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Advice For Custom Build?

JFKennyD

Smash Rookie
Joined
Feb 25, 2015
Messages
10
'Ello world, it's me JFKennyD! So I might as well get to the point right off the bat: I'm trying to get a tournament scene up and running in the Monterey Bay area, I am planning on starting small then eventually being able to rent out better venues and stuff as opposed to my home and the Teen Center on Marina. I'm calling it the Seaside-Marina Fight Club (SMFC) and would like to make a custom build for it, nothing too fancy, just some different textures for the stages, stage strikes, menus and custom music and MAYBE updated character skins ala the Smash 3 Project, the only problem is that Idon't know what I'd tourney legal and I would really appreciate your help. Thank you in advance.
 
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Smash John

Smash Apprentice
Joined
Oct 24, 2013
Messages
177
Location
Cookeville, TN
if you're the one running the tournament, what's "tourney legal" is technically up to you. But...if you're wanting people to play and get better and go to other tournaments, i suggest keeping character and stage textures as conservative as possible. menu choices don't really matter IMO and you can modify them to your heart's content as long as people can read them.

https://www.youtube.com/user/GameUndergroundStore/videos
the Smashing Grounds tournaments have a pretty nice build to take inspiration from if you're wanting to set your build apart from vanilla build. i think the things they've changed is the center graphic on stadium 2, some background elements on stages like FoD, and i think each of the major players there have 1 custom costume on their character. i wouldn't go any further than that tho. too many changes or too wild of costumes or music are pretty distracting for a lot of players

tl;dr enough changes that it's obvious what build they're playing, but not enough to be distracting when you're playing
 

JFKennyD

Smash Rookie
Joined
Feb 25, 2015
Messages
10
Thank you, I didn't want anything to drastic just to make it look less... Vanilla, I like the Smash 3 textures because it's simply a texture swap with more vibrant colors (similar to sm4sh), which I'm hoping doesn't scare people away, and for backgrounds I wanted small stuff like the black 'n' FD and the floating islands BF. Thank you for your input, it has been rather helpful, hopefully o can release a build and try to keep it as conservative as possible without looking to vanilla, wish me luck!
 

NFreak

Smash Journeyman
Joined
Jan 13, 2014
Messages
420
Location
MA
It really depends on the scene, Like oNITESkye said, keep it minimal. Smash 3 textures might be okay, but I'd hold off on that until your scene gets off the ground, then you can just keep them on one setup.

Music packs should generate hype without being too distracting, in my opinion. For example, my pack sticks to remixes of game tracks, high energy stuff but no lyrical tracks or music straight out of other games (I made a few exceptions on casual stages).

Treat the first two rows of page 1 as tournament legal, even if you end up running a smaller stagelist. We run a 10-stage list that works perfectly; the full 14 is a bit much. Hell, any stage that could possibly be tourney legal in a future stagelist in your scene should be treated as such (Smashing Grounds ran Metal Cavern for a while, for example).

I'm going to blatantly advertise the build I put together for our local scene on campus. I avoided character textures, aside from the fixes posted in that other big thread in here.

Character Select: Do whatever you want with this, just keep it clean. If your build will be used by a lot of people in competitive play, make it look professional. I highly recommend putting in a background icon to represent your scene: http://imgur.com/a/qLsCl

Stage Select: Colored borders are pretty nice, as well as stage striking rules and such. https://imgur.com/a/Wg2qZ

Stage textures: Here's where things get interesting. Like I said, keep them minimal, representative of your scene without being too distracting. Smashing Grounds did a great job of that, and I took a lot of inspiration from them: https://imgur.com/a/SePQV (The Fountain of Dreams screenshot is outdated; that sky texture was causing freezes, and it looks obnoxious anyway. I kept our logo slapped around the pillars instead of stars though).

Music: Here's my music pack. I would also recommend putting a list like this together to throw in with your pack. I personally changed a lot of tracks on both legal and casual stages, but you can stick to tourney legal stages to keep the size down (my pack is JUST under 2 GB). Like I said before, high energy stuff without being too distracting. Personally, I like to keep the tracks relevant to the stages, showcasing some awesome remixes. https://docs.google.com/spreadsheet...jy4hbu-Y4gD4LEPev0yK4o7Ok/edit#gid=1322807755


RESOURCES:
CSS and SSS modifications:
http://smashboards.com/threads/proj...ensive-tutorial-and-sample-stagelists.382890/

Brawl Managers, including SSS editor for moving the icons around to better fit your scene's stagelist:
http://www.lakora.us/brawl/BrawlManagers-3.5.zip

BRSTM converter, for making your own tracks:
http://www.lakora.us/brawl/brstm/

Photoshop is highly recommended. I used to try to work with this stuff in GIMP and it was painful.

Be careful on Brawl Vault. A lot of stages haven't been updated to 3.5, and a lot of character textures actually change the models slightly.
 
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JFKennyD

Smash Rookie
Joined
Feb 25, 2015
Messages
10
THANK YOU. Seriously all this stuff is amazing, o just finished reading the CSS and sss post and can't wait to get started, again, thank you, I can't wait to get started.
 

TimeMuffinPhD

PhD in time travel and muffins.
Joined
Dec 8, 2013
Messages
288
Location
Greenock, Scotland
NNID
TimeMuffinPhD
It really depends on the scene, Like oNITESkye said, keep it minimal. Smash 3 textures might be okay, but I'd hold off on that until your scene gets off the ground, then you can just keep them on one setup.

Music packs should generate hype without being too distracting, in my opinion. For example, my pack sticks to remixes of game tracks, high energy stuff but no lyrical tracks or music straight out of other games (I made a few exceptions on casual stages).

Treat the first two rows of page 1 as tournament legal, even if you end up running a smaller stagelist. We run a 10-stage list that works perfectly; the full 14 is a bit much. Hell, any stage that could possibly be tourney legal in a future stagelist in your scene should be treated as such (Smashing Grounds ran Metal Cavern for a while, for example).

I'm going to blatantly advertise the build I put together for our local scene on campus. I avoided character textures, aside from the fixes posted in that other big thread in here.

Character Select: Do whatever you want with this, just keep it clean. If your build will be used by a lot of people in competitive play, make it look professional. I highly recommend putting in a background icon to represent your scene: http://imgur.com/a/qLsCl

Stage Select: Colored borders are pretty nice, as well as stage striking rules and such. https://imgur.com/a/Wg2qZ

Stage textures: Here's where things get interesting. Like I said, keep them minimal, representative of your scene without being too distracting. Smashing Grounds did a great job of that, and I took a lot of inspiration from them: https://imgur.com/a/SePQV (The Fountain of Dreams screenshot is outdated; that sky texture was causing freezes, and it looks obnoxious anyway. I kept our logo slapped around the pillars instead of stars though).

Music: Here's my music pack. I would also recommend putting a list like this together to throw in with your pack. I personally changed a lot of tracks on both legal and casual stages, but you can stick to tourney legal stages to keep the size down (my pack is JUST under 2 GB). Like I said before, high energy stuff without being too distracting. Personally, I like to keep the tracks relevant to the stages, showcasing some awesome remixes. https://docs.google.com/spreadsheet...jy4hbu-Y4gD4LEPev0yK4o7Ok/edit#gid=1322807755


RESOURCES:
CSS and SSS modifications:
http://smashboards.com/threads/proj...ensive-tutorial-and-sample-stagelists.382890/

Brawl Managers, including SSS editor for moving the icons around to better fit your scene's stagelist:
http://www.lakora.us/brawl/BrawlManagers-3.5.zip

BRSTM converter, for making your own tracks:
http://www.lakora.us/brawl/brstm/

Photoshop is highly recommended. I used to try to work with this stuff in GIMP and it was painful.

Be careful on Brawl Vault. A lot of stages haven't been updated to 3.5, and a lot of character textures actually change the models slightly.
Can I ask how you did the stage textures? I've not been able to find resources on how to do this anywhere.
 
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