Stealth Raptor
Smash Legend
me and steeler will try to get a lot of people to try it at the next ks tourney, NO KOAST. we have an *** load of people coming
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I'm ready and willing to talk about these stages. Basically, our tools are really limited. For Temple, we needed to place the lower blast zone pretty high in order for players not to be able to easily run the old loop. I find the right side is still playable, just a bit obnoxious. The lower ceiling is for exactly the reason you say. You can still live a very long time on Temple; this just reduces it a bit. I know the stage is still... questionable. It is, however, an infinite improvement over how it used to be. For now, and possibly in general, it's just the best we can do with this stage.Had an inquiry about temple, and to an extent Spear Pillar.
Temple seems near unplayable. I like what the original idea with it was, but if you play on the right side of the level, the camera fixes itself much too high. You're typically fighting right behind the HUD (character portraits and damage percentages), and those are a large obstruction. The ceiling seems unnaturally low as well for how wide the stage is as well. An interesting element though, and I'm guessing the reason you implemented it was to allow people to get killed in the middle of the stage easier (as the left/right boundaries would be very far away).
As for Spear Pillar, I'm an advocate of leaving things as close to their vBrawl components as you guys, but the Pokemon are just far too active on Spear Pillar to be fighting in front of them all the time. Either people get killed by them often, or fights just stop while the Pokemon attack. The lower boundary also seems a bit too low (you have to remain higher than usual sometimes when recovering). I suppose that was to prevent people from going into the lower part of the level though.
Anyhow, in the future if there's ever a way to make the Pokemon attack less frequently, I'd recommend using that. Or getting rid of the Pokemon altogether (which would probably require a new code as well; freezing the stage would probably stop the hovering platforms).
Honestly, I think custom stages are the best option. Though I support the diversification of the game through stage variety as much as you do, I feel that pretty much all the stages that are not viable in vBrawl retain certain flaws in BBrawl. They're considerably better, and I play on them happily, yes - but the flaws are still there. I think spear pillar and hyrule were better in vBrawl; merely as function 'ultra-casual-friendly-stages' on occassion. As they are now, however, I'm inclined to just stay away from them.I don't like that model for either stage (I also really, really hate the idea of "deadlands"; what a way to ruin such a cool stage). I already explained what I'd do for Spear Pillar, and I think it's really just about the only model (how would that model support Dialga's background attack, among other issues). As per Skyworld, I'd merely tweak the "health" of the various pieces. I'd make the four pieces with ledges much stronger than they are now, and I'd make those top two much weaker than they are now (the middle ones on the bottom and the second piece of the left "platform" could stay as they are now). This would make it very easy to destroy the "cave of life" (hit the upper platforms with any attack this side of Luigi's down taunt), and it would make stage destruction with the purpose of gimping much more difficult in general. Skyworld would retain its nature as Skyworld and not become "Battlefield in the clouds". I also don't think that lower platform (which isn't breakable, by the way) is a problem at all..
Of course, we just plain don't have the codes now to do much of anything.
Yes, we're aware of that with Temple. It's tight enough that it shouldn't really be practical as a stalling tactic, but we weren't able to explore that in depth.
Thanks for the great reply. If you could edit collision detection that would indeed be ideal. The camera could probably be fidgeted with more in Temple that way to prevent the fighting in front of the HUD (that's mostly what's killing it for me, and the fairly high lower blastzone.I'm ready and willing to talk about these stages. Basically, our tools are really limited. For Temple, we needed to place the lower blast zone pretty high in order for players not to be able to easily run the old loop. I find the right side is still playable, just a bit obnoxious. The lower ceiling is for exactly the reason you say. You can still live a very long time on Temple; this just reduces it a bit. I know the stage is still... questionable. It is, however, an infinite improvement over how it used to be. For now, and possibly in general, it's just the best we can do with this stage.
Spear Pillar was likewise hard. That is the absolute lowest the blastzone can go without allowing players to walk on the lower area. In order to make this really better, we need a code to alter collision on parts of the stage; then I could lower the blastzone a lot and simply remove all collision with the bottom part of the stage. I don't think the Pokemon are that big of a deal in general (Dialga at least, and Cresselia wouldn't be if it didn't hit so hard... which is another code I wish I had and don't), but I would really like specific event editing for stages so I could remove the "breaking the floor" event Dialga likes to do (it's pretty stupid with no lower area).
In general, stage hacking is way behind character hacking and probably always will be. I really hope we have more and better codes for the next version; I'd love to clean up these two stages to be easier choices for legality, and I'd like to put some fairness work into a lot of other stages as well (Shadow Moses Island, Flat Zone 2, Port Town Aero Dive, Skyworld...). We just did what we could do with our limited codes.
Entire project summed up in one sentence?Of course, we just plain don't have the codes now to do much of anything.
...Entire project summed up in one sentence?
Oh, without a doubt. I didn't mean it that way. Best of luck balancing the game without changing the game....
Not really. Our overall product is very high quality, and we really couldn't ask for much more in terms of character editing.
We were actually going for a maneuver along the lines of "change the game as little as possible other than on the specified parameters we clearly outline in our design philosophy". I guess that's kinda similar to what you're saying except actually possible?Oh, without a doubt. I didn't mean it that way. Best of luck balancing the game without changing the game.
That's more like it, yeah. But I guess "Kinda Sort of A Little Bit Different Brawl" doesn't have as nice of a ring to it.We were actually going for a maneuver along the lines of "change the game as little as possible other than on the specified parameters we clearly outline in our design philosophy". I guess that's kinda similar to what you're saying except actually possible?
Yeah. Shame about this though. I bet that would affect the whole cast. But I assume this has already been fixed....a simple change to DDD's Dthrow... can effect the ENTIRE cast, and change maybe like 30 matchups
More like somewhat less hideously imbalanced brawl. You can't fix something with duct tape when what it really needs is a wrecking ball. I'd say controls that feel like you're wearing mittens and constant moon-gravity are a bigger issue than character balance (or lack thereof).those are 2 adjustments, follow up with something small changed with every character (sans some examples) and you've got balanced brawl
So basically you don't want Brawl to be Brawl, because you don't like Brawl? Why are you in here then? There's nothing that needs to be fixed about that, it's just your personal preference not to have them.More like somewhat less hideously imbalanced brawl. You can't fix something with duct tape when what it really needs is a wrecking ball. I'd say controls that feel like you're wearing mittens and constant moon-gravity are a bigger issue than character balance (or lack thereof).
1. They fixed that as soon as they got the tools to do so, lol.Yeah. Shame about this though. I bet that would affect the whole cast. But I assume this has already been fixed.
More like somewhat less hideously imbalanced brawl. You can't fix something with duct tape when what it really needs is a wrecking ball. I'd say controls that feel like you're wearing mittens and constant moon-gravity are a bigger issue than character balance (or lack thereof).
But to each their own, and as long as you guys are having fun then... well, keep having fun! I don't mean to troll and I realize I sound pretty passive-aggressive.
Those would indeed be serious problems. Luckily, they do not apply to Brawl so we do not have to worry about them.More like somewhat less hideously imbalanced brawl. You can't fix something with duct tape when what it really needs is a wrecking ball. I'd say controls that feel like you're wearing mittens and constant moon-gravity are a bigger issue than character balance (or lack thereof).
vs Yoshi is probably a 55/45 matchup slightly in G&W's favor. G&W won that matchup by having safer pokes, KO moves, and edgeguarding. Also, it's pretty hard to out-momentum cancel G&W when actually playing against him and getting hit by his KO moves, since his KO power is ridiculously high. Keep in mind, Yoshi's momentum cancel has rather significant commitment, and that G&W is in fact a character who can edgeguard at the blastzone and still recover.hmn, what about G&W's low tier good MU's?
I can see Yoshi going even at least with him now due to better KO power, and the ability to out-momentum cancel him
Yes, but you'll need the Homebrew Channel and Gecko OS 1.9.X. The .gct for the PAL version is labeled as rsbp01.gct.BTW Does BBrawl work with the pal (european) version of brawl???
Entire project summed up in one sentence?
Oh, without a doubt. I didn't mean it that way. Best of luck balancing the game without changing the game.
That's more like it, yeah. But I guess "Kinda Sort of A Little Bit Different Brawl" doesn't have as nice of a ring to it.
Its really too bad that we are making you sit here, read forums for a game you detest, then go to other forums for a game YOU HAVE NEVER PLAYED and worst of all :O COMMENT ON THEM.... OH GOD SAVE YOU!Yeah. Shame about this though. I bet that would affect the whole cast. But I assume this has already been fixed.
More like somewhat less hideously imbalanced brawl. You can't fix something with duct tape when what it really needs is a wrecking ball. I'd say controls that feel like you're wearing mittens and constant moon-gravity are a bigger issue than character balance (or lack thereof).
But to each their own, and as long as you guys are having fun then... well, keep having fun! I don't mean to troll and I realize I sound pretty passive-aggressive.
uuuummmmm no... foxs laser is already great at racking damage and refreshing moves...fox needs to be looked at again (Grab game maybe) especially his lazer... it needs an update in someway, whether its lasts infinatly, effects momentum, has very very small stun. just somthing...it needs somthing...
infinitely-ranged laser would be nice, but nah, I actually think Fox is good where he is now.fox needs to be looked at again (Grab game maybe) especially his lazer... it needs an update in someway, whether its lasts infinatly, effects momentum, has very very small stun. just somthing...it needs somthing...
Lol this is funny.he was hoping mario would get a better buff... i kinda agree with him.
lol is that dude mad. he wants an even bigger buff. seems he wants mario to be like the old snake now, what more of a buff does he want mario to haveLol this is funny.
well my bro and i just got done playing. he mains mario i main luigi. my bro is pretty disapointed with the changes for mario. he was hoping mario would get a better buff... i kinda agree with him.
the changes with luigi doesnt really seem to have any significant effect... fireball speed increase is kinda dumb. the fireball in normal brawl is an extension of luigi not really a projectile that you spam like tls arrow or w/e. it seems like the devs in balanced brawl tried to turn it into that. imo there was no need for fireball "pressure" when luigi has his tornado... but anyway i always thought luigi was fine the way he was in normal brawl so it doesnt make a difference for me.
will be playing in a bbrawl tourny and ill give another opinion then but for now i dont see myself playing bbrawl