Amiiboshiibo
Smash Journeyman
- Joined
- Mar 20, 2015
- Messages
- 249
Finally, a balanced Great Bay that doesn't have **** lighting or is just a Final Destination skin.
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I can assure you that collisions on this stage are set up correctly. Ganondorf's death, though displaying some rather...odd, CPU behavior, is simply a result of him running off a ledge and air dodging diagonally down back towards the stage (the only currently released version of this stage has no ceiling or walls under it, much like Kongo Jungle 64). The Link one is just me missing both Ganon and the stage because I suck. I just failed hard at an attempted gimp there, and I only go through the stage after I was past the floor collision.The stage looks cool but there's a couple instances of characters clipping through the stage to their deaths in that video which made me nervous. Ganondorf's third death and then Link going through the edge of the stage with his down-air especially.
Interestingly, I found out recently that Onett M does not work on specific builds of Dolphin. It works on the "latest stable" build (4.0.3 IIRC) as well as Wii. It does not work on the more recent versions of Dolphin or the Netplay build. I have no idea why this is. I might try figuring it out and updating the stage at some point, but until then, use a different Dolphin build and you should be fine (if you aren't playing on Dolphin though, please elaborate further!)I love the Onett M stage, but it's very unstable! It only loads 1/7 times, and crashes the other times. Any idea why this might be? I've tried a bunch of different .rels but final rels don't work, Onett rels don't work, Skyworld rels don't work...I'm out of luck!
Thank you this is very helpful! Yes it is crashing on Dolphin, I'll try the stable build you're talking about.Interestingly, I found out recently that Onett M does not work on specific builds of Dolphin. It works on the "latest stable" build (4.0.3 IIRC) as well as Wii. It does not work on the more recent versions of Dolphin or the Netplay build. I have no idea why this is. I might try figuring it out and updating the stage at some point, but until then, use a different Dolphin build and you should be fine (if you aren't playing on Dolphin though, please elaborate further!)
Speaking of which, Sorry for taking you away from this thread full time to 40% PMXP 60% this thread and stage work.I'll try and do that. I'll probably use Dreamland as a base though, while giving it a more unique platform layout and no Whispy Woods. However, school's been ramping up for me, and my schedule is rather irregular, so I'm not gonna give an ETA quite yet.
I wish that was the time division. That sounds like a dream. The actual right now is 95% 'real life,' 5% this.Speaking of which, Sorry for taking you away from this thread full time to 40% PMXP 60% this thread and stage work.
I'd love to do either of these, but Hyrule Castle 3.5+ is a bit tricky to work with while making it still look nice. I'm working on Saffron 3.6 at the moment, but I could try for Peach's next.do you have any plans to do a balanced version of the PM versions of Hyrule Castle and Peach's castle?
My vote is for Corneria.I'm working on Saffron 3.6 at the moment, but I could try for Peach's next.
That one is tricky tho. Still not entirely sure what I want to do with it.My vote is for Corneria.
if it were up to me I wouldn't do something like the omega version of Corneria in sm4sh. taking out the great fox entirely and just having that background made the stage seem really boring. I don't know what you would do otherwise tho to make the stage more balanced. Unless you wanted to create your own version of the Great Fox that was flat lolThat one is tricky tho. Still not entirely sure what I want to do with it.
This is the problem I've had with making a Corneria balance, I don't want the stage to be boring, but I suck at modeling/animations, so by myself I don't know what I'm really gonna be able to do with it.if it were up to me I wouldn't do something like the omega version of Corneria in sm4sh. taking out the great fox entirely and just having that background made the stage seem really boring.
Hmm... What if you tried turning the great fox at an angle (Toward the camera), lining it up with the fighting plane to create a different competitively viable stage? You could also use the Arwings of Starfox and Starwolf as smaller platforms.This is the problem I've had with making a Corneria balance, I don't want the stage to be boring, but I suck at modeling/animations, so by myself I don't know what I'm really gonna be able to do with it.
Unfortunately in that instance it'd require shifting the entire viewpoint of the stage, which would make the black void on the right side of the map visible. Also, from my experience, tampering with corneria's default background animation causes it to break.Hmm... What if you tried turning the great fox at an angle (Toward the camera), lining it up with the fighting plane to create a different competitively viable stage? You could also use the Arwings of Starfox and Starwolf as smaller platforms.
EDIT: Like Venom, but adjusted more to the front and possibly turned so there's no giant wall.
Pretty much this.There's not much that can be done to make it still feel like corneria.
No, I think I get what you're getting at, if I understand correctly you want me to shift the entire stage backwards away from the camera, so that the fight happens on the two wings. This arrangement would be rather irregular though, and wouldn't really be much of a balance without a whole lot of tweaking.Would it be possible to make it so you fight on the wings of one side not like corneria but like the great fox side view on the wings and the two wings top/bottom are platforms with everything else in the background (original stage)
edit : sorry if it doesnt make sense.
what if you did move the camera back so you that you could make a platform like omega corneria and then make fighters stand on that? the great fox would be in the background which would be more interesting than just the corneria background by itself.No, I think I get what you're getting at, if I understand correctly you want me to shift the entire stage backwards away from the camera, so that the fight happens on the two wings. This arrangement would be rather irregular though, and wouldn't really be much of a balance without a whole lot of tweaking.
That could work, but I'd still need a platform to work with for that, I'm not an artist, at all.what if you did move the camera back so you that you could make a platform like omega corneria and then make fighters stand on that? the great fox would be in the background which would be more interesting than just the corneria background by itself.
Really glad to hear this. I think this is a great opportunity for modders like yourself to shine too. Whose to say that custom content isn't tournament viable? I think over time we're going to see people using more of these types of stages.So, Project M is dead apparently. That's not something I expected to see. I as of right now have no plans to leave the P:M modding scene as long as there is a remotely active community for it. I have fun making these mods, and quite frankly, I don't want to see the community torn apart like this.
Alrighty, moving past the really somber stuff, I have a stage that I hinted at forever ago but didn't finish because I got lazy. A rebalance of Battlefield 64 which fixes up the underside of the stage so it isn't 100% jank.
http://modulous.net/mod/218/Battlefield 64 M
Hopefully more to come.
Quite frankly, everyone was worried that Sm4sh was gonna completely kill the Brawl modding scene, but it didn't. I hope that this goes the same way. In the meantime, I'd have way too much free time on my hands if I quit Brawl modding entirely, so definitely not planning on that.Really glad to hear this. I think this is a great opportunity for modders like yourself to shine too. Whose to say that custom content isn't tournament viable? I think over time we're going to see people using more of these types of stages.
The shape of the blocks used for the 64 Battlefield really don't lend themselves very well to PM Battlefield collisions. The platform spacing I believe is quite similar already in my version though, if I recall.Nice fix! Do you think you could make a version that matches Project M's platform heights and spacing, as well as all collision and such? That'd be awesome!
I know about the sky, but what stage textures are flickering?New Pork+ just has one issue: the sky seems to be flickering along with some stage textures.
Most likely some of the 2d animated assets. Mine did this too at one point.I know about the sky, but what stage textures are flickering?
Yeah, both of ours are based on the Brawl- one I believe. I should look into trying to fix the sky at some point, at the very least.Most likely some of the 2d animated assets. Mine did this too at one point.
Ahh. Nevermind then. You still have those issues then? I feel like it's probably either an .rel or camera issue.My stage isn't based on brawl minus? I mean, the edit I made of yours probably is, but my actual New Pork was made from vBrawl.
I'm still talking about the sky, I've never encountered any model flickering in the latest versions of my New Pork as far as I could tell. (Though I could always be wrong).I don't think the issues are there in the current release, but I've seen them when I was making the stage. I hadn't considered it to be possibly .rel related as I've only seen model flickering as a result of animation tampering, whether it's simply translating their positions to resizing them.
I was referring to the sky, as well as stage models in general.I'm still talking about the sky, I've never encountered any model flickering in the latest versions of my New Pork as far as I could tell. (Though I could always be wrong).
Huh, I'll have to take a look at your version then and try to see if I can't figure out why the sky flickers sometimes in mine.I was referring to the sky, as well as stage models in general.
Give this to me now. for I'll love you forever.Sorry for the double post, but DSX8 recently released an import of both the regular and omega versions of the Gerudo Valley stage from the 3DS, and I'm just gonna say I'm totally calling dibs. (not really tho we're a community and it would be really dickish to claim exclusive rights to an edit of someone else's stage)
This is just one of the platform arrangements I'm planning on implementing, so don't worry if you think it's too generic. I also plan on making it a bit more than a simple version of the Omega with platforms from the original stage. The platforms themselves are already using a much higher quality texture than the regular version, and I plan on incorporating some elements from the regular version of the stage (that are not present in the Omega) as background elements in my version.
EDIT: Added in the "main" section of Gerudo into the background and fixed texture of the shadows of the platforms, among other minor changes
SoonGive this to me now. for I'll love you forever.