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Questions relating to stage layouts (and lots of 'em, too)

splat

Smash Lord
Joined
Oct 28, 2006
Messages
1,169
Location
The Netherlands
Hi. Not so competitive person here.

As some of you might know, I quite like making stages. However, as I'm not really competitive (I've been watching tons of videos, but I'm just not very good) I lack the knowledge on the finer details when playing - and as as result I'm also not very knowledgeable on layouts and their effect on different characters.

I've been getting some feedback on my ideas (mostly from Nausicaa, thanks for that!), but I'd really like to know a bit more on the subject myself, so that I don't need to ask others if something will work or not. So I decided to make a list of possible stage elements and ask you guys what their effect is - so that I can work out possible layouts in the future myself.

Figured I'd start a new thread, because some players could use the replies I hope to get when selecting their counterpicks (I also didn't feel like it'd belong in the stage thread we have now, which is more of a: "I hope they'll make a stage based on this" kind of thing).

Here's the different elements I found - any input or replies on it would be greatly appreciated. For many of the things it's a simple: how does this effect the game, but sometimes I've got more specific questions. Mentioning what kind of character prefers an element and who dislikes said element would be awesome as well.
Note that while I mention stages per element, I just attempt to give an example of what I mean - I'm not talking about the entire stage, just that particular part of it.

Platforms

Platform Layouts (Static)
  • Zero platforms (Final Destination) - When I started watching Melee videos, I believed that Final Destination was the most balanced stage out of the lot, because it was just the two fighters duking it out - nothing more, nothing less. However, I recently heard sounds that people feel like some characters have an edge here. Does a no-platform layout favor the projectile characters? The rushdown characters?
  • One platform (Halberd (Phase 1), Metal Cavern) - Both these stages have a single platform located in the center of the stage. What do people use it for? Do people use it to escape combos, or does it help setting up combos? Is it a jump-off point to reach enemies? And what would happen with the game flow should it be located closer to one side than the other?
  • Two platforms (Pokémon Stadium 2, Skyloft) - Does a two platform layout have any differences compared to a one platform layout, apart from usually being a bit bigger? Or does this favor projectile-based characters who prefer a more 'campy' style?
    • - On different heights (Skyloft) - Apart from Skyloft and Castle Siege (Phase 1) there's this custom Summit M thrown around on the forums every now and then which it features two platforms on dfifferent heights. How does this impact the gameplay (especially when it comes to having both characters standing on a different platform)?
  • Three platforms (Battlefield, Yoshi's Story) - Perhaps this question cannot be answered without explaining the entire metagame, but why is the typical Battlefield layout considered to be one of the most balanced layouts in the game? And what would the effect of moving one of the platforms up/down or left/right? Why do so many people seem to dislike the inverse layout of Rumble Falls?
    • Top platform low (DreamLand, Lylat Cruise)
    • Top platform high (Battlefield)
    • Inverse layout (Rumble Falls)
  • Four platforms (Distant Planet) - Again, is a four platform layout (not counting in the gravity effect on the leaves) different from a two or three platform layout, apart from being bigger?
  • Platforms directly above each other (Pirate Ship, WarioWare) - Their effect? Can they be considered to be at least somewhat neutral, or are they favoring characters with vertical combos (Falco comes to mind) too much?
Platforms Metrics
  • Low platform height (Norfair?) vs. High platform height (Kongo Jungle) - Can I assume this just gives differences in favorability based on the jump height of characters - as well as their hitbox reach (i.e. Marth doing better on stages with low platforms than say, Kirby?)?
  • Wide platforms (Halberd, Yoshi's Island) vs. Narrow platforms (Most stages) - Both Halberd and Yoshi's Island come with a single, wide platform. Is this an aesthetic choice - what is the effect if it isn't? Easier accessibility? In a similar vein, what would happen if stages with multiple platforms (DreamLand, for example) have their platforms widened, so that they're closer to each other?
Moving Platforms
  • Vertical moving platforms (Fountain of Dreams)
  • Horizontal moving platforms (SmashVille)
  • Plaforms moving in another fashion or a combination of the two (Dracula's Castle, Green Hill Zone, Kongo Jungle)
For each of these options: would it make a stage more balanced simply because the different layouts the changing stage moves through does not favor any particular character?​
.
Sloped Platforms
  • Outwards sloped platforms (Kongo Jungle, Lylat Cruise)
  • Inwards sloped platforms (Not in P:M - Yoshi's Story 64)
Short and simple: what is the effect of a sloped platform? Apart from possibly screwing over hitboxes, is there anything else I should keep in mind when dealing with sloped platforms?​
.
Platforms relative to the main stage
  • Platforms directly above the edge of the main stage (WarioWare, Yoshi's Story)
  • Platforms over the edge of the main stage (Skyworld)
  • Platforms located towards the center of the stage (Battlefield, Pokémon Stadium)
I've noticed while watching some Melee videos that the place Yoshi's Story's platforms are in can give a character like Fox an extra option to recover - and that edgeguarding him appeared a fair bit harder. Would this be true for every character, or are there characters who can't use the extra option - or are every negatively effected by said platform?​
Likewise, Skyworld's platforms reach further than the main stage - how does that effect edgeguarding? Is it still possible?​

Main Stage

Uneven Main Stage
  • Flat Main stage vs.
    • Main stage with a slope in it (Metal Cavern, Skyloft)
    • Main stage with an elevated center (Lylat Cruise)
    • Main stage with a lowered center (Halberd, Kongo Jungle)
In the early Brawl days, I made a custom stage which featured a lowered center (and with those huge Brawl blocks, that's quite a gap). I quickly realized that it was very hard to play on, as most of the moves would miss as their hitboxes would be above the character I was fighting. Can I assume the effect of a sloped stage is simply that: projectiles and other attacks that miss the character due to the slope?​
.
Main Stage Shapes
  • Small main stage (Green Hill Zone, Metal Cavern) vs. Big main stage (Distant Planet, Pokémon Stadium 2) - Why would a player pick a small main stage? Would that be because he plays a big, slower character that has a hard time reaching the enemy - or because the enemy plays a big, slower character that would be easier to hit on a small stage? Also, would it be mostly defensive players that pick bigger stages?
  • Floating main stage (Battlefield, Final Destination) vs. Pillar-style main stage (Distant Planet, Dracula's Castle) - most of the stages seem to be a floating main stage. I believe Ike had an insane recovery in v2.1 (I think) on pillar stages with his QD bouncing off walls. How do pillar stages fare now compared to floating stages? Are there characters that really rely on walls, or are heavily gimped by them?
    • Multiple pillar stage (Fourside, Saffron City) - As far as I'm aware there's only two stages now that feature multiple pillars, both of which are suffering from a wall being present in the stage. Would there be a future for a stage with two or more pillars, or would that favor characters capable of wall-jumping too much?
  • Diamond layout with grab-able side platforms (Jungle Japes) - Jungle Japes almost has three main stages, so it seems. What does this accomplish? Does it promote camping?

Blast Zones
  • Close side blast zones (Distant Planet, WarioWare) vs. Far side blast zones (Dracula's Castle, DreamLand)
  • Low ceiling (Dracula's Castle, SmashVille) vs. High ceiling (DreamLand, Rumble Falls)
  • Low bottom blast zone (Fountain of Dreams, Metal Cavern) vs. High bottom blast zone (?)
I think I understand blast zones and characters, but wanted to put it on for completeness' sake: side and bottom blast zones are generally picked based on the character's recovery while the ceiling is based on their weight and vertical KO power, right?​
.
Other
  • Stages that could assist recovery (Yoshi's Island (Support ghosts), Yoshi's Story (Randall)) - These helping elements seem to be on a timer. Are they a good thing? A bad thing? An even 'worse offender', Peach's Castle 64 with the bottom platform moving through the base. Does this upset edgeguarding too much?
  • Stages that allow running away by obstructing parts of the space (Summit, Temple) - Can I assume that they promote camping, so they're instantly banned?
  • Stages with a wall (Peach's Castle, Temple) - Permanent walls are a direct ban, no matter what, right? Even it'd be a very small wall, like the time pillar sticking out of the top left corner of Temple?
  • Stages with transitions (Castle Siege, Pokémon Stadium 1) - How does transitioning effect the legality of a stage? I know that PS1 has a transformation which includes a wall, yet it's not banned. Does a stage that cycles through at least semi-neutral transformations mean that it's legal, or is there something about PS1 that I don't know about?
I feel like some question may be perceived as a little dumb, but I'd rather ask them anyway to make sure I understand them.
.
Either way, I'm sorry for the huge wall of text, thanks for reading and I hope you guys can give me some more insight in stage balance.
 

trash?

witty/pretty
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vancouver bc
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????
FD has two aspects that make it a weird-ish stage:
-having no platforms means no maneuverability from characters that need more non-linear movement to function at a high level
-no platforms to land on when being hit upwards, causing more juggles than any other stage

this is why, say, when you're a marth playing a fox in melee, you want to go to FD, because all those aspects work in your favor
 

Ginge

Smash Ace
Joined
Dec 13, 2013
Messages
687
Location
New Jersey
As a fellow not-so-competitive person, I'm not going to be much more help beyond the understanding you have right now. That being said, this is a great idea for a thread to further your understanding before you make more stages. Carry on, and make great stages :D
 

Rizner

Smash Ace
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Apr 18, 2010
Messages
642
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FL -> AZ -> OH
One other category - items you can hit (smashville balloon, yoshis shy guys). This sometimes helps characters (ivy for sure, marth sometimes with tipper range).

I'll try to post some answers when I'm home from work if they haven't already been posted.
 

Kankato

Smash Journeyman
Joined
Dec 5, 2013
Messages
239
Location
SoCal
While I'm not a competitive player, I've been playing Smash for a long time, so this is what I've picked up from playing friends and what not.
Every stage in smash lies within an intangible box. The borders if this box are called the Blast Zones, and you lose a stock when your opponent knocks you out of these zones. Since Blast Zones vary in size relative to the stage, they largely determine when and how you kill your opponent.

Let's compare a small stage like Yoshi Story to a larger one like Dreamland 64. Both of these stages have a triangular platform layout & are considered great stages for tournament play. However, both stages have very different sizes and Blastlines (YS is compact while DL64 is quite large), which changes how each stage is played.

Let's assume Captain Falcon is playing someone on YS. Pretty much every time he nabs a combo, he can finish with the Knee of Justice and take a stock because the blast zones are relatively close to the stage. On the next round, his opponent counterpicks to DL64. Our Falcon player continues Dash Dancing as usual, but notices that every time he combos into Knee, his opponent isn't going far enough to die. Sure, the opponent flew across the stage, but last time he did this combo it always killed. This is because DL64 has HUGE horizontal blast lines, giving his opponent plenty of space offstage to recover with. The captain can always attempt to Edgeguard the opponent, but edgeguarding isn't the same thing as an outright death. Characters like Peach, Samus and Jigglypuff can recover from your edgeguard attempts, which means more damage is needed to finish his opponent.
 

Ginge

Smash Ace
Joined
Dec 13, 2013
Messages
687
Location
New Jersey
As for blast zones.... are they always the same distance to the left and right of the stage? How would a lopsided stage (far off blast zone on the left, close on the right) go over?
 

210stuna

Smash Lord
Joined
May 3, 2013
Messages
1,244
Location
The Lone Star State
You make wonderful stages, I don't know what you are talking about !

In the OP you should show some of your W.I.P. stages that you have shown us at the CC section.
Also including what you've done (Bowser's Castle) so everyone can get a gist of how great your stuff is!

Cheers
 

splat

Smash Lord
Joined
Oct 28, 2006
Messages
1,169
Location
The Netherlands
FD has two aspects that make it a weird-ish stage:
-having no platforms means no maneuverability from characters that need more non-linear movement to function at a high level
-no platforms to land on when being hit upwards, causing more juggles than any other stage

this is why, say, when you're a marth playing a fox in melee, you want to go to FD, because all those aspects work in your favor

That's pretty interesting. Would that mean that a character with lots of aerial mobility would pick a stage with platforms - because that's where a linear-movement enemy would struggle, not necessarily because their own character would do worse on a platform-less stage?

One other category - items you can hit (smashville balloon, yoshis shy guys). This sometimes helps characters (ivy for sure, marth sometimes with tipper range).

I'll try to post some answers when I'm home from work if they haven't already been posted.

Ah, right. I saw the Fly Amanita vs. Silent Wolf game where one of their hits connected with a Shy Guy, causing it to miss.
I don't think it's possible to create custom hitboxes in stages yet, so I guess I missed it for that reason. Will add it to the first post.

Any answers you can give would be very much appreciated.

As for blast zones.... are they always the same distance to the left and right of the stage? How would a lopsided stage (far off blast zone on the left, close on the right) go over?

I believe there's been a stage in one of the past demos that was slightly lopsided (I thought I read it in one of the stage information threads on Smashmods), though I can't really recall which stage it was. I think it'd be somewhat neat on a asymmetrical stage, though I don't know what would happen viability-wise..

You make wonderful stages, I don't know what you are talking about !

In the OP you should show some of your W.I.P. stages that you have shown us at the CC section.
Also including what you've done (Bowser's Castle) so everyone can get a gist of how great your stuff is!

Cheers

Ha, thanks!

I didn't include any of the stages I've been working on because it'd feel like advertising, while I just want to know why some layouts work and some don't. I mean, I've been getting some tips on layout ideas, but I'd rather be capable of thinking of them for a bit myself as well (or at least realizing why said tips were given) - as opposed to blindly following other people's suggestions (even if I enjoy getting them!) :)
 

Strong Badam

Super Elite
Administrator
Premium
BRoomer
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Messages
26,561
PS1 is banned at any respectable tournament. That stage is literally the definition of stage redundancy. There is absolutely no matchup in the entire game where one of PS1/PS2 is desired/avoided and not the other.
 

PastLink

Smash Journeyman
Joined
Oct 28, 2012
Messages
280
Location
Wellington, Florida
PS1 is banned at any respectable tournament. That stage is literally the definition of stage redundancy. There is absolutely no matchup in the entire game where one of PS1/PS2 is desired/avoided and not the other.
then why's it on the first page? isn't that the point of the first page that it's all tourney legal? (at least that's what i've come to understand)
 

Strong Badam

Super Elite
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Around 10 stages on the first page are banned in my stagelist, lol. Page 1 is the "best" stages, not necessarily the "good enough" stages.
 

The_NZA

Smash Lord
Joined
Apr 7, 2007
Messages
1,979
I wanted to speak on this:
One platform (Halberd (Phase 1), Metal Cavern) - Both these stages have a single platform located in the center of the stage. What do people use it for? Do people use it to escape combos, or does it help setting up combos? Is it a jump-off point to reach enemies? And what would happen with the game flow should it be located closer to one side than the other?

As a Ness player, a giant horizontal platform above me is a pain in the ****. I think about where I have the worst time approaching, and its when I'm under the long platform at the bottom of Rumble falls, or Metal Caverns, or Yohsi's island brawl (when its tilted horizontally). It basically means I can't use projectiles like pkfire on the person hiding under it, but if they are say, link, they can boomerang me with impunity under the cover of the platform. I'm sure other projectile characters have similar advantages in certain matchups under platforms.

In addition, as Ness most of my combos involve comboing above me with uairs, dairs, and sourspotted nairs. A horizontal large platform can make such juggling pretty hard.
 

Rizner

Smash Ace
Joined
Apr 18, 2010
Messages
642
Location
FL -> AZ -> OH
Ok, let's see if I can do this.. Sorry for the delay, always remember while at work/on phone and am not about to try doing this on there.

Anyways, let's begin.


I think the biggest things for stages being legal in any tournament play is a lack of randomness, lack of game-breaking matchups created by a stage and then amount it promotes camping. So with that...

Other

  • Stages that could assist recovery (Yoshi's Island (Support ghosts), Yoshi's Story (Randall)) - These helping elements seem to be on a timer. Are they a good thing? A bad thing? An even 'worse offender', Peach's Castle 64 with the bottom platform moving through the base. Does this upset edgeguarding too much?
  • Stages that allow running away by obstructing parts of the space (Summit, Temple) - Can I assume that they promote camping, so they're instantly banned?
  • Stages with a wall (Peach's Castle, Temple) - Permanent walls are a direct ban, no matter what, right? Even it'd be a very small wall, like the time pillar sticking out of the top left corner of Temple?
  • Stages with transitions (Castle Siege, Pokémon Stadium 1) - How does transitioning effect the legality of a stage? I know that PS1 has a transformation which includes a wall, yet it's not banned. Does a stage that cycles through at least semi-neutral transformations mean that it's legal, or is there something about PS1 that I don't know about?

So random things which are on a timer aren't too bad. As long as it can be expected and doesn't change everything. Frigate Orpheon rides the line on this rule, imo, and probably is on the wrong side of it to be a legal stage in PM, as there are other options for a bigger stage list.
Game-breaking matchups are things which provide easy infinites for some of the cast against others of the cast. These include constant walls, or constant walk-offs (think the bridge stage in brawl). When it's only a portion of time (and the portion isn't too large) as seen in ps1 or brawls castle siege, it can be included. *More on castle siege later*
For camping, this includes very large stages or stages which have an area that is ideal to it. Stages where both characters sit away from eachother and never are in the advantage approaching fall into this category as well. More on it during the platform section.
Transitions seem ok as long as none are too crazy. Again, brawl Frigate Orpheon sits on this line. Also to note: transformations generally have a pre-transformation sign. Sounds, usually -- ps1 also shows which transform is coming through the screen in the background.

Platforms

Platform Layouts (Static)
  • Zero platforms (Final Destination) - When I started watching Melee videos, I believed that Final Destination was the most balanced stage out of the lot, because it was just the two fighters duking it out - nothing more, nothing less. However, I recently heard sounds that people feel like some characters have an edge here. Does a no-platform layout favor the projectile characters? The rushdown characters?
  • One platform (Halberd (Phase 1), Metal Cavern) - Both these stages have a single platform located in the center of the stage. What do people use it for? Do people use it to escape combos, or does it help setting up combos? Is it a jump-off point to reach enemies? And what would happen with the game flow should it be located closer to one side than the other?
  • Two platforms (Pokémon Stadium 2, Skyloft) - Does a two platform layout have any differences compared to a one platform layout, apart from usually being a bit bigger? Or does this favor projectile-based characters who prefer a more 'campy' style?
    • - On different heights (Skyloft) - Apart from Skyloft and Castle Siege (Phase 1) there's this custom Summit M thrown around on the forums every now and then which it features two platforms on dfifferent heights. How does this impact the gameplay (especially when it comes to having both characters standing on a different platform)?
  • Three platforms (Battlefield, Yoshi's Story)- Perhaps this question cannot be answered without explaining the entire metagame, but why is the typical Battlefield layout considered to be one of the most balanced layouts in the game? And what would the effect of moving one of the platforms up/down or left/right? Why do so many people seem to dislike the inverse layout of Rumble Falls?
    • Top platform low (DreamLand, Lylat Cruise)
    • Top platform high (Battlefield)
    • Inverse layout (Rumble Falls)
  • Four platforms (Distant Planet) - Again, is a four platform layout (not counting in the gravity effect on the leaves) different from a two or three platform layout, apart from being bigger?
  • Platforms directly above each other (Pirate Ship, WarioWare) - Their effect? Can they be considered to be at least somewhat neutral, or are they favoring characters with vertical combos (Falco comes to mind) too much?
Platforms Metrics
  • Low platform height (Norfair?)vs. High platform height (Kongo Jungle) - Can I assume this just gives differences in favorability based on the jump height of characters - as well as their hitbox reach (i.e. Marth doing better on stages with low platforms than say, Kirby?)?
  • Wide platforms (Halberd, Yoshi's Island) vs. Narrow platforms (Most stages) - Both Halberd and Yoshi's Island come with a single, wide platform. Is this an aesthetic choice - what is the effect if it isn't? Easier accessibility? In a similar vein, what would happen if stages with multiple platforms (DreamLand, for example) have their platforms widened, so that they're closer to each other?
Moving Platforms
  • Vertical moving platforms (Fountain of Dreams)
  • Horizontal moving platforms (SmashVille)
  • Plaforms moving in another fashion or a combination of the two (Dracula's Castle, Green Hill Zone, Kongo Jungle)
For each of these options: would it make a stage more balanced simply because the different layouts the changing stage moves through does not favor any particular character?​
.
Sloped Platforms
  • Outwards sloped platforms (Kongo Jungle, Lylat Cruise)
  • Inwards sloped platforms (Not in P:M - Yoshi's Story 64)
Short and simple: what is the effect of a sloped platform? Apart from possibly screwing over hitboxes, is there anything else I should keep in mind when dealing with sloped platforms?​
.
Platforms relative to the main stage
  • Platforms directly above the edge of the main stage (WarioWare, Yoshi's Story)
  • Platforms over the edge of the main stage (Skyworld)
  • Platforms located towards the center of the stage (Battlefield, Pokémon Stadium)
I've noticed while watching some Melee videos that the place Yoshi's Story's platforms are in can give a character like Fox an extra option to recover - and that edgeguarding him appeared a fair bit harder. Would this be true for every character, or are there characters who can't use the extra option - or are every negatively effected by said platform?​
Likewise, Skyworld's platforms reach further than the main stage - how does that effect edgeguarding? Is it still possible?​


ok -- so with platforms..
No platforms are really good for certain characters. FD, as you may know, gives certain characters a huge buff. It doesn't make them unbeatable, but it does make them better. As a starter, it seems to be mostly tradition. With plenty of strikes to go, it's fine there, but more than one of the type is excessive (as starters -- one more as a counterpick wouldn't be too crazy, if it were different in size or something else)
Platforms which are spaced out from the main stage (jungle japes) sometimes promotes camping to an excessive amount. If I have projectiles and good anti-air moves, I can win a match without moving off of the platform. It limits others approaches and makes it so certain characters just win without movement. That's a bad thing, and generally warrants an auto-ban.
One platform works for small-medium sized stages. A large stage with a single platform going all the way across would probably be frowned upon, but I could see it being a counterpick stage. Usually platforms have a small-sized width (I believe all aside from smashville and norfair?) Norfair's is higher up from the main stage, and only parts are a good height to land on with a single jump. This is important, because you can't throw someoneup there and land cancel as they get there to follow up with whatever. Smashville is similar, as it is a moving platform. This limits the followups and doesn't make it a set thing. If smashville's platform didn't move, it would probably not be a starter stage.
Platforms which reach over the main stage makes edgeguarding harder, but still possible. Depends on the characters recovery and the ability to read your opponent. I'd say it's not common throughout smash games, but a good element that's added in sometimes. Just can't get too crazy with them (see brawl norfair)
Slopes need to stay within a certain angle, and I think downward slopes are generally accepted more than upwards ones.
Moving platforms are generally ok as long as they aren't too crazy. Again, less randomness = more chance of it being a legal stage. In 64 the moving platform was rough because you couldn't grab the ledge, and so many characters had spikes that would get you as you went through. Probably stay away from platforms like that towards the bottom? Not sure what advice would work here, likely trial and error with these.
# platforms generally is about the size of the stage and what you want to accomplish with it. WW is done with 4 platforms to make the box shape, while battlefield has 3 for the different height options and ability to approach from both sides.

Main Stage

Uneven Main Stage
  • Flat Main stage vs.
    • Main stage with a slope in it (Metal Cavern, Skyloft)
    • Main stage with an elevated center (Lylat Cruise)
    • Main stage with a lowered center (Halberd, Kongo Jungle)
In the early Brawl days, I made a custom stage which featured a lowered center (and with those huge Brawl blocks, that's quite a gap). I quickly realized that it was very hard to play on, as most of the moves would miss as their hitboxes would be above the character I was fighting. Can I assume the effect of a sloped stage is simply that: projectiles and other attacks that miss the character due to the slope?​
.
Main Stage Shapes
  • Small main stage (Green Hill Zone, Metal Cavern) vs. Big main stage (Distant Planet, Pokémon Stadium 2) - Why would a player pick a small main stage? Would that be because he plays a big, slower character that has a hard time reaching the enemy - or because the enemy plays a big, slower character that would be easier to hit on a small stage? Also, would it be mostly defensive players that pick bigger stages?
  • Floating main stage (Battlefield, Final Destination) vs. Pillar-style main stage (Distant Planet, Dracula's Castle)- most of the stages seem to be a floating main stage. I believe Ike had an insane recovery in v2.1 (I think) on pillar stages with his QD bouncing off walls. How do pillar stages fare now compared to floating stages? Are there characters that really rely on walls, or are heavily gimped by them?
    • Multiple pillar stage (Fourside, Saffron City) - As far as I'm aware there's only two stages now that feature multiple pillars, both of which are suffering from a wall being present in the stage. Would there be a future for a stage with two or more pillars, or would that favor characters capable of wall-jumping too much?
  • Diamond layout with grab-able side platforms (Jungle Japes) - Jungle Japes almost has three main stages, so it seems. What does this accomplish? Does it promote camping?


Blast Zones

  • Close side blast zones (Distant Planet, WarioWare) vs. Far side blast zones (Dracula's Castle, DreamLand)
  • Low ceiling (Dracula's Castle, SmashVille) vs. High ceiling (DreamLand, Rumble Falls)
  • Low bottom blast zone (Fountain of Dreams, Metal Cavern) vs. High bottom blast zone (?)
I think I understand blast zones and characters, but wanted to put it on for completeness' sake: side and bottom blast zones are generally picked based on the character's recovery while the ceiling is based on their weight and vertical KO power, right?​

These two go hand in hand a lot. I feel that right now the small stage to large stage ratio is skewed towards small stages, and that's alright for smash as it is generally a stagelist created by people to avoid over-camping. I think that there are some stages which should be too large for singles and work for doubles, and some too small for doubles but good for singles.
With blast zones, you'll want to create something different than what's available. Think about dreamland vs battlefield -- similar ideas to the stages, but completely different picks based on who you're playing against. This is something you play with to get right, and to help to ensure you aren't just making another stage clone.
I pick small stages when I am against someone who has a better neutral game than me, because it gives less options to them. As Zelda, I'll generally pick a larger stage unless against someone who can effectively shut down my fireball game (2.6 ivysaur, sometimes marth). As Kirby, I often like medium sized stages because it gives me room for if I start a combo, and things like that. Larger blast zones are good for Kirby as well because he can edgeguard nicely and also get back effectively.

I'll try to remember to edit this and add more later, but I'm logging off for the night. Hope this helps some? Let me know if there are any more questions which I skipped over or didn't address.
 
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