goodoldganon
Smash Champion
Are the ledges still really buggy for Wolf? I couldn't care less about Ivysaur, but I want Wolf to work.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
I don't have a Wii right now, so can someone show me hacking a custom stage background with SSB64 or Melee in mind?The issue with that is if we hack the background of a single custom stage, it changes the background of all custom stages that uses that style (Ruins, Nature, Future)
:V
Dreamland uses Nature, so if we changed its background, we'd change the background of Elevate.
That and you can simply use your own textures. xD
Err. Yeah. I'm tired. Fixed in my post.@ shadic: you mean walkoffs only work on the right side of the stage. i mean, with stagebuilder at least.
First of all, I can tell just by looking at each stage's thumbnail that many (if not all) of these maps don't qualify for the tournament scene. This is not to say that your maps are bad, but that they don't fit tournament criteria. To be more specific, I'll run down the list.http://allisbrawl.com/stages/stages.aspx?aid=35488
I uploaded and balanced (somewhat) 13 of my stages just for this. The link is to my profile on all is brawl. I am submitting all 13 stages on that profile. I also have comments regarding possible balance issues and suggestions for solutions.
Thanks for looking at them.
Edit: I would like feedback on my maps, either here in comments on the pages.
#3 refers to "cages" which I've pointed out to you, labeling said stages as "Canopies."3.) No cage stages, stages built so people can survive to high percents in a box or whatnot.
4.) Keep the balance for all characters in mind for your submissions. Every point on your stage should be reachable by every character. Left and right edges should generally be grabable so as not to put Olimar, Ivysaur, and ZSS at great disadvantage. If you have ideas to have nongrabbing ledges that still cater to these characters' recoveries decently we'd be interested in seeing them.
ok, thanks for the critique but a few notes: halfpipe is very good for horizontal KOs as you can carry the enemy to the edge much easier with the slopes and the edges are near the blast zones. and it does have grab-able edges. agree with icy stages and will look to balance canopy stages. i will make tower smaller (and halfpipe a little) and tower has no moving platforms. fearless i will make a little bit wider.First of all, I can tell just by looking at each stage's thumbnail that many (if not all) of these maps don't qualify for the tournament scene. This is not to say that your maps are bad, but that they don't fit tournament criteria. To be more specific, I'll run down the list.
...
so yeah... i've been having a problem with my stage where it sometimes freezes if too much action takes place around the 'door' area. can this be remedied by just using less pieces?
Sure thing. :Dwell those are my maps that i have balanced a little bit and improved. more critique please.
some maps improved, some new mapsSure thing. :D
Edge: Not a bad design... I'm not really sure how I feel about this one though. I'd like to see what other people think. For one, I think the map should extend all the way down to the bototm, with blocks filling the void below. This way it will be more like a rooftop battle so-to-speak. In addition, as it is now, I can picture a player getting gimped below the stage accidentally.
Hole: Another nice map. The hole in the center creates for interesting gameplay. I'm not sure, but the center platform may be better off removed-- as this would make the hole more dangerous-- just my opinion.
I'm going to try something unique with this one
Layers: Again, I'm not sure that falling blocks are a good idea for a competitive map. We'll need more feedback regarding said blocks.
i think this will be a fun funmap at least ^.^
Rebound: I'm not sure what to think of this map. Simple concept-- which is nice. However, I'm not sure if it would play too campy or not. Yet another map I'd like to see more opinions of.
I'm going to make those edges ungrabbable (i hope my method works, I'm using stage studio right now and can't test)
Towers: You've done a good job tweaking this map, as I recall the towers on the right made for a much steeper 'canyon.' I do have a suggestion for this map. Perhaps removing the three gray blocks from the bottom of the map, creating a dangerous gap between the 4th player spawn and the 2nd player spawn. With that, perhaps the 2 platforms could be tweaked, rearranged. What do you think?
I'm reduced it a little more and made the gap and changed up the platforms
All in all, all of these maps are much better entries than your previous, good job! ;D
You're not. That's how all tournament maps are to be made... didn't you get the memo?How are you even supposed to die in that stage?
You just put the files into the private\wii\APP\RSBE\st folder.will the melee and 64 stages also have textures so that they look the same as they used to as well? and if they had the same music etc, that would b really cool i fully support this :D
plz can i get the information about how exactly to get the stages onto my sd card and where to put them etc. thanks