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Super Smash Bros. Ultimate: Stage Creation Contest (Complete)

AlphaSSB

Bring Back Star Fox
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Damn, the hazards get me once again. Congrats to the winner, though. I'm satisfied with 3rd.

Also, a suggestion with the grades post. I noticed that the time I won, I was tagged, and the times where I hadn't won, I wasn't tagged. The notification essentially spoils if you've won or not.

I'd suggest tagging all of the entrants, rather than just the winner. That way they know when the grades are up, without already knowing if they've won or not. Helps with suspense. Maybe either tag them all at the top, or tag them with the final grades.
 

Kevandre

Ivy WAS Saurly missed
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Damn, the hazards get me once again. Congrats to the winner, though. I'm satisfied with 3rd.

Also, a suggestion with the grades post. I noticed that the time I won, I was tagged, and the times where I hadn't won, I wasn't tagged. The notification essentially spoils if you've won or not.

I'd suggest tagging all of the entrants, rather than just the winner. That way they know when the grades are up, without already knowing if they've won or not. Helps with suspense. Maybe either tag them all at the top, or tag them with the final grades.

This is one reason I have email alerts on, I read the results there and don't know from the tag lol
 

PeridotGX

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I was a little worried about this round. A basic stage layout with a enemy as the main obstacle seems a little familiar to an older stage of mine that... didn't do well.

contest2.png


Congrats to everyone though. As for Fire Emblem, I have an idea, but it's pretty out-there as a concept (Or not, as it's a pretty important part of Awakening.)
 

Kevandre

Ivy WAS Saurly missed
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I was a little worried about this round. A basic stage layout with a enemy as the main obstacle seems a little familiar to an older stage of mine that... didn't do well.

Congrats to everyone though. As for Fire Emblem, I have an idea, but it's pretty out-there as a concept (Or not, as it's a pretty important part of Awakening.)
Mine isn't even really an important part of Awakening and tbh I'm willing to take the L for it because I really liked the concept lol
 
D

Deleted member

Guest
Damn, the hazards get me once again. Congrats to the winner, though. I'm satisfied with 3rd.

Also, a suggestion with the grades post. I noticed that the time I won, I was tagged, and the times where I hadn't won, I wasn't tagged. The notification essentially spoils if you've won or not.

I'd suggest tagging all of the entrants, rather than just the winner. That way they know when the grades are up, without already knowing if they've won or not. Helps with suspense. Maybe either tag them all at the top, or tag them with the final grades.
Yeah. I think I'll do that going forward.
 

TheMarioaddict

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Second place ain't bad! Congrats to Peridot!

I'm glad that Fire Emblem is (hopefully) coming up next round. I'm quite proud of the stage I made for it...
 
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D

Deleted member

Guest
I considered using a layout, but time had restricted me sadly. Ill try to do it for this next round tho.
 
D

Deleted member

Guest
Time for Round 11!

Winning the Poll at 10 votes. Round 11 is..........



Fire Emblem

Not a lot to explain here really. With most games being main series entries that means every main Fire Emblem game is eligible. Spin-offs like Fire Emblem Heroes and Fire Emblem Warriors are allowed as well. But no Tokyo Mirage Sessions. That one is kind of it's own series.

And with that, on April 23rd 2018, Round 11 has begun. You have until Friday April 27th to submit entries.

Good Luck!
 

Kevandre

Ivy WAS Saurly missed
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Hot Spring Scramble

(Fire Emblem Awakening DLC)



(Excited :4pit: noises)

Let’s start off with me acknowledging that I’m gonna get slaughtered in Iconic points, at least if the judges haven’t played through it. Awakening on its own is amazing and honestly its story DLC is fantastic, but basing a stage specifically off of the DLC? I get it. Lol.


Now the Hot Spring Scramble DLC for Awakening was meant to be a short vacation for the Ylissian Shepherds to relax in some hot springs, try on some yukata for the second gen’s most popular units and overall provide some fanservice, which as we all know, is best service.


The stage is fairly simple and supposed to be similar. Some nice battle mixed in with some relaxing hot spring action.


So there are seven platforms in total here, cascading down from either side of the stage. On top of each platform aside from the bottom one is a small pool that comes from the hot spring. Most of the time, these pools do nothing, but when you see the steam rising up off of one of them, you might want to head over there! It’ll stay steaming for ten seconds, and while you’re standing in the pool, you’ll heal by 3% every second! It might be a scramble to fight over who gets the healing! Best case scenario if you remain unmolested, you’ll heal 30%!

Once the steam stops rising up, the pool will stop healing you. Fifteen seconds later, a different randomly selected pool will begin the process again.

In addition, any Fire Emblem characters playing on this stage will have a yukata-based outfit instead of their regular one. The Yukata have multiple colors to match the pallet choice you made at CSS!


Other than that, that’s it! An interesting layout with a not-too-intrusive gimmick that nonetheless changes how the stage is going to be played on. I’m happy with this one, even if I’m gonna take the L for it lol

 

GolisoPower

Smash Master
Joined
Sep 17, 2017
Messages
4,396


Stage Name:
Windmire

Origin:
Fire Emblem Fates

Gimmicks and Hazards:
360 degree rotation, Nohrian soldiers

Description:
The first area you play in in all three versions of Fates, Windmire is the subterranean capital of the Nohrian kingdom. The stage itself at first seems like a walk-off, but as it goes from the center, it curves inwards to the background. The reason for this is simple: the stage rotates to align with the players' positions. That means the blast-lines are unique: if one player reaches exactly 90 degrees from the camera, they will touch a blast-line and be KO'd. KO's from the top are still possible. At one point, 6 Nohrian soldiers will run onto the stage and attempt to attack the players. They are all armed with spears and had about as much reach as Donkey Kong, but they attack every 2 seconds, they move 2.25x that of Palutena's Reflect Barrier, deal 8% damage per hit and as much knockback as a Purple Pikmin.

Unlockable:
No.

Music:
Lost In Thoughts All Alone (Smash Bros. 4)
Anna's Shop Remix
Don't Speak Her Name! (Fire Emblem Awakening)
Abundant Solace (Fire Emblem Fates)
Condemnation (Fire Emblem Fates)
Obsidian Ruler (Fire Emblem Fates)
Annihilation (Fire Emblem Awakening)
Ack! Won goph in mah mouph! Blech! Ptooey! Remix
 

Opossum

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Stage: Duma Tower
Game: Fire Emblem Echoes: Shadows of Valentia

image.jpeg

image.jpeg

Availability: Starter Stage

Description: Duma Tower is one of the major plot-important locations in Shadows of Valentia. As well, it helps showcase the unique dungeon crawling aspects that are emblematic of SoV compared to other games in the series.

image.jpeg

Ignore the reference image off on the right side, that shouldn't be there. Also note my fantastic Paint skills and newcomer-based wishful thinking.

The stage itself takes place on a wide pillar-shaped stage in the form of a staircase. Torches light the stage. In the background, the stairs continue upward while in the foreground they continue downward, and the fight itself takes place on a lengthened staircase floor in the middle. Off to the edges are pits you can fall into, as well as a decently-high ceiling (which due to space limitations I could not showcase here...the blast zones are roughly similar to Omega Boxing Ring). Two platforms float above the stage. These are similar to Battlefield's platforms, allowing people to fall through them.

Every once in a while, a mechanical passable moving platform will jut out of one side of the stage, and move up and down in an elevator type of fashion, aiding in recovery. This has no in-game justification, but Smash seems to enjoy adding mechanical features into Fire Emblem stages when there's no canonical inspiration for doing so, so that trend is continued here.

However, not all is well here. Just like in Shadows of Valentia itself, Duma Tower is home to monsters. In this case, Mogalls. These flying eye octopus...things are speedy. They don't do a ton of damage though (only about eight percent if they tackle you) and little knock back. They're pretty easily telegraphed, to boot. They go down after taking twenty damage, and take two minutes to respawn. Only one appears at a time; however, they can spawn from two different locations, as shown in the mockup. Mogalls are tricky, but aren't as intrusive as other hazards.

...Unless, of course, you're on the mechanical lifts. The Mogall, if on the screen at the same time as the mechanical platforms, will attack them with its tendrils. After three attacks, the lift will break off at the divot point marked in gray, having the platform fall into the abyss for the rest of the match. Some players, particularly those with worse recoveries who may rely on the lift, may want to defend it from the Mogall by killing it. Keep in mind, however, that the tendril attacks are much stronger than its tackle, and it does rapid electrical damage with high stun. If you're gonna hit it, hit it hard.

All in all, the standard stage is fairly basic in layout, with the Mogalls providing a bit of a choice for the players: kill it, ignore it, defend the mechanical lifts? All of them are options, but the Mogall is fairly easy to dispatch.


Music:

Twilight of the Gods
With Mila's Divine Protection (Alternatively, the Brawl version)
March for Deliverance
Fire Emblem Main Theme
Omen (Opening Theme)
Lord of a Dead Empire
The Scions' Dance in Purgatory
The Sacrifice and the Saint
Unity
The Heritors of Arcadia (Instrumental)

Seriously though guys...SoV has probably my favorite soundtrack in all of Fire Emblem. Limiting myself to ten songs was difficult.


Full disclosure, this used to just be part of a touring stage: The Outrealm Gate. Due to computer issues I had to downsize the stage to a single location, but the full version would have included Nifl from Heroes, A Knight Filled Sky from Shadow Dragon, and the Divine Dragon Grounds from Awakening as well. However, I'm happy enough with Duma Tower for it to work as a standalone stage.
 
Last edited:

Jubileus57

Smash Ace
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For Fire Emblem I hadn't that many idea pertaining to specific locations, so I went with something I like, focusing on the stark difference between Nohr and Hoshido environments.
Probably gonna get wrecked on the originality. But this is a game so I'll give it a shot nonetheless.

Welcome to:

STAGE: WORLDS OF FATE
Origins: Fire Emblem Fates

This stage (like Casle Siege) is divided in three shifting settings (although they are spawned at random). I picture it with a heavy emphasis on the scenery. Unforunately I COULD draw them in details but it would take me weeks so I'm afraid you'll have to trust my nonexistent describing talents :p

Like Smashville, the time of the day depends on the Switch internal clock. This is far more prominent in the Hoshido version than the others.

FIREEMBLEMSTAGE.png


PHASE A: HOSHIDO

This phase takes place in the gardens from the Shisaragi castle in Hoshido. The weather is always sunny (or "moony" at night), and colourful flowers and sakura blossoms are seen around the stage, with the Shisaraigi castle in the background.

In the middle of the stage is a red, wooden, japanese styled pond bridge which is over a deep Koi pond. This bridge is destructible, meaning the players are at risk of falling down in the water after that. It CAN reconstruct and is not pass-through, so the players unfortunate enough to be trapped under it are doomed to drown.

At both sides of the bridge are lanterns, which will illuminate the area beautifully at night.

During the day, one can hear cicadas and see butterflies flying around, while at nighttime and dusk, one will hear crickets and see fireflies. At dawn, nothing will be heard, but the butterflies will be there.

PHASE B: NOHR

This phase transports the Smasher on top of some ridge like the ones we see on that picture (the scenerey would also resemble it quite closely)



We can see the fortress of windmire shaft looming far in the background, with a plunging view on it. Two dead trees are seen on top of the ridge (in the backround, players cannot interact with them)

The weather on it is very rainy, and the main gimmick is lighting. Functioning a bit like in Breath of the Wild. Sometimes, a little light can be seen zapping at one location of the stage, and after seven seconds, a strong lighting bolt will strike, giving 20% damage and strong diagonal knockback to the players (it can KO around 75% when in the center of the stage)

During daytime, crows are heard and seen around (in the dead trees or flying), and they are replaced by bats and owls at nighttime. Both versions are rather dark because of the bad weather.

Because of the rainwater, one cannot grasp the ledge indefinitely: after 3 seconds, the player will be forced to let go. Although they can perfectly grab it again after a second.

PHASE C: VALLA

This phase stands on a floating platform which travels slowly around the Vallite Castle of Gyges. Since the platform will be spnning but has enough gravity to hold the smashers, it looks like the background is spinning around.



It is a rather vanilla phase, which means not much will happen when on it. Ruins and a small waterfall are seen on the same rock that the players are on. The weather can be either sunny as in Hoshido or rainy as in Nohr (with the same effect of the ledge grabs).


The fauna will depend whever the weather is sunny (in which case it would be the same than in Hoshido) or rainy (cue the Nohrian animals)

Unlockable: Nope.

Music:

* Some shifting track which will depend on which phase it is:
> Hoshido: Implore the Dawn - https://www.youtube.com/watch?v=niyFHU2pfuQ
> Nohr: Obsidian Ruler - https://www.youtube.com/watch?v=27WO9DUveS0
> Valla: Flickering Illusion - https://www.youtube.com/watch?v=izuX-JaMNHI (My favourite FE music :D)
* A Dark Fall (Remix) - https://www.youtube.com/watch?v=gBQFNUJ8s2A
* Alight (Remix) - https://www.youtube.com/watch?v=KA6IVBtUx1w
* Condemnation - https://www.youtube.com/watch?v=nUsXjKy1blQ
* End of All (Below) - https://www.youtube.com/watch?v=CKOEvNOM4DI
* Land Below (Remix) - https://www.youtube.com/watch?v=2E4a0EHns_k
* Lost in Thoughts All Alone (SSB4 remix) - https://www.youtube.com/watch?v=L2jMZFdcETY
* Lost in Thoughts All Alone - https://www.youtube.com/watch?v=ENwFAmeWEYk

I hope you like it :D
 
Last edited:

TheMarioaddict

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Finally, Fire Emblem! I skipped the Fire Emblem round last time (as I hadn’t played any Fire Emblem games at the time), but I won’t make that mistake again! Truth be told, I think it’s kind of tricky to make Fire Emblem stages - I tend to remember the story events much more than the places they happen. Plus, the older games seem to mostly take place on big open fields without any notable landmarks, which makes it even harder. Fortunately, the newer games (Fates especially) have some pretty memorable locations in them! I was tempted to make a stage based on the opera house, until I remembered this beast of a stage! And I do mean that quite literally!

Ladies and gentlemen, welcome to Fort Dragonfall!


If you’re wondering why the fort has weird ribbed towers, it’s because I can’t draw castles.

Name of Stage:
Fort Dragonfall

Game of Origin:
Fire Emblem Fates (3DS)

Description of Stage:
Fort Dragonfall is a massive Nohrian fortress, built from the corpse of a dragon that had died long before. The stage takes place atop the entrance to Fort Dragonfall - that is, the snout of the dragon’s corpse! The main archway makes up the base platform, whilst three more passable platforms are suspended just above it. There’s also a triangular ramp in the center of the base platform, just to keep things interesting. Visually, the stage is set in a perpetual twilight, and you can occasionally see units moving about both inside and outside the fort.

Gimmicks and Hazards of the Stage:
For the most part, the stage remains as it is. However, after about 30 seconds of fighting, the Nohrian sorceror Iago will appear, and begin to cast a spell. Suddenly, the stage will start to rumble, and a few moments later…



...the dragon will come back to life! While the dragon is alive, the base platform (that is, the part that’s red in the picture (which for ease of reference I will refer to from now on as “The Snout”)) will move up and down with the Dragon’s breathing - not much, but just enough to be noticeable. Then, after a few seconds, the dragon will do one of a few random things:

1. The dragon will unleash a mighty roar, lifting the snout towards the top of the stage (a bit higher than the passable platform above it), and raising the lower jaw to where the snout was. During the roar, players can enter the space between the Dragon’s teeth. This is unwise, however - not only does touching the teeth deal 5% damage and moderate sideways knockback, but once the Dragon finishes roaring, he’ll bite down on anyone caught in his mouth, dealing 25% damage and launching players to the sides. The roar lasts for around 6 seconds, plus a 2 second delay before the bite. After the bite, the snout will return to its normal position.

2. The fortress in the background will crumble, and two massive wings will rise up into the air! Then, the dragon will attempt to fly away - unfortunately, he can’t quite get enough lift. However, the beating of his wings will cause the stage to be hit by huge gusts of wind, which will push all players away from the center of the stage (with about the same force as Whispy Woods in Dreamland). This wind effect lasts for about 10 seconds, before the dragon stops, lowering his wings once again.

3. Some smoke will begin to pour out of the dragon’s nostrils. Shortly after this happens, the dragon will breathe a massive bout of flames straight towards the screen! This will cause the area below the stage to act like lava, with any players caught in the flame taking 15% damage* and getting launched up into the air! After about 10 seconds, the dragon will stop, and the flames will subside.

After one of those things happens, the dragon will remain active for a few seconds. Then, in the background, a melody will begin to come through - it’s Azura, singing literally the only song she knows her song! This will break Iago’s spell, and the dragon will return to being a simple fort. At least, until Iago decides to show up again.

*For reference, Brinstar acid deals 14%, and Norfair lava deals 16%.

Music:
Justice RIP (Storm) (Fire Emblem Fates)
Dark Wastes (Fire) (Fire Emblem Fates)
Lost in Thoughts All Alone (Fire Emblem Fates)
Dusk Falls (Fire) (Fire Emblem Fates)
A Dark Fall (Fire Emblem Fates)
End of All (Fire Emblem Fates)
Lost in the Waves (Fire Emblem Fates)
Path of the Hero King (Fire Emblem Fates)

Whew! This one has changed a lot since its original form, so I hope you all like it!
 

Kevandre

Ivy WAS Saurly missed
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Finally, Fire Emblem! I skipped the Fire Emblem round last time (as I hadn’t played any Fire Emblem games at the time), but I won’t make that mistake again! Truth be told, I think it’s kind of tricky to make Fire Emblem stages - I tend to remember the story events much more than the places they happen. Plus, the older games seem to mostly take place on big open fields without any notable landmarks, which makes it even harder. Fortunately, the newer games (Fates especially) have some pretty memorable locations in them! I was tempted to make a stage based on the opera house, until I remembered this beast of a stage! And I do mean that quite literally!

Ladies and gentlemen, welcome to Fort Dragonfall!


If you’re wondering why the fort has weird ribbed towers, it’s because I can’t draw castles.

Name of Stage:
Fort Dragonfall

Game of Origin:
Fire Emblem Fates (3DS)

Description of Stage:
Fort Dragonfall is a massive Nohrian fortress, built from the corpse of a dragon that had died long before. The stage takes place atop the entrance to Fort Dragonfall - that is, the snout of the dragon’s corpse! The main archway makes up the base platform, whilst three more passable platforms are suspended just above it. There’s also a triangular ramp in the center of the base platform, just to keep things interesting. Visually, the stage is set in a perpetual twilight, and you can occasionally see units moving about both inside and outside the fort.

Gimmicks and Hazards of the Stage:
For the most part, the stage remains as it is. However, after about 30 seconds of fighting, the Nohrian sorceror Iago will appear, and begin to cast a spell. Suddenly, the stage will start to rumble, and a few moments later…



...the dragon will come back to life! While the dragon is alive, the base platform (that is, the part that’s red in the picture (which for ease of reference I will refer to from now on as “The Snout”)) will move up and down with the Dragon’s breathing - not much, but just enough to be noticeable. Then, after a few seconds, the dragon will do one of a few random things:

1. The dragon will unleash a mighty roar, lifting the snout towards the top of the stage (a bit higher than the passable platform above it), and raising the lower jaw to where the snout was. During the roar, players can enter the space between the Dragon’s teeth. This is unwise, however - not only does touching the teeth deal 5% damage and moderate sideways knockback, but once the Dragon finishes roaring, he’ll bite down on anyone caught in his mouth, dealing 25% damage and launching players to the sides. The roar lasts for around 6 seconds, plus a 2 second delay before the bite. After the bite, the snout will return to its normal position.

2. The fortress in the background will crumble, and two massive wings will rise up into the air! Then, the dragon will attempt to fly away - unfortunately, he can’t quite get enough lift. However, the beating of his wings will cause the stage to be hit by huge gusts of wind, which will push all players away from the center of the stage (with about the same force as Whispy Woods in Dreamland). This wind effect lasts for about 10 seconds, before the dragon stops, lowering his wings once again.

3. Some smoke will begin to pour out of the dragon’s nostrils. Shortly after this happens, the dragon will breathe a massive bout of flames straight towards the screen! This will cause the area below the stage to act like lava, with any players caught in the flame taking 15% damage* and getting launched up into the air! After about 10 seconds, the dragon will stop, and the flames will subside.

After one of those things happens, the dragon will remain active for a few seconds. Then, in the background, a melody will begin to come through - it’s Azura, singing literally the only song she knows her song! This will break Iago’s spell, and the dragon will return to being a simple fort. At least, until Iago decides to show up again.

*For reference, Brinstar acid deals 14%, and Norfair lava deals 16%.

Music:
Justice RIP (Storm) (Fire Emblem Fates)
Dark Wastes (Fire) (Fire Emblem Fates)
Lost in Thoughts All Alone (Fire Emblem Fates)
Dusk Falls (Fire) (Fire Emblem Fates)
A Dark Fall (Fire Emblem Fates)
End of All (Fire Emblem Fates)
Lost in the Waves (Fire Emblem Fates)
Path of the Hero King (Fire Emblem Fates)

Whew! This one has changed a lot since its original form, so I hope you all like it!
Yo I forgot about this part of Fates

I should probably play Fates again... If for no other reason than to marry my waifu Nina again lololol
 

TKOWL

Smash Apprentice
Joined
Oct 12, 2014
Messages
88
Location
Philadelphia, PA
Stage Name:
Bottomless Canyon

Origin:
Fire Emblem Fates



Description:
This area is based off the natural boundary lines between the kingdoms of Hoshido and Nohr, and is revisited several times throughout the three games of Fates, most notably during Chapter 3 when Corrin, their servant and Gunther cross over into Hoshido. Because of it being rarely-crossed borders, decayed trees and destroyed outposts litter the surroundings. At the bottom of the chasm lies a portal to Valla, but no traveler has been seen coming back alive.

This is a flat walk-off stage of medium-large size, made unique by the stage being in the middle of the screen. Light beams glisten from crevices in between the large background mountains, and thunderstorms can sometimes rumble. On the right side of the stage is some piece of building rubble with an elevate platform. The two bridges connecting Hoshido and Nohr's border lines are very unstable and segments of them will collapse the the more fighters battle on them. The only thing to save players from a huge fall is a tiny cave in the middle rock formation, and sneaky players can drop down into here to avoid conflicts up above like the two tiny platforms on the yellow Pilotwings plane. At random points, an indicator will appear on the far left or far right indicating of a hazard. On the left, Ryoma appears and dashes forward, electrifying the ground behind him up until the bridge and dealing massive damage. Xander does the same thing on his side of the stage, except without the trail of lightning and instead the launch power of the blow being more.


Unlockable:
No (Starter)

Music:
Dusk Falls (Fire) (Fire Emblem Fates)
No Justice (Fire) (Fire Emblem Fates)
A Dark Fall (Fire Emblem Fates)
Road Taken (Remix)
Alight (Remix)
Glory/Ruin (Fire Emblem Fates)
Past Below (Remix)
Desire Below (Fire Emblem Fates)
Lost in Thoughts All Alone (Super Smash Bros. for Wii U and 3DS)
Lord of a Dead Empire (Fire Emblem Echoes)
March To Deliverance (Fire Emblem Echoes)
With Mila's Divine Protection (Celica Map 1) (Super Smash Bros. Brawl)
The Sacrifice and the Saint (Fire Emblem Echoes)
 

Kevandre

Ivy WAS Saurly missed
Joined
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Messages
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Kevandre
3DS FC
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Switch FC
SW-2226-3590-9812
Stage Name:
Bottomless Canyon
Origin:
Fire Emblem Fates



Description:
This area is based off the natural boundary lines between the kingdoms of Hoshido and Nohr, and is revisited several times throughout the three games of Fates, most notably during Chapter 3 when Corrin, their servant and Gunther cross over into Hoshido. Because of it being rarely-crossed borders, decayed trees and destroyed outposts litter the surroundings. At the bottom of the chasm lies a portal to Valla, but no traveler has been seen coming back alive.

This is a flat walk-off stage of medium-large size, made unique by the stage being in the middle of the screen. Light beams glisten from crevices in between the large background mountains, and thunderstorms can sometimes rumble. On the right side of the stage is some piece of building rubble with an elevate platform. The two bridges connecting Hoshido and Nohr's border lines are very unstable and segments of them will collapse the the more fighters battle on them. The only thing to save players from a huge fall is a tiny cave in the middle rock formation, and sneaky players can drop down into here to avoid conflicts up above like the two tiny platforms on the yellow Pilotwings plane. At random points, an indicator will appear on the far left or far right indicating of a hazard. On the left, Ryoma appears and dashes forward, electrifying the ground behind him up until the bridge and dealing massive damage. Xander does the same thing on his side of the stage, except without the trail of lightning and instead the launch power of the blow being more.


Unlockable:
No (Starter)

Music:
Dusk Falls (Fire) (Fire Emblem Fates)
No Justice (Fire) (Fire Emblem Fates)
A Dark Fall (Fire Emblem Fates)
Road Taken (Remix)
Alight (Remix)
Glory/Ruin (Fire Emblem Fates)
Past Below (Remix)
Desire Below (Fire Emblem Fates)
Lost in Thoughts All Alone (Super Smash Bros. for Wii U and 3DS)
Lord of a Dead Empire (Fire Emblem Echoes)
March To Deliverance (Fire Emblem Echoes)
With Mila's Divine Protection (Celica Map 1) (Super Smash Bros. Brawl)
The Sacrifice and the Saint (Fire Emblem Echoes)
I love everything about this. How long did it take to put together that mockup?
 

Kirby Dragons

Smash Hero
Joined
Aug 30, 2014
Messages
5,169
Location
Another Dimension
Arcadia
Game of Origin: Fire Emblem: The Binding Blade
Songs: Melancholy
Time of Sadness
Dark Priestess

Mockup:
Arcadia.PNG

Arcadia w Sandstorm.PNG

Description: The stage is a long desert with lots of sand. The only place there's not sand is behind the rock wall on the far right. This wall bridges two stone blocks. The wall itself can be walked to and jumped over to reach the grass. There are two rocks: one near the middle of the stage, and one off near the left. These rocks are simply jumped on/over.

Now for the non-basic features. Scattered across the stage are three special items. These items don't work like regular items. They can't be picked up; their effects are activated just by touching them. And no, you can't touch the item multiple times to stack the effects. From left to right:
  • Speedwings: These increase your walk, dash, and air speed by multiplying them by 1.4. This effect lasts nine seconds.
  • Boots: These increase your jump height, also by multiplying them by 1.4. This effect lasts fourteen seconds.
  • Warp: Instead of increasing a stat, this staff will teleport you. This staff can teleport you anywhere on the stage, in the air or the ground, except anywhere behind or above the staff, or anywhere in a small area in front of it. Held items will teleport with you, and any jumps you still have/didn't use will carry over with you. If a projectile is thrown/launched/dropped into the staff, it can also teleport. It will fly in the same direction it had been, and it will fly the remainder of its flight.
And now for sandstorms. Every thirty seconds, one sandstorm has a 75% chance to appear anywhere on the main ground, except in the grass. Sandstorms start small but quickly expand, becoming a large, cloudy dust vortex (the one in the picture is almost at full size). After a bit of growing, sandstorms start to pull in characters, with a suction strength dependent on size. Sandstorms remain for four seconds after reaching full size. Characters in a sandstorm will rapidly be damaged, and eventually launched when reaching the top. A character hit by all parts of a full size storm will take around 27%.
 
D

Deleted member

Guest
Poll for Round 12 is up. As usual it's the 6 options from before with one new option. That option this time being another Triple Threat round of Kid Icarus, F-Zero, and Smaller Nintendo Games.

What do I mean by Smaller Nintendo Games? Well back in the retro Round no nintendo games that came after the Super Nintendo and the Gameboy Color were allowed. Smaller Nintendo Games essentially covers the more miscellaneous titles on the systems that did come after SNES and GBC.

A few notable examples include:

Golden Sun
Advance Wars
Custom Robo
Sin & Punishment
Fossil Fighters
Dillon's Rolling Western
Pandora's Tower

There are other examples besides those. But that's the kind of game covered by the Smaller Nintendo Games part of that round. No Punch-Out though. That already had it's time in the Retro Round.
 

Jubileus57

Smash Ace
Joined
Oct 3, 2013
Messages
579
Location
Lorraine, France
Poll for Round 12 is up. As usual it's the 6 options from before with one new option. That option this time being another Triple Threat round of Kid Icarus, F-Zero, and Smaller Nintendo Games.

What do I mean by Smaller Nintendo Games? Well back in the retro Round no nintendo games that came after the Super Nintendo and the Gameboy Color were allowed. Smaller Nintendo Games essentially covers the more miscellaneous titles on the systems that did come after SNES and GBC.

A few notable examples include:

Golden Sun
Advance Wars
Custom Robo
Sin & Punishment
Fossil Fighters
Dillon's Rolling Western
Pandora's Tower

There are other examples besides those. But that's the kind of game covered by the Smaller Nintendo Games part of that round. No Punch-Out though. That already had it's time in the Retro Round.
I'd imagine Starfy would be included here?
 

Cosmic77

Smash Hero
Joined
Dec 17, 2017
Messages
9,547
Location
On a planet far far away...
Switch FC
2166-0541-5238
As long as the series wasn't a part of the Retro Round (post SNES and GBC) and is owned by Nintendo, it's fair game. You can make stages off of Golden Sun, Advance Wars, Codename: STEAM, or even stranger Nintendo franchises like Style Saavy and Nintendogs.

Would Fatal Frame be counted in "smaller Ninty games", or would it being only partially owned by Ninty disqualify it
I'm...actually not sure about that. @psb123 ?
 

TechPowah

Smash Ace
Joined
May 23, 2014
Messages
935
Location
The room down the hall
Switch FC
1951-3245-1423
I wouldn't necessarily make a Fatal Frame for this round, but it would help to know how partially-Nintendo series works for the game
I suppose things like Mario/Sonic and Pokemon Conquest or whatever weird crossover game would kinda full under those, too
 
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D

Deleted member

Guest
Would Fatal Frame be counted in "smaller Ninty games", or would it being only partially owned by Ninty disqualify it
So after doing some research I found out what you mean in that Fatal Frame is currently co-owned by Tecmo and Nintendo. That's pretty weird not going to lie. But if it's at least partially owned by Nintendo I'd say it counts.

I'd imagine Starfy would be included here?
Starfy is allowed.

I wouldn't necessarily make a Fatal Frame for this round, but it would help to know how partially-Nintendo series works for the game
I suppose things like Mario/Sonic and Pokemon Conquest or whatever weird crossover game would kinda full under those, too
Well Pokemon Conquest was already part of the Pokemon Round. And the Mario & Sonic at the Olympics series will be part of a different round later on. Remember, this for Smaller Nintendo games. So big names like Mario aren't allowed.
 

Kevandre

Ivy WAS Saurly missed
Joined
Jun 19, 2013
Messages
2,520
Location
Pacific Northwest
NNID
Kevandre
3DS FC
1736-1095-5393
Switch FC
SW-2226-3590-9812
...doing something a little different for that smaller Nintendo Franchise one... I don't think I'd have expected it from myself lol
 

GolisoPower

Smash Master
Joined
Sep 17, 2017
Messages
4,396
My Smaller-Nintendo-Franchise stage is still in the process of being fleshed out, but I hope it'll turn heads.
 

PeridotGX

Smash Hero
Joined
Jun 8, 2017
Messages
9,012
Location
That Distant Shore
NNID
Denoma5280
Fire Emblem Awakening
Plegia
Contest11.png
Plegia is a location from the Fire Emblem Franchise, and this specific part of the nation comes from Chapter 9 of Awakening where Emmeryn commits suicide (but not really). This stage is flat with walkoffs, with the skeleton of a large dragon serving as a platform.

In the far background stands Emmeryn on a cliff. At random during the fight, Plegia's former king Gangrel appears with a bow, aming at Emmeryn. It takes 5 seconds for him to charge the arrow, and once he fires Emmeryn falls off the cliff. However, if Gangrel takes 50% damage, he fails to shoot Emmeryn, who heals 50% from the player to kill Gangrel. However, if you attempt but fail to take the Mad King out, he successfully murders Emmeryn and sets his eyes on whoever did the most damage too him. His weapon changes to a Leven Sword, which he uses to attack the character who did the most. Nothing happens if you defeat him in this phase.

The omega form takes place on a much larger skeleton. In the background, you can see characters from Awakening fighting.

Notes: I'm still not that experienced with the FE series, which is why there's no music. Also, I'm not a huge fan of this stage, I'm expecting for it to fail.

As for the minor series round, I have an... idea.
 
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Kevandre

Ivy WAS Saurly missed
Joined
Jun 19, 2013
Messages
2,520
Location
Pacific Northwest
NNID
Kevandre
3DS FC
1736-1095-5393
Switch FC
SW-2226-3590-9812
Fire Emblem Awakening
Plegia
View attachment 142389
Plegia is a location from the Fire Emblem Franchise, and this specific part of the nation comes from Chapter 9 of Awakening where Emmeryn commits suicide (but not really). This stage is flat with walkoffs, with the skeleton of a large dragon serving as a platform.

In the far background stands Emmeryn on a cliff. At random during the fight, Plegia's former king Gangrel appears with a bow, aming at Emmeryn. It takes 5 seconds for him to charge the arrow, and once he fires Emmeryn falls off the cliff. However, if Gangrel takes 50% damage, he fails to shoot Emmeryn, who heals 50% from the player to kill Gangrel. However, if you attempt but fail to take the Mad King out, he successfully murders Emmeryn and sets his eyes on whoever did the most damage too him. His weapon changes to a Leven Sword, which he uses to attack the character who did the most. Nothing happens if you defeat him in this phase.

The omega form takes place on a much larger skeleton. In the background, you can see characters from Awakening fighting.

Notes: I'm still not that experienced with the FE series, which is why there's no music. Also, I'm not a huge fan of this stage, I'm expecting for it to fail.

As for the minor series round, I have an... idea.
I don't mind the general concept, though it sounds traumatizing lol
 

TechPowah

Smash Ace
Joined
May 23, 2014
Messages
935
Location
The room down the hall
Switch FC
1951-3245-1423
Give me a few hours and i'll have my stage up
i've had some other things taking care of before I could work on it, so I had to kinda rough it out a little bit, but it should be done today
 
D

Deleted member

Guest
Give me a few hours and i'll have my stage up
i've had some other things taking care of before I could work on it, so I had to kinda rough it out a little bit, but it should be done today
I was going to wait a few more hours to call it for this round anyway. You’re good.
 

Roberk

Smash Champion
Joined
Mar 18, 2018
Messages
2,588
When exactly will the round be called? I'll try to submit something later today if I can.
 
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