Sorry for being inactive, life gets in the way! At least it seems like this thread has still been going strong.
Job #113 Part 1: Donkey Kong stage
Sawmill Thrill - Donkey Kong Country: Tropical Freeze
The Donkey Kong series definitely needs more stage variety. So far we have had 5 variations of jungle theming and... 75m.
However one of the biggest components of Donkey Kong not represented at all in Smash are minecart levels. These have been a staple since the original DKC and are some of the most memorable portions of the games. It would feel wrong to not have it represented. Considering we could use more Donkey Kong stages in general, this feels like a natural two birds in one stone type of solution. Personally I think the best fit for a stage would be Sawmill Thrill.
If you want a stage you can closest compare to my concept, think of Big Blue. There will be 3 main sections of this stage.
The stage would start inside the mill with multiple minecarts which would be carrying platforms that the cast can fight on. Throughout the mill certain minecarts will go away and new minecarts will come back, making the layout of the stage fluid to change. All while you're doing this, there will be Buzzsaws in varying positions which you'll have to avoid.
The second section of the stage would see the cast land on a piece of wood. which would be drifting on water and the occasional waterslide present in the level This wood would obviously be bigger than what we see in the actual level so that it's fun to fight on. You can think of this section as the calm before the storm. There would be no buzzsaws to speak of and the only platform you'll need to stay on is the wood. However the roller coaster like nature of the track will still require you to stay on your toes, and there will occasionally be spikes above you you'll need to avoid.
During the third section you'll re-enter the mill. The plank of wood would fall off a waterfall and you'd have to jump back onto a platform that's being carried by a minecart. However now the minecart will be followed by a gigantic Buzzsaw. As the Buzzsaw tears everything it touches, these will become obstacles that you'll have to avoid. While the Buzzsaw won't ever actually catch up to your minecart, if you launch foes into the Buzzsaw it will do a lot of damage. The roller coaster like layout of the tracks will be the most hectic in this section of the stage, and near the very end the track will be gone and the minecart will just be riding over whatever portions of the track the Buzzsaw rips up which the minecart is able to ride on top of. After this, you will escape the mill and will briefly be in a rainy forest, before the track loops back to the beginning.
Job #113 Part 2: Mario + Rabbids stage
Ancient Gardens- Mario + Rabbids: Kingdom Battle
The stage would operate as an amalgamation of sorts of many notable elements of the first world in Mario+ Rabbids. The stage's textures would be grassy. You will be able to see water and a massive toilet in the background, and further in the background there will be a giant tower. There are various visual touches to showcase the wackier element of the game, particularly with how the Goombas are being treated. Not only will you see Goombas interacting with water like you see in this picture, but there would also be Goombas who are stuck and covered with honey. The background would also show many of the Rabbid interactions you can find in the game inbetween the battles.
As for mechanics, one of the most prominent features of Mario + Rabbids is the cover mechanic. This will be brought over to this stage to a degree. Throughout the terrarain the players fight on, there are many blocks which operate as cover of sorts. The small ones take about 25% damage to break, while the big ones take 50%. Like in the game, some of the big blocks actually have different properties hiding within them.
If you're near a block when it is broken, here's what could happen:
20%: Does nothing.
10%: Honey effect, any fighter who is near the block when it is broken is temporarily stuck for about 10 seconds.
10%: Push effect, the fighter receives minimal damage but has to take high horizontal knockback.
10%: Bounce effect, the same as push except the knockback is vertical.
10%: Ink effect, for 10 seconds the fighter affected can't use any attacks.
10%: Freeze effect, the same kind of freeze effect you see with stuff like PK Freeze.
10%: Burn effect, a large fiery explosion erupts.
10% : Vamp effect, About 10% of damage is taken towards anyone who was near the block when it was hit, everyone who wasn't hit by the block when this happens is healed, with it being an even spread, with it usually totaling 10% with some exceptions. (So for example, if in a 4 player match 1 person gets hit by the block, 3% will be healed of the other 3 players)
10%: Stone effect, any fighter affected can't move or use special moves for 5 seconds.
There is also another twist. Occasionally on the top of the tower in the background Rabbid Kong will appear. This is where another mechanic of the stage will come into play, pipes. In this stage you will frequently be able to travel through pipes to traverse. However when Rabbid Kong appears, he will throw a fit which will cause the pipes to break up. The pipes won't come back together until a curious Rabbid in the background randomly sits on a switch.