Fortress
Smash Master
EDIT: Now present in the image are rough 'scales' of four character 'builds' that I thought would be handy to give some sort of scale to the stage itself.
Alrighty. So. I know that Zebes was a Melee map, and it's included with P:M, but I felt like a possible retouch or rearranging of the stage was something that could be discussed. With that in mind, I guess I'll go ahead and kick things off.
Layout: The three-tiered, 'staircase' layout of the Smash64 version of the stage is the primary layout for the map. Redone is three-platform formation that was present in that version as well, but the platforms are placed such that the two lower platforms are easily accessible from the middlemost and uppermost 'tiers' of the stage; by jumping onto, or just being combo'd onto. Width-wise, the stage is comparable to Final Destination. Height-wise, the stage is about as tall as Battlefield. Size-wize, the stage could be classified as mid-to-large.
Also, no more busting the stage in half. No more getting caught in that little crack where the bubbles are. Besides, consistency is great, right?
Acid: I'm not entirely sure if this is possible, but the plans I had in mind called for the acid on Zebes to rise to three separate levels. Level one would be the lowest; this level would prevent floor deaths, but the potential to be trapped and taking a beating while bouncing around is high, as it's not a short way down. Level two would be the middlemost level. This height of acid would shut down the lower-left 'corner' of the physical stage, leaving only the two upper 'tiers' playable. Finally, level three height would shut down everything but the uppermost tier of the stage, leaving only the upper-right corner and the platforms playable for a time.
The timing on the acid would be as follows:
Level One rise: Takes place at the first thirty seconds; transition takes five seconds. Lasts Fifteen seconds.
Level Two rise: Takes place at 0:50; transition takes two seconds. Lasts thirteen seconds.
*At this point, the acid lowers back to level one (at 1:05 this occurs, transition time: 2 seconds, lasts thirteen seconds)
Level Three rise: Takes place at 1:20, transition time: 5 seconds. Lasts for fifteen seconds.
At 1:35, the acid level drains entirely (transition lasting five seconds). Acid levels remain empty for thirty seconds. Repeat initial timing from here on, with level one rise occurring at the thirty second mark.
I'm not sure if those timings are too complex to implement, but the acid would rise, rise, fall, then rise again before reverting to neutral position.
Spawning: The markings for P1, P2, P3, and P4 represent initial spawning locations. For the sake of the safety of players, all spawn points will be placed on the platforms, and uppermost tier of the stage (where the acid never touches).
Just wanting to point out that what you're about to see isn't the product itself, just a mockup composition of stage renders, compiled into one image. The yellow lines represent the acid levels, the purple line represents the camera position, and the red line represents the blast lines. Without any more delay, here is the stage design.
I know very, very, very little of Brawlbox and how to work it. But, if anybody out there who does and who needs something to work on, I hope you consider this. If anybody has any input for me, that would be great, and I'd love to hear it. Thanks for reading.
Alrighty. So. I know that Zebes was a Melee map, and it's included with P:M, but I felt like a possible retouch or rearranging of the stage was something that could be discussed. With that in mind, I guess I'll go ahead and kick things off.
Layout: The three-tiered, 'staircase' layout of the Smash64 version of the stage is the primary layout for the map. Redone is three-platform formation that was present in that version as well, but the platforms are placed such that the two lower platforms are easily accessible from the middlemost and uppermost 'tiers' of the stage; by jumping onto, or just being combo'd onto. Width-wise, the stage is comparable to Final Destination. Height-wise, the stage is about as tall as Battlefield. Size-wize, the stage could be classified as mid-to-large.
Also, no more busting the stage in half. No more getting caught in that little crack where the bubbles are. Besides, consistency is great, right?
Acid: I'm not entirely sure if this is possible, but the plans I had in mind called for the acid on Zebes to rise to three separate levels. Level one would be the lowest; this level would prevent floor deaths, but the potential to be trapped and taking a beating while bouncing around is high, as it's not a short way down. Level two would be the middlemost level. This height of acid would shut down the lower-left 'corner' of the physical stage, leaving only the two upper 'tiers' playable. Finally, level three height would shut down everything but the uppermost tier of the stage, leaving only the upper-right corner and the platforms playable for a time.
The timing on the acid would be as follows:
Level One rise: Takes place at the first thirty seconds; transition takes five seconds. Lasts Fifteen seconds.
Level Two rise: Takes place at 0:50; transition takes two seconds. Lasts thirteen seconds.
*At this point, the acid lowers back to level one (at 1:05 this occurs, transition time: 2 seconds, lasts thirteen seconds)
Level Three rise: Takes place at 1:20, transition time: 5 seconds. Lasts for fifteen seconds.
At 1:35, the acid level drains entirely (transition lasting five seconds). Acid levels remain empty for thirty seconds. Repeat initial timing from here on, with level one rise occurring at the thirty second mark.
I'm not sure if those timings are too complex to implement, but the acid would rise, rise, fall, then rise again before reverting to neutral position.
Spawning: The markings for P1, P2, P3, and P4 represent initial spawning locations. For the sake of the safety of players, all spawn points will be placed on the platforms, and uppermost tier of the stage (where the acid never touches).
Just wanting to point out that what you're about to see isn't the product itself, just a mockup composition of stage renders, compiled into one image. The yellow lines represent the acid levels, the purple line represents the camera position, and the red line represents the blast lines. Without any more delay, here is the stage design.
I know very, very, very little of Brawlbox and how to work it. But, if anybody out there who does and who needs something to work on, I hope you consider this. If anybody has any input for me, that would be great, and I'd love to hear it. Thanks for reading.