Answering to both of you guys...
KF, I understand why you're worried and regardless of that I'm actually pretty pleased you guys noticed my effort, that's enough for it to be worth it.
And about that concern of yours, I tried to be as neutral as possible while creating the stage.
My personal rules are:
-
No walls. That would create a chance for infinites, and we can't have that, can we?
- To give a straight answer to Flayl's question,
no ceilings or solid platforms. I also hate Pit's stage, where you can basically f-smash into a downwards spike because of those solid platforms. And yes, teching can be a godsend in stages like (zelda) Temple, for example;
-
No crazy elaborate stages. At least not yet, we need simple ones so we have fair games.
- I've performed god-so-many testing to ensure that
the stages haven't got a very high ceiling or a very low ceiling: it has to be just fine. I've also concluded that
the stage boundaries are quite acceptable, almost the same as Battlefied, and if they actually aren't acceptable they can be easily changed;
In any case, KF you're assuming that allowing custom stages means allowing EVERY custom stage. I don't want that to happen and I don't think anyone else wants that. What I DO WANT is having certain community-approved stages to be used as counterpick or starter stages. Of course, they don't have to be mine. I created tons of chaotic custom stages, they aren't fit for tournament play, but these are because I wanted to start this thing and create something fit for tourneys. Custom stages can be good for tournament play, if they're pre-approved by us, on this forum or wherever.
Aaaand that's why I wanted you guys to try those 2 stages out. To approve/disapprove their use. I know, too soon, but hey it was worth the try
@Flayl: o 1º é completamente normal, parece-se até com um Battlefield e as plataformas são "atravessáveis". A única coisa de que eu não estava à espera é que os personagens podem bater nas plataformas inclinadas (assim: -----> / ou assim \ <------ ) e safarem-se de um KO quase certo. Não é muito comum, mas acontece.
O 2º, o "
![Frown :( :(](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
", é mais criativo devido às rodas, mas confesso que nem me tinha lembrado disso, de pessoal a fugir. De qualquer maneira não é suposto haver uma regra para evitar stalling? Heh, mas pensando bem, e parecendo que não, as rodas ainda estão um bocado altas, se uma personagem fugisse lá para cima a outra personagem podia facilmente dar-lhe com um upwards spike (por exemplo, uair da Zamus) e as coisas não ficavam bonitas.