Distant Planet's bulborb and rain is what makes it stupid, not really the platforms. If you're in the center of the stage, it's not really that easy to kill off the sides, only from behind the houses is that an issue. If someone is camping back there, chances are they're at high percent and desperately trying to get a gimp and if you space properly that isn't going to happen. I think it's the black car that deals the most damage, but if you're going to ignore a "!" that comes up when there are plenty of platforms that you can jump on or just jump over the car when it comes then it's your fault that you get hit by them. The bombs on the Wind Waker level can kill, and I'm fairly certain they deal more damage than the cars do.
As I said, I'm not arguing against these other stages I'm mentioning (except perhaps Corneria.) You're not the only one I've seen talk about Distant Planet, and I've seen complaints about the leaf platforms and the walkoff left side when it's dry, which is why I brought up Onett with its small platforms, walkoffs, and strangely-shaped houses as obstructions.
It's your fault if you get hit by the Onett cars or pirate bombs, but it's also your fault if you die to the Bulborb, and it's doubly your fault if you die to the river because you have to actually try to die in order for that to kill you; doing nothing will just make you grab the ledge. How exactly do these two things make the stage stupid?
Even IF the "eat the person on my back" happens if they stay longer than a short time on it, there is *nothing* comparable to that on Onett. It's entirely possible for Marth, probably Meta Knight, and Toon Link to force you to stay away from the main platform if you get hit over there. Also, a bunch of characters have landing lag from their recoveries, so if they get hit out there the landing lag takes up some of that short amount of time they're allowed to stay on.
For the beginning and end of this, that just makes it the same as the moving side platform on Orpheon and the Support Ghosts on Yoshi's Island. If you stay on the bulborb, you get eaten. If you stay on the platform on Orpheon, you get pulled horizontally off the stage, not to mention the things that sometimes happen when the stage flips.
As for the Marth/etc. edgeguarding thing, how is that any different from any other stage? The Bulborb actually gives you more options than you'd have on Battlefield for example, since you're not in freefall so you have a little more time to make a decision, and you have the added choices of either jumping over the opponent since you're high up, or dropping down beneath the main platform and grabbing the wooden stump on the left side, which most characters can do even from starting on the bulborb.
If you break the tentacle on the left, you can stand on that platform when it goes as high as possible, so the middle and the left platforms are safe. If you can't get away from your opponent to reach a safer platform, then you were probably screwed even without the lava.
I'm not arguing against Brinstar, though in this case it's similar to being able to destroy the pillars on Luigi's Mansion to avoid ceiling abuse. It's an option, but you can't do it whenever you feel like it.
Name moves that hit you to the top part of Mario Circuit at low to mid percents The only one I can think of is the Koopa Klaw, and that risks you getting hit by them as well. On the other hand, nearly any move can hit you into the lava.
Your argument was that you would die off the stage boundary on Corneria instead of get hit by the lava on Norfair. Therefore, talking about the ceiling is pointless, because the lava isn't on the ceiling in Norfair. You can also beat the "camp the wing" strategy by being better than the opponent. All you have to do is have less percent and you can just sit at the top. They have to come to you then.
These two paragraphs are related, so I grouped them together.
Pretty much any strong attack will knock you into the cars on Mario Circuit at moderate percents. Anything that hits straight up works, and those aren't the only attacks that hit upwards. Most forward attacks hit upwards somewhat as well, so it's not unusual to see a forward attack hit the opponent into the cars, especially if the attack originates in the middle.
As for Corneria, the same thing sort of applies. The ceiling is so low on the middle section that a forward smash will probably knock people off the top before the side. But that wasn't the main thing I was referring to, rather the small boundaries imposed when someone stands around in the lower right.
You say "beat it by being better than the opponent," thus forcing the opponent to come to you. In other words, the better player has never and will never fall behind in percentage? I assume 3-4 stock is used for a reason. Or if it's acceptable for the person who has the lead to take an advantageous position, why not just play with 1HP stamina battles? Also, what happens when my opponent randomly spawns on the right side while I'm on the left, and decides to jump down there immediately while we're both even (this has happened online vs. Marth)?
That sounded a little too extreme to me, so I should qualify it. I'm not saying the tail section is an unbeatable position, and I don't really have a problem with the camping by itself, other things about the stage make me dislike it, but I don't understand the use of "just make them come to you" as an argument to defend it. It should be possible to defend on its own merits.
Anyway, my comparison was horizontal attacks on corneria vs. horizontal attacks on norfair. Corneria will kill you at significantly lower percents (probably even off-the-top if you're not on the tail section), and the wall of the dorsal fin can cause its own problems. And again, if my opponent decides to stand down there right from the start if they happen to spawn on the right side, we can either stand around until someone budges, which isn't any fun or inducive to a good game, or I can just follow them and do my best with the wall and short boundary.
Norfair's lava only happens for a second or a few seconds at a time, and then it's a situation where it's not too hard to avoid getting hit into it.
The last thing Norfair needs to do is make people ledgecamp MORE <_<.
The size of Norfair shrinks for a time, but much more importantly, you can massively ledgecamp.
The past few posts the subject was about the lava from what I can tell.
Now this argument about ledgecamping I said earlier I would understand if it's true, but I can't say I see entirely what you mean. I would want to see this in action, showing how it's a broken tactic and moreso than anything present on other stages.