Hopefully I'm following the rules. Here are a bunch of my own stages.
First stage I created when I discovered the flash editor. Not much to say, I like the single long slope coupled with so many platforms on the other side. I'm sure it'd play well, but judging by people's tastes, I'm probably in the minority in enjoying it.
I really, really like this one, symmetrical, but not overly so. The middle section would be awesome to fight around, especially on the lower portion. Wall bouncing, pass through platforms and plety of fighting space. The two moving platforms are simply embellishment, though I can see them being used rather well in battle.
This one is probably a bit larger than it should be, and the sloping floor on either side can probably be reduced and I should remove the down-slopes on either side. That being said, I think the floating platforms would be really useful in the fight, plus there's plenty of open space below for people who prefer a ground-game.
I really like this one. Reminds me of Kongo Jungle in Melee with it's emphasis on layered platforms or a small, bottom level. I love pass-through platforms. There's some excellent variation here, I think. The tiny platforms below the main stage, as well as the vertical moving ones on either side of the stage make for great recovering opportunities.
I'll be interested to see how I can replicate this one in Brawl's editor. Can you set passthrough platforms on top of solid blocks? I don't remember if that's what I did here, but we'll see. Levels can easily be fixed afterall. Once again, symmetry, nobody can complain about unfairness, the pits are entirely avoidable. Moving platforms, once again, are entirely padding, but I think they're adding something pretty neat to the rest of the stage.
I've seen a lot of people replicate Saffron City from SSB, and I can understand why. It's a great stage and sky-scraper fights are awesome. That's why Fourside is my all time favorite Melee stage. This stage is definitely smaller and flatter, but the princible is the same. Along the sides of the building I threw up platforms. Good for recovery and might make for interesting building-side fights. Moving horizontal platforms are probably not needed, once again, added for embellishment. The verticle moving platform in the center gap is something I like.
Trying to find a balance between the stage gimmicks can be challenging. Too little of them on the stage makes you wonder why you bothered, while too many makes the stage look too over the top. Here I think I found a balance. The blocks that fall create gaps between the three fighting platforms. I like the floating pass-through platform on the left, and the moving ones on the right balance out the stage a bit so it doesn't feel like it's leaning in a certain direction.
Simple. Like Battlefield, except with more stuff to do. *shrug*
I hadn't used mushrooms much before, but I like them since they're three platforms in one package, right? Not much to say here. Simple and effective. The slopes limit players a bit, but the floating platform makes up for that, which I can see as being the "main part" of the stage. Once again, I know how basic this is.
From what I can tell about the tourney scene, a lot of level bans are the results of exploits by Fox, right? I crafted this stage as a kind of anti-fox/falco spamming tactic. No long stretches for laser spamming (coughcoughFinalDestination) and a focus on air-combat. Once again, very simple, and you should notice at this point that I LOVE those pass-through platforms SO much. I'm a Ness player, so nothing is greater than being able to PKThunder2 myself through the platform into a crowd of people fighting.
I am not quite sure on all the specifics on Ice. Can the blocks be melted by fire in combat? Can blocks of ice have different shapes such as slopes? Not knowing all the details on the ice block, I decided this may work. You have three main floating plaforms, below you have your last chance recovering area, as well as a more dramatic section with the ice. Any problems with this stage I would attribute to not knowing enough about the way the ice works.
A combination of my crumbling tower stage as well as the first temple stage I posted here. You do have a spot where you can jam someone up against a wall, but not for long since the block will fall. Once again, tried to make the idea of the falling blocks a vital part of the stage, so once their gone, the stage gets much smaller for a while. The moving platforms are entirely optional.
My first real attempt at a stage that controls the movement of the fight. Here, you should really only be able to KO people above, to the left, or below if you can clear out the falling blocks. Lots of moving platforms, and probably the busiest and crowded stage I've done in this editor yet. Strip out the moving platforms if you desire.
A more streamlined version of the prior Layers stage. Should be good for jumping and air-fighting.
This stage is one I really want to see work. However, I know very little about how the conveyor belts work. My original concept was a small platform of solid blocks with a couple right-moving conveyor belts to the right, and the opposite on the left. Unfortunately the converor belts in the flash editor are not level with the blocks.
So, anyone, in Brawl, can the conveyor-belts be level with the standard blocks? That being said, this would be a hell of a fun stage. The fact the entire stretch of the stage is a converyor belt requires you to focus on your air-movements. We'll assume that at the middle the right side goes right and the left side goes left. This is one I really want to see become a major level people play, I just need to know all the details and refine it from there. So if anyone can give me some more information, I'll be very grateful.
This was loosely based on the "Fight Club" in Melee's Hyrule Temple. The section at the bottom of the stage with the ceilings, the bouncing, and the small platform to the side. Please ignore the open spots and ramps built into the middle of the lower part of the stage, they were my attempt at tacky decoration.
Not much to say. My least favorite of this batch.
Once again, hoping I am contributing to this thread correctly.