splat
Smash Lord
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
Main Stage
Blast Zones
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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.
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?
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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?
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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?
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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?
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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?
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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.