A few caveats first, but the tl;dr is that this is just a proof of concept.
A lot of choices were made for this, many of which were largely subjective. The platform heights in particular weren’t thoroughly scrutinized and aren’t beyond refinement. In fact, I included alternate animations for some stages that change the heights to be based on Melee stages. I just thought it'd be a cute experiment, and the result seems to indicate that just copying Melee might not always be the best solution.
The exact numbers for stage size are another example of what could justifiably be different, but there was a lot more thought put into them. They approximate the mean and median values for both Melee and PM 3.5, as well as the values of 3.5's Battlefield and Smashville, but were rounded out slightly to look nice (and a couple other reasons). I went with a fairly narrow spread on them (±5 at most for blastzones, ±10 for stage width) which I doggedly don't think needs to be broader, as explained above.
Plus there's this
They also might not look too great. For one, it can be jarring at first to see such familiar stages so different. But I also didn't really fix the shadows or optimize the camera, and didn't change much cosmetically. Partly because I've got no sense for it, but mostly because it's not the point yet.
Finally, the testing for these stages has shown no problems, but I wouldn't say it was truly rigorous. Hence there may be some flaws in balance or functionality.
Regardless, I think these superbly achieve the intended goals as-is.
|
Stage Width
| Middle Point Distance to Side |
Side Distance
|
Ceiling Height
| Ceiling Height from Highest Platform | Stage to Bottom | Low Platform Height | Low Platform Size | High Platform Height | High Platform Size
Battlefield
| 137 | 219 | 150 | 204 | 150 | 125 | 27.2 | 37.6 | 54.4 | 37.6
Smashville
|140 | 225 | 155 | 199 | 170 | 121 | 28.8 | 47.7 | - | -
Pokémon Stadium M
| 147 | 222 | 148 | 196 | 169 | 120 | 27.1 | 27.5 | - | -
D.I.Y. Studio
| 133 | 219 | 152 | 201 | 152 | 115 | 24.9 | 44.3 | 49.3 | 22.2
eShop
| 143 | 217 | 145 | 200 | 148 | 119 | 29.0 | 31.3 | 52.0 | 28.0
Median
| 140.0 | 218.5 | 150.0 | 200.0 | 151.7 | 120.0 | 27.20 | 37.60 | 52.00 | 28.00
Mean
| 140.0 | 220.0 | 150.0 | 200.0 | 157.7 | 120.0 | 27.39 | 37.67 | 51.89 | 29.26
Standard deviation
| 4.82 | 2.97 | 3.41 | 2.61 | 9.78 | 3.22 | 1.467 | 7.605 | 2.101 | 6.363
Or at least, this is what BrawlBox says.
Red denotes important stuff. For comparison with current values, see
here.
Note that platform space was balanced against stage width, top blastzone distance balanced against platform height, side blastzone distance balanced against platform proximity thereto, and bottom blastzone distance balanced against both side blastzone distance and whether the stage has walls. The "Middle Point Distance to Side" turning out so uniform was just a nice coincidence.
Technically these values should be considered on a logarithmic scale, but they're close enough that it doesn't make much difference.
Battlefield & Smashville
King and Queen of Core.
Not much to say about them. Practically unchanged: only slight tweaks to account for the additional stages. Still have the same old flow you're used to. But the rest have been tweaked a bit more…
Pokémon Stadium M
Tweaked enough for a new name, perhaps.
Essentially 3.5's PS2, except rescaled to be appropriate for Super Smash Brothers. Still possesses the same kind of flow and the same selection of elements, but now the polarizing ones aren't.
Same case as PSM. WarioWare's square layout is way too interesting to pass up, although just looking at it gets me wondering what effects minor alterations might have.
While a bigger WW would work in principle, I felt it wasn't a good representation of the series. Thus I gave it a little something for flavor, which I nevertheless think falls well within the bounds set by Smashville's moving platform that goes completely off-stage sidling right next to the blastzone and also there's a balloon. Not to mention what other Smash games (and PM itself) have had to deal with before.
The stage remains in the standard layout for the first ~60 seconds (minus the countdown, because), then switches to a new one. Each successive layout lasts 4 seconds less than the last, and the transition itself is 2 frames faster. This means most matches would only see a couple switches while still allowing for several unique forms total, and the increasing tempo both mimics the series’ microgames speeding up and forces more approaches as the match approaches a time out. The order is always the same, and exclamation points appear 4 seconds before a switch, both as a warning that it's about to happen and as a marker of what it'll be.
I wanted to add a bit more, like having the bomb-clock on the floor to give an exact countdown to each switch, but such is currently beyond me.
It does seem like certain characters could camp the top, and I don’t have anyone good enough at playing lame to be certain. If so, there’s still room to shrink the stage width to make fleeing harder, or the platform layouts could be reordered to disincentivize it.
The file also contains animations that may replace the original ones either for switches that happen near-instantly, or for platforms the same height as Yoshi's Story.
eShop
It looked less cluttered in my mind.
I don't think there's any other current stage that should be core, and this proposal might be less appealing without something totally new, so I came up with this. Note that the actual file I provide goes over (and looks like) Norfair, but this was imagined as taking over the default slot of Pictochat (assuming the functional ASL everyone assumes now).
Has an interesting "t" shape to it that provides even greater potency to center-stage. To keep it from becoming too overbearing…
the platforms periodically shrink, so someone camping the top has less space to dodge and someone down below is less protected from aerial approaches. The platforms have individually short cycles that take 8 minutes to realign, so every moment in the match is just the slightest bit different from any other.
Visually, I imagine it scrolling through the products available on the eShop one at a time, with a logo and some screenshots popping up for each and gently floating about. The top platform is based off the rating system, and I think could look pretty cool with proper manipulation of draw order. It might be best if the products were in a random order, or started at a random point, to avoid the implication that the stars are meaningful. Just before the bottom platform shrinks I imagine the current product's logo hopping into the bag (the bottom platform is supposed to look like a bag), implying a purchase.