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Not until the end of the day.Time on the round?
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Not until the end of the day.Time on the round?
That would be 11 minutes ago in my time zone...Not until the end of the day.
7 and a half hours then.That would be 11 minutes ago in my time zone...
Bruuuh nice one. I was considering something like this back in 3D Mario round from Galaxy but I'm glad I didn't because yours is betterHailfire Peaks
Game of Origin: Banjo Tooie
Starting Layout:
Description: Hailfire Peaks is a simple, fixed stage, focused on the symetry of ice and fire. On the right, we have the slippery ice side, with just the one platform and an icicle hanging down that acts as a ladder to extend the ledge. A small cave does reside above this ledge but, as you can see in my hastily made mockup, it is blocked by green-lit ice that cannot be broken. It is, in essence, a background image, paying tribute to the infamous Ice Key.
On the left, however, that cave is functional and acts as a safe zone behind the boiling hot water that falls from the ledge above. This water won't cause knockback but you'll still end up taking significant damage as you pass through it. I'm not totally sure what the gameplay implications of this are but, from a thematic standpoint, it highlights one of the hazards from the original stage, mirrors the frozen water and cave of the ice side and gives a nice little nod to Rare's love of waterfall hiding spots. Perhaps it could even function like Luigi's Mansion and be veiled by more water that cuts away only after you make your way inside.
And that's all for the fire side. It's not slippery like the ice or anything. Yet, there's still a little more to the stage.
The upper blast zone is obscured by clouds like in the original game and the lower one by freezing cold water or boiling hot lava, depending on your side. Hazards that work like Brinstar's but lack the rising motion and also inflict their own specific status.
Seen in green, we have the dragons. Bosses that will, on occassion, pop down through the clouds in a random order and spite fire or ice balls at players who are on their respective side. Moving the fight to the other will cause them to be completely ignored and staying in motion should mitigate their interference regardless.
And you can, of course, defeat them as well but, if you do, the second one will appear immediately after beating the first. Perhaps a cruel way to spring Chilli Billi on someone hiding from Chilly Willy in the fire side cave.
Finally, though, there is one last gimmick and it's one that won't affect gameplay at all: If the stage is playing its default music, the Hailfire Peaks theme, it will play a specially composed neutral version most of the time but swap to fire or ice side versions when all players are fighting on that side. A little nod to one of Rare's lesser talked about skills in smooth musical transitions.
Overview: A fixed stage with a slightly unusual layout and no functioning lower blast line. Not a tournament staple, by any means, due to a lack of conventional ledges and a potential "cave of life", even if its proximity to lava makes that use questionable. It should, however, prove perfectly fine for casual play and contains loads of little Rare tidbits while representing what is, in my opinion, one of their coolest levels from a conceptual standpoint.
Unlockable: Yes
Unlock Banjo.
Music:
<I wish I had time to go through the soundtrack but it's 2:30am.>
Thanks for the reply. Some pictures are coming back but I added links to my images just in case.The best way to go about it would be to either make a new post with the links or to edit the post of your submission to include the links (in which case a new post letting me know you have done so will be helpful). I've already gathered all the submissions and their images in a google doc, so the judges will be able to grade the stages no problem. But I will need the images to come back so that I can properly add the winning stage to the Hall of Fame.
Glad you got to post yours in time! Awesome idea inspired by one my favorite worlds in BT. Great job!Hailfire Peaks
Game of Origin: Banjo Tooie
Starting Layout:
Description: Hailfire Peaks is a simple, fixed stage, focused on the symetry of ice and fire. On the right, we have the slippery ice side, with just the one platform and an icicle hanging down that acts as a ladder to extend the ledge. A small cave does reside above this ledge but, as you can see in my hastily made mockup, it is blocked by green-lit ice that cannot be broken. It is, in essence, a background image, paying tribute to the infamous Ice Key.
On the left, however, that cave is functional and acts as a safe zone behind the boiling hot water that falls from the ledge above. This water won't cause knockback but you'll still end up taking significant damage as you pass through it. I'm not totally sure what the gameplay implications of this are but, from a thematic standpoint, it highlights one of the hazards from the original stage, mirrors the frozen water and cave of the ice side and gives a nice little nod to Rare's love of waterfall hiding spots. Perhaps it could even function like Luigi's Mansion and be veiled by more water that cuts away only after you make your way inside.
And that's all for the fire side. It's not slippery like the ice or anything. Yet, there's still a little more to the stage.
The upper blast zone is obscured by clouds like in the original game and the lower one by freezing cold water or boiling hot lava, depending on your side. Hazards that work like Brinstar's but lack the rising motion and also inflict their own specific status.
Seen in green, we have the dragons. Bosses that will, on occassion, pop down through the clouds in a random order and spite fire or ice balls at players who are on their respective side. Moving the fight to the other will cause them to be completely ignored and staying in motion should mitigate their interference regardless.
And you can, of course, defeat them as well but, if you do, the second one will appear immediately after beating the first. Perhaps a cruel way to spring Chilli Billi on someone hiding from Chilly Willy in the fire side cave.
Finally, though, there is one last gimmick and it's one that won't affect gameplay at all: If the stage is playing its default music, the Hailfire Peaks theme, it will play a specially composed neutral version most of the time but swap to fire or ice side versions when all players are fighting on that side. A little nod to one of Rare's lesser talked about skills in smooth musical transitions.
Overview: A fixed stage with a slightly unusual layout and no functioning lower blast line. Not a tournament staple, by any means, due to a lack of conventional ledges and a potential "cave of life", even if its proximity to lava makes that use questionable. It should, however, prove perfectly fine for casual play and contains loads of little Rare tidbits while representing what is, in my opinion, one of their coolest levels from a conceptual standpoint.
Unlockable: Yes
Unlock Banjo.
Music:
<I wish I had time to go through the soundtrack but it's 2:30am.>
You have no idea how happy this makes me. There's one series that should have always been on Nintendo, but wasn't... Luckily the main character has guest starred in a game on Nintendo so we IN, BOYSAnything Goes 2:
This is the only remaining round that will not be added to the polls because it is being reserved for the release week of Smash Ultimate to be the final round. It is a repeat round of the Anything goes category we had during the week of E3. Any game is eligible as long as it is from a series that originated as a video game and is a game or series where it's characters have been on a Nintendo system. For example, Persona 5 and the entire Devil May Cry series have not had a release on a Nintendo System. But there characters of Joke and Dante have or will be on Nintendo Systems via Persona Q2 and Project X Zone respectively. So stages from their home games of Persona 5 and any of the Devil May Cry games are eligible. The same applies to any series in the same boat. This is also the only remaining round besides Crossover Stages where, well, Crossover Stages will be allowed.
Now you know of every remaining round this contest will have. So hopefully that will give you all the info you need to prepare. As always, feel free to ask questions if you're unsure.
I live to disappoint you sirI expect only the finest quality stages from now on. Anything that doesn't score a perfect 100 from here on out will be considered an absolute failure.
Yes, I'm aware that the maximum score is only 75.
My stance is unchanged.
Oh boy, I can't wait for WarioNessRool Floats!congrats to Sky Skipper! I've never played a Banjo game, so that's why I didn't submit a stage.
As for my next stage, here' s a hint.
Calling it now. Wario City from Mario Super Sluggers.congrats to Sky Skipper! I've never played a Banjo game, so that's why I didn't submit a stage.
As for my next stage, here' s a hint.
Spiral mountain is a fundamentally familiar but laclustre location compared to much of the BK world. It has only one thing going for it as a stage location, IMO, and that is the initial sense of excitement when the tutorial comes to an end and you're given this mountain to climb, the turns getting tighter and tighter and the anticipation of what might be atop it building as you go. It's a short climb but, as a kid playing the game for the first time, a big moment all the same.Okay, maybe adding the rotation on Spiral Mountain wasn’t such a good idea, but when I first thought of it, I wanted to put the emphasis on “Spiral” in the name. And at the time, I didn’t think of making Gruntilda a Boss, which wouldn’t have fit with the stage. But then again, you fight Metal Face in Gaur Plains, so, yeah...
Thanks for the advice, man!Spiral mountain is a fundamentally familiar but laclustre location compared to much of the BK world. It has only one thing going for it as a stage location, IMO, and that is the initial sense of excitement when the tutorial comes to an end and you're given this mountain to climb, the turns getting tighter and tighter and the anticipation of what might be atop it building as you go. It's a short climb but, as a kid playing the game for the first time, a big moment all the same.
No stage without rotation could capture that.
The problem with your stage isn't the rotation but the poorly explained and concieved implimentation thereof. A better method, IMO, would have been to take notes from Rainbow Cruise and have the stage constantly scroll slowly up a larger rendition of its titular mountain, the mountain rotating as it went and only the visible part acting as a stage. Players would be moved along with the platforms, as TheMarioAddict mentioned, but forced off its edges if they sat around for too long. Not that too long wouldn't be quite a while - We're talking a nice, sedate stroll of a climb here, not the breakneck pace of Rumble Falls.
And, upon reaching the top, the bridge heads off into the background and we get a perfect view of Grunty's self-modelled lair - Both entirely for show as you fight on a single, plain, grassy platform.
After ~30 seconds, however, along comes Grunty herself to curse you all the way back to the bottom. Thematically portrayed as keeping you from entering her lair but mechanically just resetting this looping stage.
That is how, had someone said "Rotating Spiral Mountain" to me, I would have crafted the stage. Without that first word, though, I couldn't see Spiral Mountain working at all so I'm really grateful for the original (and it was very) idea that kicked off this concept. Cheers dude and be proud of yourself. You had the beginnings of something Amazing.
As for the next round, what's the judges' stance on rehashing ideas from a much earlier Smash stage design contest on these boards? I already did what I believe was the perfect location for a lesser known Mario title and I feel like it was only poorly recieved due to the numbers that I applied to it.
Stages submitted to contests that happened before this one are allowed.As for the next round, what's the judges' stance on rehashing ideas from a much earlier Smash stage design contest on these boards? I already did what I believe was the perfect location for a lesser known Mario title and I feel like it was only poorly recieved due to the numbers that I applied to it.
That's more of a PSB question, but I imagine that so long as you haven't submitted it to this stage contest, it should be fine. After all, as a contestant, I frequently submitted stages I'd shown off before, and no one ever told me to stop doing that.As for the next round, what's the judges' stance on rehashing ideas from a much earlier Smash stage design contest on these boards? I already did what I believe was the perfect location for a lesser known Mario title and I feel like it was only poorly recieved due to the numbers that I applied to it.
Actually, that reminds me of one I came up with a while back. I forgot about it ever since the official Luigi's Mansion stage debuted in Brawl. Revisiting it now, I like it better than I remember it. Maybe I'll see if I can find the time to get some illustrations put together. I just hope it doesn't lose me too many points that there's already a stage called Luigi's Mansion.I fully expect a Luigi's Mansion stage. Anyone who fails to deliver will be burdened with a 5-point penalty for the rest of the competition.
Have fun!
I can't speak for the others, but I can tell you that I wouldn't take off points for another Luigi's Mansion stage. Nothing wrong with a series having more than one stage after all.Actually, that reminds me of one I came up with a while back. I forgot about it ever since the official Luigi's Mansion stage debuted in Brawl. Revisiting it now, I like it better than I remember it. Maybe I'll see if I can find the time to get some illustrations put together. I just hope it doesn't lose me too many points that there's already a stage called Luigi's Mansion.
I really wish this was a real stage, it'd be fun to play on."MINI-LAND"Here is my stage based on the Mario vs. Donkey Kong games. I've only played the first game, which is pretty different than the subsequent entries in the series. However, I wanted to capture the Lemmings-esque gameplay present in the more recent games since it's what the series has become known for. My creation isn't based on one level/game in particular; it's more of an amalgamation of the core elements morphed into a stage (though the art style is borrowed from Tipping Stars, so I guess it's kinda loosely based on that game more). The picture shown above is what the default version of the stage looks like. Here's a picture demonstrating the stage collisions for those interested:
from Mario vs. Donkey Kong series
The red lines represent solid ground, while the yellow lines are pass-through platforms.
In the newer games, one of the main mechanics is drawing lines between the blocks/screws to create platforms that guide the Mini Marios to the finish. Therefore, I decided to use this as the central "gimmick" of my stage. As you can see, there are a bunch of red screws scattered all over the terrain. Attacking two screws in succession will create a platform/wall, depending on which ones you attack.
Shown above is a visual explanation of how this works: As an example, say Lucas first attacks block "1" and then jumps and attacks the block labeled "2." A vertical platform will form, creating a wall. Next, he attacks block "2" and then "3" (or vice versa). This will create another diagonal platform between these points. Hopefully this explanation makes sense and you can see the direction this stage is going. This is the fun part of the stage; you can create your own platform layout mid-battle! To demonstrate just what is possible, take a look at some of the possibilities I whipped up below.
Just as a side note, the platforms will always be pass-through unless they are completely vertical (then they will be solid walls).
Notes About Platforms:
Similar to how these platforms function in the games, they can't overlap each other or any other ground. There is also a limit on how many can be used at a time in the source games, so in this stage there can only be 3 platforms total at any given moment. If all 3 are already present, there is a hierarchy to which platforms will remain when another player starts creating new platforms. Basically, it works backwards, with the most recent platforms staying the same, while the new platform replaces the oldest of those 3 (Hopefully that makes sense). Also, over time, if no new platforms are created, the platforms will disappear, starting with the oldest.
Now that we got all the technical details out of the way, we can take a look at the practical use of these platforms in battle. After all, this stage hails from a puzzle game franchise, so expect more than just switching up the playing field! Throughout the match, a Mini Mario will appear out of a warp pipe at a random spot on the stage. Simultaneously, a door will appear at a different random location. The Mini Mario won't have any direct effect on the battle, and players cannot interact with it either. Or can you...?
Just like in the games, the Mini Marios move on their own and can only be directed to their destination using the platforms. You can do this here as well! If you can successfully direct the Mini Mario to the exit door, then everyone will be rewarded with a random power-up (Super Star, Golden Hammer, or Metal Box). Players can work together to try and guide the Mini Mario, or you can sabotage another player's attempts to complete a path. See if you can figure out how to get the Mini Mario to the door based on the above image. There are a few different ways to do it, but check the spoiler to see one potential route.
If no one succeeds (i.e. the Mini Mario exits the screen, falls down the hole, too much time elapses, etc.), then the door will simply vanish until a new one appears later on in the match. This can happen multiple times during the battle, regardless of whether it is completed or not.
Unlockable?
Yes. Collect all of Pauline's lost items on the 75m stage in less than 10 seconds.
Music
1st Floor, Mushroom Mayhem I (Remix)
3rd Floor, Pipe Works I (Remix)
The Final, Really Final Battle (Remix)
Battle Theme - Paper Mario: TTYD
Boss - Digga Leg
Prisma Splash
Stadium - DK Jungle - Mario Super Sluggers
Thanks for reading!