Northsouthmap
Smash Champion
- Joined
- Apr 11, 2022
- Messages
- 2,681
Applejack
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!
A tall stage with a thin main platform and a wide walkoff (the table). The Jenga tower starts off stable, but teeters ever so slightly when blocks are pulled out and placed on top by invisible hands (any block being removed or placed on will cause damage and knockback). The stage falls after a random number of blocks between 15-30 have been removed. Being underneath the tower where it falls will be an instant KO. Afterwards, the tower is quickly built back up by the invisible hands (again, will cause damage + knockback), letting the cycle continue. Hazards can be turned off, and if so, it's just a large walkoff with a large wall with a platform on top of it.
The best choice in my view is to have Supers and Assists share the same meter, but having using a Super and summoning an Assist be seperate button inputs (not sure what those inputs would be)I guess for me, the main point of discussion if we go down the meter route is - do we want to have seperate meters for Supers and Assists, or should they share the same one?
I like the board game piece idea in particular.Assists:
I like the idea of assists being how they are in traditional fighters for Game Fight Night! They can be added to your character before the match via I guess a board game piece representing the character (similar to Hasbro being a big board game company). I feel they would deconfirm future fighters but we could maybe have an assist promotion for DLC.
I might just change to doing that insteadI swear, I'll try and get to a Tommy Oliver moveset, just life has been busy for me and I wish moveset jobs were open indefinitely to be honest.
Here's a bit of my experience with other threads in this area. Not saying we have to go any of these routes, but just some ideas.I'm honestly not quite sure how other Creates thread do them and if they're open indefinitely like that. My only experience is Infinity Crisis and movesets were done as a job and then left open if nobody did them, so that's my basis (Also I made a quarter to a third of the movesets there I'm pretty proud of them)
Uhhh... do you wanna tell us how this works as an item?Item: Get out of jail free card (Monopoly)
View attachment 364920
I was moreso going for the Smash Infinite idea here, which Infinity Crisis also did. I only did a week since it was 3 characters at once.Here's a bit of my experience with other threads in this area. Not saying we have to go any of these routes, but just some ideas.
Battle of AGES (where we got the moveset template from, for the most part): Character writeup job is open indefinitely. Includes specials and both super (at minimum), alternate colors, taunts, and victory animations.
Smash Infinite: Open for two days usually, or until first person submits it after those two days. Includes specials and Final Smash at a minumum.
Super Mario Smash Bros: Open for one day along other character-specific jobs (i.e. the given jobs in a movest day might be "submit a Birdo moveset" "submit animations for Birdo" and "submit Birdo's Final Smash"). Includes specials at a minimum, but no Final Smash (which is done in the aformentioned job).
Jenga | Candyland | Mr. Boddy's Estate |
This was my line of thinking, honestly.Same votes as 1secondninja. I love the ideas for the other two items but I think they could be executed in a way that makes more sense for a platform fighter.