MysteriousSilver
Smash Ace
I'm not talking about downloading them, I'm talking about "agreeing to neutral position"I honestly think that there won't be an issue. You can't play online without a miiverse account, after all.
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I'm not talking about downloading them, I'm talking about "agreeing to neutral position"I honestly think that there won't be an issue. You can't play online without a miiverse account, after all.
Thx my NNID is Zupa_KoopaAbsolutely! Let me know your Miiverse name and I'll add you to our builder list. Also I know we can have players agree to neutral start, but in seeking widespread acceptance by the community, it would be preferred to avoid that being necessary
Excellent, thank you. I'll check them out right now
Awesome, I'll check it out
Excellent I'll check these out soon@rorycosgrove
I shared a few remakes today:
Pokemon Stadium
Dreamland 64
Wario ware, inc.
Yoshi's Story
Yoshi's Island 64
Mushroom Kingdom U
Mushroom Kingdom U (sky)
Green greens
Peach's Castle 64
Fountain of Dreams
I reached the sharing limit for today so I'll keep uploading tomorrow.
The problem with the moving platforms on Frigate Orpheon 2 is that they won't go completely off screen like in brawl. So characters with a decent recovery can just camp out on then. If I were to make that stage with the moving platforms I'd probably put one slip under the stage so it would hide inside the main platform every now and then. So players are forced to use the actual stage.I'm taking a bit of a break from reworking Fountain of Dreams, especially with 1.2 having the best spawns I can get. Would the second form of Frigate Orpheon work? Because I think the main problem with that stage v. other transformations that were ruled as counterpicks is that the transition killed you very easily. The central platform area is fine, though I may need some professional testing on the moving platforms that come from the sides and the Cannon positions. Can some of the testers send me a friend invite so I can send you the stage without needing to post online?
Or in general really, it'd be great to hear some more feedback on what I can improve on my stages to make them more competitive viable.
I know, I just want to try and make the most accurate past stage remakes that I can. I like things to be perfect. I don't mind if your or someone else has a different method. its all good.@clydeaker - I agree to an extent because stages and character sizes change from game to game. But Mario is still useful to measure the distance between platforms, heights, etc. But we should still alter the size to sm4sh's competitive convenience.
Because stages like sector Z are just ridiculously huge if remade identically and stages like metal cavern 64 are too small.
That's what cannons are for: placed outside of camera view and making sure that players can't evade it by standing on the farthest edge of the moving platform. The downside is that it effectively makes the blast zone smaller on the sides, slightly. Other ideas I had were putting Lava Hazards there that wouldn't kill players, it would knock them back towards the center stage; changing the platforms so that only one platform is moving through the stage, going through the center and peeking out the edges rather than having two platforms that alternate.The problem with the moving platforms on Frigate Orpheon 2 is that they won't go completely off screen like in brawl. So characters with a decent recovery can just camp out on then. If I were to make that stage with the moving platforms I'd probably put one slip under the stage so it would hide inside the main platform every now and then. So players are forced to use the actual stage.
That's what cannons are for: placed outside of camera view and making sure that players can't evade it by standing on the farthest edge of the moving platform. The downside is that it effectively makes the blast zone smaller on the sides, slightly. Other ideas I had were putting Lava Hazards there that wouldn't kill players, it would knock them back towards the center stage; changing the platforms so that only one platform is moving through the stage, going through the center and peeking out the edges rather than having two platforms that alternate.
I never thought about the cannons. Its a pretty cool idea. I remade sky world, YI brawl and FO2 thx to this.That's what cannons are for: placed outside of camera view and making sure that players can't evade it by standing on the farthest edge of the moving platform. The downside is that it effectively makes the blast zone smaller on the sides, slightly. Other ideas I had were putting Lava Hazards there that wouldn't kill players, it would knock them back towards the center stage; changing the platforms so that only one platform is moving through the stage, going through the center and peeking out the edges rather than having two platforms that alternate.
Pray that people don't start using equipment and special smash. Heavy Gravity and Smooth Lander have gotten a bit of attention recently.I sincerely hope this does not gain traction. I am at work and not in the mood to type out my full-length opinion on this matter but I am BEGGING for this to not become a real thing.
But, to make sure I have this straight, inclusion of your project in competitive sm4sh would require me to lookup a custom farming guide, play ridiculous non-competitive game-modes, unlock a plethora of useless trophies for new special moves that I don't even want, go to smashboards to vote for my favorite set for a tournament that I am not interested in/going to, memorize the EVO custom set "codes" and what they stand for, AND download a bunch of stages from X number of people BEFORE I can even start practicing competitive sm4sh in its current state?
I have a wife, work full time and am trying to learn the basic concepts of this game. All of this combined is an enormous time-commitment and an overall burden yet you're asking us to place another straw on the camel's back for.... Yoshi's story - sm4sh edition? Just.... No
I think using multiple methods such as my method of comparing in game past stages to their original game. and by comparing character sizes like mario between games is the best way to go. I also recommend using BunchOfMorons popular method of putting each stage up to a grid to make everything even and to scale. Heres a link to his video: https://www.youtube.com/watch?v=LBM4ef9_RuU@clydeaker - I agree to an extent because stages and character sizes change from game to game. But Mario is still useful to measure the distance between platforms, heights, etc. But we should still alter the size to sm4sh's competitive convenience.
Because stages like sector Z are just ridiculously huge if remade identically and stages like metal cavern 64 are too small.
I pray that they do, and now that you mention it, SLHG could probably benefit from some custom stages made specifically to that metagame, hmm.Pray that people don't start using equipment and special smash. Heavy Gravity and Smooth Lander have gotten a bit of attention recently.
I believe it refers to the metagame.Customs worked excellently in tournament! Vids will be up soon. Also I've noticed this thread is listed as "Meta" now. Does anyone know what that means?
Maybe it'll be introduced later down the road. After the initial custom move hubbub has died down.I pray that they do, and now that you mention it, SLHG could probably benefit from some custom stages made specifically to that metagame, hmm.
It is! Unfortunately we only had one streamed match with CSP stages but they were played and well accepted at my tournament on Friday. Here's the tournament match with CSP Yoshi's: https://youtu.be/KGZrbRlGyLg?t=6m37sThis whole thing seems to be coming along nicely.
I don't know if this has been tested or discovered, but I went ahead and looked at vertical blast zones and the stage size of small and medium, to see if there was an adverse effect on them.
What I did in the test was construct a small and medium stage consisting of platforms separated by the minimum height (1), then go to training using Ike as myself and against Mario (without DI), and test at what %s an uncharged and charged U-Smash would kill. Finally, after all was done, I would got to Battlefield (base stage and platforms) and Final Destination and compare the %s. The lack of studies of DI weren't important in the test, the differences under the same circumstances were.
Sample:
(HEIGHT) = UNCHARGED KILL %/CHARGED KILL %
Small
-9 = 102/64
-8 = 100/63
-7 = 99/61
-6 = 97/60
-5 = 95/59
-4 = 94/58
-3 = 92/57
-2 = 90/55
-1 = 88/54
0 = 86/52
1 = 85/51
2 = 83/50
3 = 81/48
4 = 79/47
Medium
-4 = 104/65
-3 = 102/64
-2 = 100/63
-1 = 99/61
0 = 97/60
1 = 95/59
2 = 94/58
3 = 92/57
4 = 90/55
5 = 88/54
6 = 86/52
7 = 85/51
8 = 83/50
9 = 81/48
Battlefield (base stage) = 94/58
Battlefield (1st tier platforms) = 86/52
Battlefield (2nd tier platform) = 77/45
FD = 90/55
Assuming the base stage height (I'll call it "Y") is the same for both small and medium stages, the difference in the kill %s is 10-11% earlier for smaller stages. But, during the study, I found a rather intriguing discovery.
At given heights, a medium stage can yield the same kill %s as a small stage, and vice versa. M9 to S3, M0 to S(-6), and so forth. A formula can be yielded, actually, assuming Y is the height of the medium stage:
SSS (Small Stage Size) = Y - 6
Another thing that was interesting is the comparison of the small and medium stages compared to Battlefield and FD. Battlefield is akin to an M2 stage with M6 and (likely) M10 platforms...or an S(-4) stage with S0 and S4 platforms. Same as FD, it can be a M4 or S(-2) stage.
So, now it begs the question: what are the differences?
I don't know about the horizontal blast zones, but this discovery actually changes the whole playing field in terms of making stages. We can mimic the blast zones (at the very least vertically) of stages, and yet build upon it as well. We can create a stage with base-Battlefields %s, but with a wall...the possibilities of creating the perfect stages are nearly upon us, friends!
My apologies for the lengthy post, but it was something to do to pass time for me, and I really would like custom stages pushed forward for competitive Smash. Hope this helps! ^w^
Excellent thank you. Are these stages both "Small" btw? The side blastzones on Yoshi's are pretty wide but if it's already small then I know there's no helping thatI'll get right on it! It shouldn't take me too long to make the adjustments.
Both of them are set to medium. Want me to downgrade Yoshi's Island to small?Excellent thank you. Are these stages both "Small" btw? The side blastzones on Yoshi's are pretty wide but if it's already small then I know there's no helping that
On Yoshi's and PS, the ceiling is too high so the percent should be lower, preferably by more than 1% if possible. I'm not sure how small the blast zones are on "Small" but I feel like Yoshi's would be good set to thatBoth of them are set to medium. Want me to downgrade Yoshi's Island to small?
Speaking of blastzones, if I can't perfectly match up the ceiling KO percentages, do you want the ceiling KO percentage to be slightly higher or slightly lower than the original stage? It's usually a 1% difference.
I don't think you understood what I was asking. That's okay, we can sort it out later.On Yoshi's and PS, the ceiling is too high so the percent should be lower, preferably by more than 1% if possible.
My bad, I reread your post. I assume by "original stages" you meant the Official versions which I didn't realize. Nevertheless thanks again for your hard work. Due to the timing we're going to stick with the original CSPs for my tournament tomorrow, as they are already on many of our setups, but after this one we'll be doing a lot more with the project, so stay tuned everyone! There are many great designs that deserve more attention and they'll get it soonI don't think you understood what I was asking. That's okay, we can sort it out later.
The updated stages have been posted to Miiverse!
Certainly!May I join as a tester?
That's Jeff Cork from GameInformer...We have to get this builder on here ! He is a freaking master at recreating past stages!