, stationary with a stable but non-symmetrical lay-out. It adds Walls and a Larger Blast-Zone than other Triangle lay-outs.
Over Hyrule 64 (STGOLDIN)
- Dramatic change to the stage overall.
Purpose - Partially symmetrical lay-out with long Slopes on a Larger Stage. The Slopes and Overall Stage Size aren't imposing, and the heights of the center Platform Layers don't promote any kind of game-interrupting play.
(May need Shadows edited on the Top Platform to be less visually confusing [particularly with this texture])
Over Brinstar (STGDXZEBES)
- Dramatic change to the stage overall.
Purpose - A Stage with a 'Pit' in the middle is lacking entirely from the functional Stage-List, so this is a modified version of a customized Norfair Stage that had a Pit. (Norfair V4) With a less symmetrical lay-out, it's less imposing and linear of a Stage, not promoting forms of camping that would make it difficult to get off the top Platform, cross the general Pit area, or make it difficult to catch an opponent in the process.
Modified Stages without Icons
Over Summit (STGICE)
Purpose - Standard stationary lay-out and Stage Size but with Larger Platforms to allow more game-play on them.
Over Orpheon (STGORPHEON)
- Brightened and Re-Sized Second Transformation without Flipping.
Purpose - Standard stationary single Platform layout, but with slight Slopes to add dynamics to the game-play.
Over Kongo Jungle (STGDONKEY)
- Lowered Side-Platforms and Hard Main Platform.
Purpose - No longer promotes or degrades certain elements of game-play that High Side-Platforms and a Jump-Through Stage with an inward Slope impact.
Over Jungle Japes (STGDXGARDEN)
- One Solid Platform covering all Gaps and Removed Clap-Trap and Water Effects
Purpose - Less Elements imposing on game-flow, and no longer promoting certain styles of game-play that hinder it. Larger Stage with unique Blast-Zone sizes and slight Slopes made it niche enough, and it was converted to being primarily focused on those features.
PS1 - Modified Fire and Rock Elemental Transformations to remove most major Obstructions
Purpose - Less imposing Stage features that interrupt game-flow on a couple Transformations.
(Still may require further editing to 1 of the Transformations)
Skyloft - Texture Change to Ganon's Castle
Purpose - Nullifies potential frame-rate issues, but no actual change to the Stage.
Stage Selection Rule-Set (Suggestion)
With so many more stages, the common methods of Stage Selection (Specifically the Striking Process) take too long and are inefficient. This is the method we use. The legal Stages in Singles vs Doubles is up to the host/whoever.
Stage Selection Phase 1
- Each Player (Team) Selects 5 Stages with the Selection Order 1-2-2-2-2-1
- Each Player (Team) Selects 1 Stage from the Opponent's Selected Stage-List.
- Match 1 is Randomized between these 2 Selected Stages.
Stage Selection Phase 2
- The Winning Player (Team) Bans 1 Stage.
- The Losing Player (Team) Selects 1 Stage from the remaining Selected Stages, including both their own and their Opponent's Selected Lists.
- Match 2 is Played.
Stage Selection Phase 3 (if Required)
- Repeat Phase 2
Special Selection Rule (This nullifies the Random (Dis)Advantage possible from Match 1)
- No Stage is to be played on more than once in a Single Set unless mutually agreed upon.
Due to Random playing a factor for Match 1, even though it's Selected by the Players, the balance of the Selection Process comes as the Set progresses.
- For Match 2, there will be 8 Available Stages (after 1 Ban and 1 Match) to Select from.
4 of which will be from the losing Player's own List if Random DID NOT Select theirs
Only 3 will be from the losing Player's own List if Random DID Select theirs.
- For Match 3, there will be 6 Stages Available (after 2 Bans and 2 Matches) to Select from.
4 of which will be from the losing Player's own List if Random DID NOT Select theirs.
Only 3 will be from the losing Player's own List if Random DID Select theirs.
So overall, if 'Random' Selects a Player's Stage for Match 1, they'll be 1 Stage shorter than their Opponents when it comes to Stages THEY initially Selected in Phase 1.
Having Random Select their Stage means they'll be short a Stage whether they win (they'll be short in Match 3 Selection) or lose (they'll be short in Match 2 Selection).
Download Links
STAGE IMAGE VIEWING ONLY
This should be the images of the 41 stages, nothing else.
Don't mind the characters on them, they were all just Randomized to show size-proportions of the Stages so people have an idea of what they're looking at.
http://www.mediafire.com/?j8y51d25k5r3ns5
STAGE (PAC) + MODULE (REL) FILES
This should be the module and stage folders in the PM folders. Inside should be the list of .rel and .pac files for everything needed.
They're complete folders, so the folders themselves (within the Project: M SD Card) can simply be replaced with these without needing to pick through them, though it's possible if someone wanted to.
http://www.mediafire.com/?muu1v9u3ue492im
STAGE ICONS + SELECTION (1 FILE)
This should be the common5 (complete again, so just replacing the whole file will work) .pac file that contains all the necessary CSS/SSS/whatever they're called.
Not ALL of them, only the essentials involved in the actual Stage-Selection Process.
http://www.mediafire.com/?fw94vgdo8tchf9d
New Update
Overall Change-Log
- All Stages have fitting Icons
- There are off-Shadow ascetics on SSE: Jungle, Peach Castle: 64, and possibly others, but I don't care about those/won't bother changing anything like anytime soon/ever.
Specific Change-Log
Dracula's Castle
- Horizontal Blast-Zones shrunk to a more reasonable distance.
Mario's Clouds
- Vertical Blast-Zone adjusted to be a higher ceiling stage.
Norfair
- Ridiculous broken starting Spawn-Points re-positioned.
- Top Platform shrunk and lowered. (less run-and-camp + death-pit promoting in Singles play)
SSE: Jungle
- Shrunk horizontally significantly. (both Platforms and Main Stage)
- Blast-Zones and Spawn-Points slightly adjusted accordingly.
Penguin Land
- Ice Effect removed from all but the Top Platform.
- Dip made in the middle of the Stage (similar to Orpheon/Halberd)
- Blast-Zones and Spawn-Points slightly adjusted accordingly.
Paper Mario: TYD
- Vertical Collisions lowered on both side Walls. (eliminate the ability for some characters to Recover 'through' the Stage)
Jungle Japes
- Collision protrusion on Right Ramp removed.
Peach's Castle: 64
- Collisions slightly adjusted on the base bottom of the Main Stage.
Strong-Man City
- Horizontal Blast-Zones slightly shrunk to more reasonable distances.
New Pork City
- Right Wall leveled out to ease hugging smoother. (consistent Wall-Jump accessibility)
- Left Ledge rounded and smooth for the same reason.
Yoshi's Story: 64
- Texture removed from large object in front of Stage to allow vision immediately below the ledges.
- Collision under the Stage adjusted for visual ease and accuracy.
Complete Stage List Images
DOWNLOAD LINK!!!
This is literally everything. Images to look at (including above), Module, Stage, Icon folders, all where they need to be.
http://www.mediafire.com/download/rwhc4lp3gs7q60w/Complete_Stage_List.rar
If you know of a Stage that's viable, or close to viable that I could adjust to make it so, let me know.
If you know of a Stage with a unique concept that could use some adjusting to make viable, let me know.
ENJOY!
All stages have been modified until fit for competitive play.
We haven't done this since last summer with 2.1, so now that we'll have it locally for 2.5 again, we figured we'd try sharing it this time.
- Most stages are directly from BrawlVault or other sources, with small modifications made when needed.
- Project: M Camera adjustments were only given to Stages when it was noticeably different than the Standard.
- The majority of these Stages feature unique elements lacking in the current Stage-List, and are an attempt at making them as functional as possible.
- There are multiple versions of some of these, but these are either the original or Standard textures and lay-outs we're currently using, I may upload more textures another time.
Old Update
Modified Stages with Icons
Over Big Blue (STGDXBIGBLUE)
Purpose - Jump-Through Stage with slight Slopes and an over-ledge hanging Platform to one side. None of it is too imposing or promoting a certain kind of game-play that might be interrupting or hindering to game-flow but it remains very unique in the Stage-List.
Over Temple: M (STGDXSHRINE)
Purpose - Another platform-less Stage, and though not entirely Flat, the Slope isn't imposing at this angle. It has Walls and slightly different Blast-Zones than Final Destination.
Over Corneria (STGDXCORNERIA)
Purpose - It's generally flat, but the edge-angles bring in a unique dynamic with the Bulging sections. The Small Platforms give room to maneuver, but don't give much room to play on the Platforms themselves.
Over Delfino Plaza (STGDOLPIC)
Purpose - No Symmetrical Platform layout, but remaining Standard Sizes and Heights. One Platform off the Edge to the left gives room for dynamic Edge-Game elements that are generally lacking in the Stage-List.
(May have frame-rate issues in Doubles Matches with multiple high-poly textures, further testing required)
Over Fourside (STGNEWPORK)
- Deleted an invisible platform (a random collision) off the left side of the stage.
Purpose - Quirky lay-out with Slopes, Walls, and high Layered Platforms to one side. Very unique, but not imposing, or promoting any specific type of play that would hinder overall game-flow.
Over Flatzone (STGGW)
- Flattened the left ledge-grab vertically to not trap recoveries.
Purpose - Reasonable angled Slopes throughout the Stage, a feature missing on most stages in the Stage-List in any functional lay-out, and this is as standard as it gets with the added Slope feature.
Over Mario Circuit (STGKART)
- Removed the statue pillar behind the stage to reduce lag.
Purpose - Reasonable lay-out of Standard Platforms with no added features aside from Walls.
(Big thanks to the maker for going with my lay-out suggestion so I didn't have to change it or make a new stage <3)
(May need further testing for frame-rate issues in Doubles with multiple high-poly character textures)
Over Lylat (STGSTARFOX)
- Changed the initial Spawn points to not be clustered together. (Rampless version)
Purpose - Moving Main Platform and raised Bulge in the middle add interesting dynamics lacking in the Stage-List. Larger Top Platform and slight Slopes add to it as well.
No Ramps or Bumpers as they were too imposing and the stage is already unique and niche. (sorry 64 lovers <3)
Over Metal Gear (STGMGEAR)
Purpose - Smaller Stage with Walls and unique moving Platform lay-out near the edges.
Over Onett (STGONETT)
- Extended the collisions on the side of the stage vertically downward to not trap recoveries.
Purpose - Wide Stage with wide Platforms, but not large enough Top left + right Platforms to promote any kind of game-flow degrading play.
Over Pirate Ship (STGPIRATES)
Purpose - Standard stationary lay-out of Platforms and Stage overall, but has the addition of objects, for either healing or trowing like projectiles, and wind, giving it some dynamics to play with adsent in the Stage-List otherwise.
Over Pictochat (STGPICTCHAT)
- Removed a random collision that prevented Tether grabs from certain angles near the ledge.
- Made a center block on the main platform that doesn't have the ice effect.
Purpose - Ice is a unique feature missing from the Stage-List, and this is currently the most functional version of a Stage featuring Ice that we've come up with. It's easy to navigate due to the Low Platforms, and the Edges + Center being Non-Ice, but the Element quirk still plays a significant Role in small ares of the game-flow.
(May need Transparency in the Left/Right Platforms to be less Visually Obstructing)
Over Rainbow Cruise (STGDXRCRUISE)
- Removed visual obstructions.
- Lowered vertical collisions to not trap recoveries.
- Shrunk the main platform horizontally to a more reasonable size in relation to the floating platforms and blast-zones.
Purpose - Fairly Flat Stage with a single section of Layered Platforms. Gives a Flat-Feel but has some dynamics to maneuver with, and the Platforms are large enough to play around on.
Over Saffron (STGTENGAN)
Purpose - A single moving Platform on an otherwise Flat Stage. A variation of Smashville, in a way, with added Walls, larger Blast-Zones, and a more present Platform for maneuvering, but smaller for less game-play focus around it.
Over Aero Drive (STGFZERO)
- Raised the collision box on the floating cloud.
Purpose - Small Ice Platforms allow for maneuvering, and a high moving Platform to give more dynamics to the otherwise fairly Standard Stage. The Platforms don't allow much room for play but have significant impact on the game-flow, as well as the slight Slopes on the Main Stage.
Over SSE: Jungle (STGEARTH)
- Lowered the top and right clouds to more reasonable heights.
- Lowered the Top blast-zone to a more reasonable height.
- Raised the collisions to make landing on the Cloud Platforms more visually accurate.
Purpose - Fairly Standard Stage, stationary with a stable but non-symmetrical lay-out. It adds Walls and a Larger Blast-Zone than other Triangle lay-outs.
Over Hyrule 64 (STGOLDIN)
- Dramatic change to the stage overall.
Purpose - Partially symmetrical lay-out with long Slopes on a Larger Stage. The Slopes and Overall Stage Size aren't imposing, and the heights of the center Platform Layers don't promote any kind of game-interrupting play.
(May need Shadows edited on the Top Platform to be less visually confusing [particularly with this texture])
Over Brinstar (STGDXZEBES)
- Dramatic change to the stage overall.
Purpose - A Stage with a 'Pit' in the middle is lacking entirely from the functional Stage-List, so this is a modified version of a customized Norfair Stage that had a Pit. (Norfair V4) With a less symmetrical lay-out, it's less imposing and linear of a Stage, not promoting forms of camping that would make it difficult to get off the top Platform, cross the general Pit area, or make it difficult to catch an opponent in the process.
Modified Stages without Icons
Over Summit (STGICE)
Purpose - Standard stationary lay-out and Stage Size but with Larger Platforms to allow more game-play on them.
Over Orpheon (STGORPHEON)
- Brightened and Re-Sized Second Transformation without Flipping.
Purpose - Standard stationary single Platform layout, but with slight Slopes to add dynamics to the game-play.
Over Kongo Jungle (STGDONKEY)
- Lowered Side-Platforms and Hard Main Platform.
Purpose - No longer promotes or degrades certain elements of game-play that High Side-Platforms and a Jump-Through Stage with an inward Slope impact.
Over Jungle Japes (STGDXGARDEN)
- One Solid Platform covering all Gaps and Removed Clap-Trap and Water Effects
Purpose - Less Elements imposing on game-flow, and no longer promoting certain styles of game-play that hinder it. Larger Stage with unique Blast-Zone sizes and slight Slopes made it niche enough, and it was converted to being primarily focused on those features.
PS1 - Modified Fire and Rock Elemental Transformations to remove most major Obstructions
Purpose - Less imposing Stage features that interrupt game-flow on a couple Transformations.
(Still may require further editing to 1 of the Transformations)
Skyloft - Texture Change to Ganon's Castle
Purpose - Nullifies potential frame-rate issues, but no actual change to the Stage.
Stage Selection Rule-Set (Suggestion)
With so many more stages, the common methods of Stage Selection (Specifically the Striking Process) take too long and are inefficient. This is the method we use. The legal Stages in Singles vs Doubles is up to the host/whoever.
Stage Selection Phase 1
- Each Player (Team) Selects 5 Stages with the Selection Order 1-2-2-2-2-1
- Each Player (Team) Selects 1 Stage from the Opponent's Selected Stage-List.
- Match 1 is Randomized between these 2 Selected Stages.
Stage Selection Phase 2
- The Winning Player (Team) Bans 1 Stage.
- The Losing Player (Team) Selects 1 Stage from the remaining Selected Stages, including both their own and their Opponent's Selected Lists.
- Match 2 is Played.
Stage Selection Phase 3 (if Required)
- Repeat Phase 2
Special Selection Rule (This nullifies the Random (Dis)Advantage possible from Match 1)
- No Stage is to be played on more than once in a Single Set unless mutually agreed upon.
Due to Random playing a factor for Match 1, even though it's Selected by the Players, the balance of the Selection Process comes as the Set progresses.
- For Match 2, there will be 8 Available Stages (after 1 Ban and 1 Match) to Select from.
4 of which will be from the losing Player's own List if Random DID NOT Select theirs
Only 3 will be from the losing Player's own List if Random DID Select theirs.
- For Match 3, there will be 6 Stages Available (after 2 Bans and 2 Matches) to Select from.
4 of which will be from the losing Player's own List if Random DID NOT Select theirs.
Only 3 will be from the losing Player's own List if Random DID Select theirs.
So overall, if 'Random' Selects a Player's Stage for Match 1, they'll be 1 Stage shorter than their Opponents when it comes to Stages THEY initially Selected in Phase 1.
Having Random Select their Stage means they'll be short a Stage whether they win (they'll be short in Match 3 Selection) or lose (they'll be short in Match 2 Selection).
Download Links
STAGE IMAGE VIEWING ONLY
This should be the images of the 41 stages, nothing else.
Don't mind the characters on them, they were all just Randomized to show size-proportions of the Stages so people have an idea of what they're looking at.
http://www.mediafire.com/?j8y51d25k5r3ns5
STAGE (PAC) + MODULE (REL) FILES
This should be the module and stage folders in the PM folders. Inside should be the list of .rel and .pac files for everything needed.
They're complete folders, so the folders themselves (within the Project: M SD Card) can simply be replaced with these without needing to pick through them, though it's possible if someone wanted to.
http://www.mediafire.com/?muu1v9u3ue492im
STAGE ICONS + SELECTION (1 FILE)
This should be the common5 (complete again, so just replacing the whole file will work) .pac file that contains all the necessary CSS/SSS/whatever they're called.
Not ALL of them, only the essentials involved in the actual Stage-Selection Process.
http://www.mediafire.com/?fw94vgdo8tchf9d
New Update
Overall Change-Log
- All Stages have fitting Icons
- There are off-Shadow ascetics on SSE: Jungle, Peach Castle: 64, and possibly others, but I don't care about those/won't bother changing anything like anytime soon/ever.
Specific Change-Log
Dracula's Castle
- Horizontal Blast-Zones shrunk to a more reasonable distance.
Mario's Clouds
- Vertical Blast-Zone adjusted to be a higher ceiling stage.
Norfair
- Ridiculous broken starting Spawn-Points re-positioned.
- Top Platform shrunk and lowered. (less run-and-camp + death-pit promoting in Singles play)
SSE: Jungle
- Shrunk horizontally significantly. (both Platforms and Main Stage)
- Blast-Zones and Spawn-Points slightly adjusted accordingly.
Penguin Land
- Ice Effect removed from all but the Top Platform.
- Dip made in the middle of the Stage (similar to Orpheon/Halberd)
- Blast-Zones and Spawn-Points slightly adjusted accordingly.
Paper Mario: TYD
- Vertical Collisions lowered on both side Walls. (eliminate the ability for some characters to Recover 'through' the Stage)
Jungle Japes
- Collision protrusion on Right Ramp removed.
Peach's Castle: 64
- Collisions slightly adjusted on the base bottom of the Main Stage.
Strong-Man City
- Horizontal Blast-Zones slightly shrunk to more reasonable distances.
New Pork City
- Right Wall leveled out to ease hugging smoother. (consistent Wall-Jump accessibility)
- Left Ledge rounded and smooth for the same reason.
Yoshi's Story: 64
- Texture removed from large object in front of Stage to allow vision immediately below the ledges.
- Collision under the Stage adjusted for visual ease and accuracy.
Complete Stage List Images
DOWNLOAD LINK!!!
This is literally everything. Images to look at (including above), Module, Stage, Icon folders, all where they need to be.
http://www.mediafire.com/download/rwhc4lp3gs7q60w/Complete_Stage_List.rar
If you know of a Stage that's viable, or close to viable that I could adjust to make it so, let me know.
If you know of a Stage with a unique concept that could use some adjusting to make viable, let me know.
ENJOY!