Conda
aka COBBS - Content Creator (Toronto region)
Update: My Custom Stage series can be found here: https://www.youtube.com/playlist?list=PLmm1joZm6wUU2ghzGdfVFsA9wykBhDA0H
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Competitive stages may be incorporated into the competitive stagelist at some point, due to implementation (down the pipeline) that will cause the 'distribution headaches' from the Brawl era to not exist in Smash 4. Integrating one or two great custom stages into the stagelist may happen, and there's no reason to not welcome them if they are truly great additions to the stage list.
But what makes a custom stage worthy of being added to the stagelist, without being redundant and too similar to other already available stages? Custom stages are often either too similar to existing stages, or too radical and wacky in design.
So I made this video that shows 7 stages I've created with competitive play in mind, and the thought process behind them. These are examples, and I discuss what it would take for a custom stage to be incorporated into the competitive stage list.
This is not a thread about saying "Ooooh I want my stages to be played at tournaments!", but rather a thread about discussing the things you should be thinking about when designing your own stages for competitive play. The aim is to increase the quality of custom stage applications, so we can potentially have one or two in the future that we deem awesome and unique enough to be added to the stagelist.
My discussion focuses on how to design stages that avoid redundancy and "too-safe" syndrome while still being balanced and unique amongst the other stages. In a nutshell, it's important to create stages in the mindset that its okay to take risks and experiment until you come up with something great. Barrels may seem silly, but what if you use them in a way that makes them arguably fitting for competitive play?
Many players have been creating stages that I feel aren't suitable for implementation into the stagelist, as they are either identical or worse than alternatives already present. I've created a few stages - some are recreations, most are originals - that have enough going on that would make them blend in with the rest of the competitively legal stages without providing too much redundancy.
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Competitive stages may be incorporated into the competitive stagelist at some point, due to implementation (down the pipeline) that will cause the 'distribution headaches' from the Brawl era to not exist in Smash 4. Integrating one or two great custom stages into the stagelist may happen, and there's no reason to not welcome them if they are truly great additions to the stage list.
But what makes a custom stage worthy of being added to the stagelist, without being redundant and too similar to other already available stages? Custom stages are often either too similar to existing stages, or too radical and wacky in design.
So I made this video that shows 7 stages I've created with competitive play in mind, and the thought process behind them. These are examples, and I discuss what it would take for a custom stage to be incorporated into the competitive stage list.
This is not a thread about saying "Ooooh I want my stages to be played at tournaments!", but rather a thread about discussing the things you should be thinking about when designing your own stages for competitive play. The aim is to increase the quality of custom stage applications, so we can potentially have one or two in the future that we deem awesome and unique enough to be added to the stagelist.
My discussion focuses on how to design stages that avoid redundancy and "too-safe" syndrome while still being balanced and unique amongst the other stages. In a nutshell, it's important to create stages in the mindset that its okay to take risks and experiment until you come up with something great. Barrels may seem silly, but what if you use them in a way that makes them arguably fitting for competitive play?
Many players have been creating stages that I feel aren't suitable for implementation into the stagelist, as they are either identical or worse than alternatives already present. I've created a few stages - some are recreations, most are originals - that have enough going on that would make them blend in with the rest of the competitively legal stages without providing too much redundancy.
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