I dont dislike the rain, but there are at least 3 people just in my scene that have eye problems and actually can't see the stage while its raining.Why remove the rain?
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I dont dislike the rain, but there are at least 3 people just in my scene that have eye problems and actually can't see the stage while its raining.Why remove the rain?
Interesting. I can't say I've ever heard that, but that's really unfortunate for them. I'd be a little upset if aesthetics were removed though.I dont dislike the rain, but there are at least 3 people just in my scene that have eye problems and actually can't see the stage while its raining.
What he said.Distant Planet is a big step up from SSE Jungle, but I think it still has a ways to go before it's really a worthwhile addition.
The walls are good. They impact tactics but don't define them, and their effects can always be attributed to the players. Same goes for the leaves, but I think they should be a bit slower to rise.
The pellet posies should definitely appear, but at maybe a third the original rate. Their temporary hurtboxes could be used to stop certain approaches, block projectiles, mess with timing due to hitlag, and other cool stuff. The pellets themselves add some item play to matchups that would otherwise have none, which is great considering the PM-specific tricks they allow, plus their properties are pretty tame. Might be cool if the onions appeared and gave food even with items off.
The symmetry is lamentable, especially considering all the elements the Brawl version has to offer. If that stuff is workable at all, it's workable into a respectable interactable. Here's my proposal:
The left side is a variation of what we have now, but the leaf is like the current version's right side: higher, but sinks just as low.
The floating platform is replaced by a mushroom just because it makes more sense than a floating platform, and is made smaller and slightly protrusive just for something less common.
The other one is replaced by the loose vines, and is given the length its sibling lost. Like the leaf, the vines' behavior is player-dependent, hence absolved from johns.
The last platform is slanted outward to catch recovers. However, the vines make it a dangerous position, and any sudden rain will wash characters off-stage.
Something like this would make DP into a robust, intricate stage; one that's actually competitive rather than just another way to CP PS2.
This is extremely well thought out and I love the idea. My only concern would be passing through the vine platform from the vanilla stage which would be enough for most to consider banning it. You should consider making this yourself.Words.
But I want distant planet to remain neutral, theres nothing wrong with its current state.Distant Planet is a big step up from SSE Jungle, but I think it still has a ways to go before it's really a worthwhile addition.
The walls are good. They impact tactics but don't define them, and their effects can always be attributed to the players. Same goes for the leaves, but I think they should be a bit slower to rise.
The pellet posies should definitely appear, but at maybe a third the original rate. Their temporary hurtboxes could be used to stop certain approaches, block projectiles, mess with timing due to hitlag, and other cool stuff. The pellets themselves add some item play to matchups that would otherwise have none, which is great considering the PM-specific tricks they allow, plus their properties are pretty tame. Might be cool if the onions appeared and gave food even with items off.
The symmetry is lamentable, especially considering all the elements the Brawl version has to offer. If that stuff is workable at all, it's workable into a respectable interactable. Here's my proposal:
The left side is a variation of what we have now, but the leaf is like the current version's right side: higher, but sinks just as low.
The floating platform is replaced by a mushroom just because it makes more sense than a floating platform, and is made smaller and slightly protrusive just for something less common.
The other one is replaced by the loose vines, and is given the length its sibling lost. Like the leaf, the vines' behavior is player-dependent, hence absolved from johns.
The last platform is slanted outward to catch recovers. However, the vines make it a dangerous position, and any sudden rain will wash characters off-stage.
Something like this would make DP into a robust, intricate stage; one that's actually competitive rather than just another way to CP PS2.
For dreamland its been confirmed they'll remaster the imported 64 stages and as for fd its for separating the mod from brawl and melee to make it its own game (Although I wish they'd make an original designed battlefield to further separate its self). I'm just gonna say you should just delete the pm stage + rel if you want a more casual oriented dp, no janky changes needed.How is my proposal not Starter-worthy, when such a distinction has been given to stages such as Dreamland, YS, and FD?
Hopefully I didn't misunderstand your point, but here's a response.The question was: Given historic "criteria" for Starters, what about my proposal would necessarily invalidate DP as one?
The answer is that Starters follow no strict criteria, and are rarely effectively challenged.
The intent isn't to make it more casual. It's to make it more competitive, by adding a variety of subtle, non-intrusive stage elements that both players can integrate into their strategy - during the match and during selection - particularly in a way that does not revolve around camping or lopsiding the matchup. A varied stagelist is desirable for how gratifying it is for the player - and exciting it is for the audience - to make spontaneous, creative use of something(s) rather minor. Moreover, the greater variety of elements there are, the less likely a stage is to entirely favor any singular character, and the less redundancy there is in the stagelist. These elements should behave predictably and intuitively, not cause play to deviate far or long from Smash essentials, and generally broaden the players' real options. IE, not be "jank."
The ideal roster would consist of a barebones core (composed of archetypical layouts akin to BF, PS2, Smashville, and probably a couple others, with normalized dimensions) for use as Starters (so players may get a feel of just their opponents, before making things more complex) or in conservative stagelists (for which stage variety is a time-wasting inconvenience). The rest would each make use of as many elements as Brawl allows (without becoming hectic, of course), strive to not fit any specific abusable role, and would be centralized around a standard of balance set by the core.
Stage selection should be like character selection, where choices are based more on personal preference than on what makes winning easier. If players uniformly counterpick a certain character, that's a balance issue. If players uniformly counterpick a certain stage, that's a balance issue.
Additionally, I feel the current CP'ing process does not accommodate a larger (in size and scope) stagelist. Something to try is: Loser picks 3 (or 4, or 2) stages, then winner chooses from those. This would streamline the process and eliminate the issue of a player dealing with an element they specifically despise, and is something to remember when viewing my posts.
PM has the chance to circumvent the ad hoc approach the community has had to take to make do with Smash stages, and I really think it should. The design and rules of stages in PM should be made deliberately, beginning by specifying a goal, such as I have here endorsed. A few posts back are my thoughts on how DP might fit into this philosophy, and while that is not "as a Starter," I think the basics of 3.5 DP would be present in the core.
You mean you haven't replaced Ai no Uta with Pikmin 3 music yet? Shame on you.The music is horrible.
I'll look into it, but it currently has the camera from PS1 so I wouldn't want to mess with Melee players too much.I know we already spoke about PS2 (I think) but I wanted to make this point without posting a whole new stage topic.
Has there been any consideration to adjusting the camera of the stage to match the Petey Piranha boss fight? I feel that the stage is pretty much the exact same dimensions, just lacking platforms. But the camera is soooo much better.
I use nights journey of dream mainly.All nujabes all the time, imo
Every character has a way to reduce the lag from entering the water. Snake, for example will usually get munched on by the fish if he falls into the water. However, if you do a bair before you enter the water, he should have enough time to jump out.If there's a way to cancel the lag from entering water (if you're not hit into it) can it be implemented? It's really annoying to try to jump out of the water and it doesn't work or the fish eats you.
I can't say I like that idea, mainly because I like the custom stage slots. I use my build in public, so I can't in good conscience remove anything included with the vanilla mod. And I don't want to get rid of Melee: Icicle Mountain, Smash U: Big Battlefield, SSF2: Sky Sanctuary Zone, and Dragon Ball Z: World Martial Arts Tournament in order to preserve some duplicates that people may or may not be wondering where they've gone.A while I asked about custom stage slots. I have several more in my build, but they're not part of the random select, and having too many large Stage Selection images to correspond tends to make it crash, likely due memory issues. It might be cool to have a third omega stage option that utilizes custom stage slots, given that
1. Striking will still work, as it works on my build,
2. It won't be part of the random stage select, which is good, because nobody wants to only do Final Destination over and over.
3. There will be Omega forms from fans anyway,
4. It might be cool for Tournaments.
It would be neat if you could do Battlefield forms of stages. Of course, I know you coding wizards are working on the Alternate Stage loader, so if you get it to work, it'll be unnecessary.
Since having large Stage Selection Images causes it to crash, I was thinking of a UI like this:
Though I'm no wizard and have no clue what's possible.
I strongly disagree. Half the viable stages already aren't used, so why introduce more? Not to mention I'd rather see the alternate stage loader be used to load aesthetic differences such as HD remakes or N64 originals, a melee-esque skin or vBrawl Battlefield, or even something like certain stages with different weather/time of day.It might be cool to have a third omega stage option
I hate you because Squirtle literally cannot turnaround on IG without getting stuck :CThanks for the feedback!
We'll now be discussing a new casual stage that was added to 3.5: Infinite Glacier!
This stage is based on Summit, but the gameplay is so heavily altered that it didn't resemble Summit anymore, so we gave it a new name. I designed the gameplay for this stage, so I'm personally really interested(and slightly scared)to hear what you all have to say about this one!