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Concept: New Zebes

Fortress

Smash Master
Joined
Oct 2, 2013
Messages
3,097
Location
Kalispell, MT
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.
 

EdgeTheLucas

Smash Lord
Joined
Oct 2, 2013
Messages
1,695
I don't know anything about brawlbox other than putting in custom music so I can't help you. I just wanted to say that this layout of Zebes looks way more fun than the melee version. Hope somebody else does end up helping you!
 

Fortress

Smash Master
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Oct 2, 2013
Messages
3,097
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Kalispell, MT
I hope so, or that I learn to myself haha. I'm thinking of changing the stage up a bit though. The right-hand side on the upper level is too long, in my opinion. It's about the width of Battlefield, and I might cut it in, say, half.
 

TOCK

Smash Apprentice
Joined
Mar 17, 2013
Messages
83
This stage looks really cool and original. The only thing I don't think i would enjoy is the ledges. they seem to be those unfriendly ones that skyworld and lylat have. From experience those are 2 levels people never like playing!

It looks cool though I can't wait to see it for real.
 

Fortress

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Oct 2, 2013
Messages
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Location
Kalispell, MT
I don't enjoy Skyloft too much (specifically because of the clouds), and I'm not at all fond of Lylat in the slightest, so let's see if we can't fix those ledges. Do you mean the ledges of the stage itself, and potentially getting caught underneath it? If that's the case, I can probably just add rocks or something to give the stage 'sloped' ledges to 'climb' up with your recovery.
 

EdgeTheLucas

Smash Lord
Joined
Oct 2, 2013
Messages
1,695
I don't enjoy Skyloft too much (specifically because of the clouds), and I'm not at all fond of Lylat in the slightest, so let's see if we can't fix those ledges. Do you mean the ledges of the stage itself, and potentially getting caught underneath it? If that's the case, I can probably just add rocks or something to give the stage 'sloped' ledges to 'climb' up with your recovery.
If you're talking about the clouds then don't you mean SkyWORLD? Skyloft is a little iffy to play on for me but it's still fine.
 

Fortress

Smash Master
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Oct 2, 2013
Messages
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Oh, hey, yeah. I meant Skyworld. Yup. But, yeah, I'm probably going to shorten up the right edge of the stage, and add some rock walls so that the likelihood of being caught under it during recovery is diminished. Just in case, I plan to have the stage be one that you can pass through the bottom of, similar to old Brinstar and Kongo Jungle.
 

Fortress

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Oct 2, 2013
Messages
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Hate to double-post, but I doubt an edit will bump the thread, and I wanted people to know that a redesign recently calls for the stub on the right side of the stage to be removed, shortening up the stage's length, and putting a higher focus on the platforms.
 

LeeYawshee

Smash Ace
Joined
Nov 22, 2013
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904
Location
Florida
3DS FC
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I am all up for this idea, I like Norfair and all but I prefered Zebes way more. I'd prefer it if the acid was just a decoration or something in the background though.
 

Sluigi123

R64/Brawl- Dev; AI Coder; Balancer
Joined
Jan 18, 2011
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365
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Bowling Green, Ohio, USA
NNID
Sluigi123
I was looking at your 1st post for a while and I came up with this:

Layout:
I like your idea, but in my opinion should have a few small changes, excluding removing part of the right side of the stage, since that is being taken care of, which is making the base stage slightly lowered. I only see of having the top level the acid going to where the highest area of the base platform would be. I'd suggest this small change, because of how the acid works.
Acid:
I can already tell you that the acid halting locations is in 3 "ranged" levels. As you can also tell, on Brinstar, looking at the left platform doesn't always get covered by the acid when the acid reaches the top level. The longer you play on Brinstar in Brawl, the easier it is to know where the 3 "ranged" levels will be at. I know where they are, but I haven't made a sketch of it, yet.
Other than the list above, this will be an interesting stage to play on; that I can guarantee that. ;)
 

Fortress

Smash Master
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Oct 2, 2013
Messages
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Location
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I was looking at your 1st post for a while and I came up with this:

Layout:
I like your idea, but in my opinion should have a few small changes, excluding removing part of the right side of the stage, since that is being taken care of, which is making the base stage slightly lowered. I only see of having the top level the acid going to where the highest area of the base platform would be. I'd suggest this small change, because of how the acid works.

I think I should clear it up in the photo sometime haha. The acid is supposed to stop at the highest level before it reaches the ground level of the highest tier, that line that I drew is just kind of thick. The acid would never come up to the top level, just before it. The idea behind the stage is that players would 'move' with the stage and take their fight up and down varying terrain setups.
I can already tell you that the acid halting locations is in 3 "ranged" levels. As you can also tell, on Brinstar, looking at the left platform doesn't always get covered by the acid when the acid reaches the top level. The longer you play on Brinstar in Brawl, the easier it is to know where the 3 "ranged" levels will be at. I know where they are, but I haven't made a sketch of it, yet.

Is it possible at all to edit those 'ranges', such that the acid doesn't go as high or as low or whatever changes people would want? That has to be possible, right?​

This stage looks really cool and original. The only thing I don't think i would enjoy is the ledges. they seem to be those unfriendly ones that skyworld and lylat have. From experience those are 2 levels people never like playing!

It looks cool though I can't wait to see it for real.
That'd be an easy solution, I imagine. Just stick a couple of square-shaped rocks under each of the edges that extend low enough to make wall jumps useful and make it so you can't just Cargo people with DK under it ala Lylat. I really wish I could revisit this and make it happen, but, I still haven't found the time to actually learn how to create stages in Brawl Box.
 
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