I am really excited for this portion of coding actually, and have a lot of suggestions to make some stages very viable, while keeping the flavor intact to the stage, for the sake of both casual games who like Brawl Plus, to the competitive who want a wider variety of stages.
Bridge Of Eldin
Doomed to failure in my opinion. There is no way to fix this without drastic alterations, and I'd rather avoid that. It's a nice stage to play on casually, not so much for competitive play, so we might as well leave it as is, I feel.
Rumble Falls
I can actually see this being a solid counter pick stage. Currently the problems associated with Rumbe Falls are:
- Players are forced to move with, and thus fight, the stage rather than the opponent
- Large spike kills
I have a lot of experience with this stage, and I feel that if we were to reduce the speed that the stage moves to a reasonable degree, while either removing the spike(s) or severely reducing both damage and knock back to non-KO or threatening standards, we would have a good level to fight on, and most of its integrity would be kept.
Skyworld
This could be a potential neutral if we made just a few alterations, and again, the integrity of the stage would be kept in tact. The problems associated with the stage are as follows:
- Cage of life
- Loop effect
- Stage spikes
- Ledges can break when recovering
- Floor can seal you off if trying to recover through the clouds
Fixing this stage is very simple. Just make the bottom floor solid so it no longer breaks down, and make it so that the other three platforms either A) break exceptionally easy or B) once destroyed, only the clouds remain. I personally like option B the most, and I think it's a fantastic idea. That would fix every problem listed, and it would still have the same feel as before.
Halberd
Bottom line, the only problem with this stage is the hazards, and they need to go. I was watching livestream last night at Nikos house, and Ally and Lain were fighting on Halberd. Lain ending up winning because both of them got caught in the Lazer at the last moment, and both died (Ally losing because he had only one stock while Lain had two). The claw can disrupt the fight very easily, the laser can force you in to situations that cause you to lose a stock (either by giving the opponent the advantage or preventing you from recovering to the stage, which happens a lot), and the bomb is unnecessary. An easy fix is to remove them, and we've fixed a decent stage.
Shadow Moses Island
I'm still up for opinions on this one, as apparently we were supposed to be getting a wall tech fix. With infinites gone now, I see this becoming a viable counter pick really. I don't think it needs alterations. Maybe decrease the time the walls reform so walk offs are not as prominent? That seems like an easy fix to me. This stage is fabulous for characters that KO strictly vertical, or with characters that can emphasize vertical kills. If anyone has other ideas, please shoot them out, but I think the decrease of reformation time is good.
New Pork City
Like Bridge of Eldin, I think without huge alterations that damage the integrity of this stage, it's a miserable failure. Nothing but 75m and Mario Bros compare to the horror that this stage brings to competitive play, and I feel leaving it to be a better option than anything. I don't even enjoy playing on this casually speaking.
Pictochat
I often hear people suggest that this stage be frozen. Why? Freezing this stage would do nothing more but create an alternate Final Destination. As of now, it is a fantastic stage for characters like Falco (no, not just because of lasers) and Kirby, and a few others. They're able to take advantage of the random transformations as they appear. The only problem with this stage is the damaging and potentially lethal transformations, which are as follows:
- Rockets
- Piranha Plant
- Ramp
- Pillar Spikes
- Wall Spikes
- Fire
If I missed one, let me know. Anyways, Rockets deal huge damage, especially considering if you hit one the other will likely send you in to the second one. The Fire is very easy to be knocked in to, does unnecessary damage, and limits your options on properly avoiding it since the only place to escape it is either off stage, or to stay below the fire (where your opponent is). Wall Spikes do not kill you, however they deal decent unnecessary damage and can set up for kills very easily. They can also spawn while recovering off stage and hit the player. And of course, the Piranha Plant, Ramp and Pillar Spikes all KO (specially now that momentum cancel is gone).
Simple solution? Remove these transformations, and you have a hazard free, nice and simplistic counter pick. Still fun casually, and competitively friendly.
Summit
Hm. Summit. I think there is room to make this a counter pick. It has the loop effect, however it is still a small stage and thus it wouldn't be as prominent I would assume. If it were to be changed, the spike would have to be removed. It deals 20% I believe? Also. We could do one of two things. We could freeze the stage so it doesn't move, and apply ledges to the sides. Or, we could allow the stage to slide down the mountain and in to the water, and freeze the stage where the water is below in the basement, allowing for a unique level. I believe the freezing would get rid of the fish too. I think this stage can be saved, but I'm open for other opinions.
Norfair
I hate to say it, because I do like this stage... But those ledges just cause problems. On top of the lava as well. The biggest problems are the lava plumes that come from the distances and pour on top on the map, as they easily KO characters the most, deal high damage, and come in swarms making it very difficult to avoid. The wall can come in at random times allowing for easy KO set ups if knocked in to... And the lava wall that comes in from the distance just slows the match down. The only hazardous part to this level thats relatively okay is the rising lava from the bottom. Even without all the entry hazards here, there is still the problem of stalling ledges here. I don't think this stage can be salvaged, but I've played on it in vBrawl competitively with moderate success, so maybe I'm wrong. What do you guys think?
Mario Circuit
Walk off, done. I have nothing more to say for this stage. As a casual level, it's awesome, and there's nothing else to it.
Frigate Orpheon
The only suggestion I have for this level is to possibly put a ledge on the side, but I am not sure if its necessary. Opinions?
Distant Planet
Okay, a suggestion was made in the public forum (maybe by one of you guys, don't remember who) to keep the rain constant on the hill. I don't think we need to make it so it is necessarily raining all the time, but what if we were to make it so that the moderate water flow was constant, and still had the rain come in at periodic times? We could also add in the bulbin on the side and make it so he doesn't eat people. Although personally I've never been eaten on this stage in a competitive match ever. That's negligible. But the rain would be a very nice addition, and would prevent blast zone camping, and the loop effect, making the stage very playable.
Mushroomy Kingdom 1-1
Err... Yeah. About that.
Mushroomy Kingdom 1-2
See above.
Port Town Aero Dive
Very simple fix. Just decrease both the damage and knock back of the cars, and automatically we have the new and improved mute city from Melee with all its new integrity in tact. We also have awesome F Zero sound tracks to listen to while Kneeing people across the screen with Captain Falcon.
Marios Bros.
Alright, if we remove the ceilings, get rid of the grabs, put ledges on the sides, fly to the moon, make a sandwich, watch the new episode of Naruto Shippuden and make Bowser top tier, I think this stage could be counter pick.
No?
Green Hill Zone
Walk off, that's all I have to say. Fine casually, no need to fix a thing.
Flat Zone 2
Unfortunately, see above. Cool stage though.
Luigis Mansion
Alright. Many people are suggesting that we make this stage dead lands Luigis Mansion. I have to disagree, as it only takes a few attacks and the stage is automatically another Final Destination. Mind you, it's a cool Final Destination, but still defeats the purpose of the stages design, and only serves to make another near duplicate stage (we already have Pictochat for that arguably speaking, and this would be worse). What are the problems associated with this stage?
- Cage of life
- Loop effect
Thats pretty much it. The pillars block projectiles, but, that's more of an added feature than a problem. What I suggest we do, rather than making the stage not reform itself once destroyed, is make it so that if the bottom is attacked, it can be destroyed even with the top still in tact, and thus the whole side of the stage will crumble. This will prevent characters from camping down in the basement indefinitely, especially since attacks can no longer be needlessly spammed down there. It would still have the trait of protecting characters from projectiles temporarily, and it could be used intelligently as a solid counter pick without providing an overwhelming advantage.
Also, if the stage reforming often is an issue, which I don't think it really is, we can also prolong the timer for it.
Spear Pillar
I think this stage can be saved, with some rather big alterations to the Pokemon themselves, and only a minor stage change. If we were to remove the side effects of Cresselia, Palkia and Dialga excluding the ones that destroy the centerpiece of the stage, then we would no longer have a stage with a huge loop effect, and characters couldn't effectively camp in the basement to large extents. Well, potentially they could, I'm just throwing suggestions out here. Leaf suggested we remove the bottom half of the stage as well, which is possible I suppose, but I'd like to avoid that if possible.
Green Greens
Remove the bombs from the blocks. It's already a decent stage now that Dedede's Dthrow CG is gone, amongst other possible infinites, and the only thing holding it back is the bombs that randomly drop and explode upon characters.
Big Blue
I really don't think this can be saved without massive alteration which would ultimately just ruin the stages integrity. It's too big, and with the added hit stun, too easy to kill characters that are thrown on the road. If you want to see what I mean, pick Wario and use Bite and toss them on the road.
75m
Yeah. Right.
Jungle Japes
One thing we could do to help improve this stage is maybe decrease the flow of water to allow characters with less than average recovery to have a better handle here. The croc could also be removed.
Hanenbow
I really don't know what to think here. I'll let you guys deal with this.
Pirate Ship
With the added hit stun, the device that flings you off stage is an auto KO. I'm not sure whether or not that is the case with DI, but half the time it will catch me in situations where I am not expecting to be flung, such as when I am knocked on to it by my opponent, or pushed in to it. In vBrawl it was never a big concern since momentum cancel would prevent death, but with that absent it isn't uncommon to die at 0%. I personally like the visual appeal of the bombs coming from out in the distance, so what if we were to make it so they only landed in the water, and did small damage and and small set knock back? This is definitely a nice stage to fight on, and I think it can be dealt with.
Temple
Much too big, can only be saved by cutting it up or completely resizing the whole thing.
Yoshis Island (Melee)
I don't see a problem with this stage to be honest. Blastzone camping is very hard to do here, since any character that camps on the edge on the hill is more at risk of dying than the approacher, since his options are limited due to the steep angle.
Corneria
I personally miss the old 64 Corneria, so we could make the stage bigger, but that would be competitively pointless really. I think there's no problem with this stage to be honest.
Onett
Eeehhh... Walk off. The only thing I could suggest that could save this stage that would require the least amount of altering would be to put the blastzones closer to the sides of the houses, and increase the size of the stage slightly in order to counter balance that. Otherwise it's not worth saving in my mind.
Brinstar
Solid stage, leave as is.
Rainbow Cruise
Again, solid stage in my opinion.