RPGsFTW
Smash Ace
- Joined
- Nov 8, 2007
- Messages
- 754
I've never used it before. Is it really that simple, or will I need basic BrawlBox knowledge to be able to figure it out?Use Brawlbox to import the textures in. It's simple.
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I've never used it before. Is it really that simple, or will I need basic BrawlBox knowledge to be able to figure it out?Use Brawlbox to import the textures in. It's simple.
I see... Is it possible to just get rid of the lava wall? As far as the pirate ship hazards... Do they really need weakening?i say hazards frozen because i have no idea how to weaken them, assuming they even can be.
for norfair, moving the platforms may or may not have adverse effects on the capsule when the lava wall comes. if it still works the same then i guess it could work unfrozen.
I know what you mean; it kills a lot more often with higher hitstun...The catapult in Pirate Ship 1HKOs in B+ due to hitstun if I recall correctly so removing it makes sense for Brawl+ but for Brawl in general, it's fine to be there.
i replaced the link. try it now.Oh, and PTAD+'s download doesn't make any sense to me. The link sends me somewhere that I can't find any download button. =/
For Spear Pillar, I think it would be cool if you just removed the top platform entirely. By removing the loop, you have a flat main platform, and 2 small floating platforms, but they're higher up than on BF or any other stage, so the stage still has its own unique shape. Removing all the hazards would probably give a good neutral, or leaving them in wouldn't be as bad as before since you would have much more room to avoid them. It would certainly make the stage more fun to play casually, and it could also be used competitively depending on how you handled the hazards.
i'll take a look at itI've been testing PTAD+ a lot, and I found that you could fix the road on the start of the stage(The start line of the track). I found that tall characters get hit by the road if the are hanging on the edge. This also happens at the steps following the start line, though I think it should remain this way on this part of the stage.
EDIT: What I meant to say is that you guys should lower the road hitbox a little at the start line so that the tall characters don't get hit by hanging.
I posted that earlier in a thread.New idea for Onett and Mario Circuit:
Camera extends to show the bubble boundaries Bubble damage still occurs if you try to camp near the death boundaries. Bubble boundaries are identified by a change in lighting. Bubble damage raised to 2%.
you won't take bubble damage if the camera is extended like that.I posted that earlier in a thread.
Its still almost another final destination.For big blue+ we can center the falcon flyer the entire time, remove cars and position the boundaries more up so the ceilling will be higher. the road will have the same use as the river in jungle japes
have you ever actually looked at the falcon flyer? its definitely not another flat stage. watch my second vid to see just how the tilting can be abused.Its still almost another final destination.
With circle camping, walk offs, and a road to kill people who tumble on it.
For Onett and Mario Circuit, the stages, along with Big Blue may be unsalvagable just because they hae permanent walk offs.
because removing it ****s up everything else. ok?FroHo, think of it like this:
you die when you hit the road
you would have died off the bottom blastzone had you not hit the road
so...why do we have a road?
...Big Blue sounds like it's turning out great! I do have a question though. Do you have a download of PTAD with removed cars and added ledges, but with the wall hitbox still there? I actually really enjoy that wall...
Thanks! I just can't think of anything more satisfying than shoving a guy into a wall as we travel at high speeds along it
then the second idea is fine, but i need someone to make the rain permanent.1. The Bulborb doesn't need to be removed from DP as its a hazard completely seperate from the stage itself. The only way you can interact with it is to be sent towards/onto it, which is preventable when fighting your opponent.
no, but the small stage size and relatively close boundaries would still make it a good CP with ledges.2. The insides of MK1-2 don't need ledges because you have the platforms to aid your recovery. Dieing via bottom blast zone would be neigh possible if there were ledges AND platforms.
the main problem being the hazards are too strong. i honestly have no idea how to move the platforms around, though, so whatever somebody comes up with i'll try first.3. Norfair...idk. I think the stage layout is stupid enough as it is, and is more of a problem to the game than the hazards are, and the hazards help prevent abuse of the stage's layout to rise to an extreme.
u mad?actually, if dant could try and give me a code for YI:M where it removed the collision from the right side, it would save me a lot of trouble (assuming it can't be done through hexing...).
Deciding what ledges to remove is difficult. Because iirc, tether characters like this stage because of the many, many, MANY amount of edges this stage has. I count a total of 6 edges, two on the left platforms, two on the right, and two on the main central platform on each side. Removing the top most platforms from each side destroys recovering from the blastzone because by that point, your character (unless you're Meta Knight or someone LIKE MK) will have lost most of his/her height gained from their second jump and would be far too low to reach the second platform's edge. If you kill the middle platforms, you stop planking techniques (which is good) but then the only lower edges after that are the central platform's which means you can't easily escape being edgeguarded against (*cough* TETHERS LIKE THIS STAGE BECAUSE THEY HAVE MANY EDGES AND HAVE MANY CHOICES UNLESS YOU'RE IVYSAUR! *cough*)Norfair: what about removing some edges somewhere?
Dude, shut up. He has a different mindset, and what he's doing is not related to B+, so back off. Stop reminding people that you're like, 12.your skyworld+ idea: NOOOOOOOOOOOOOOOOOOOOOO.
I love skyworld how it is now, minus the hitlag effect of the unbreakable platform...your ideas SUCKS! Imo....I don't care if it's "unique" blah blah blah, or not.
kind of like this idea, but yeah, it does destroy the point of multiple ledges for recovery.I dunno, while you kill planking with this idea (and any form of edge camping) you also hurt the main reason WHY it is CP'd. I really don't think you can salvage Norfair. At all unless you can combine the two platforms on each side into one and then move them onto the left and right sides. Thus having two bigger platforms above one smaller central platform and cut down the edges to four ... or two if you want to treat the two bigger platforms as actual platforms like on BF.
how about instead of *****ing at us for working with what we have, you actually do some work and figure out how to edit the strength of stage boundaries. i'm happy you want an entire list of viable stages, but you're going to find its not as easy as "oh hey, you guys shouldn't remove that hitbox, just make it weaker!" How about you actually do somethign instead of just walking in, bashing on what we've done and then presenting entirely new ideas that, honestly, i find to be more of an insult to the game than anything.All this stuff, and still no one knows how to actually change hazard hitboxes for real. That's critical to getting anything good done. Just removing hazards is bad design; good stage design preserves unique elements while increasing fairness. If we could edit hazards, that puts (for Bbrawl) PTAD and Flat Zone 2 (yes, Flat Zone 2) strongly in the legal camp and allows for general improvement to a lot of stages.
I intend to make a better version of Spear Pillar soon that removes the bottom area entirely and has a normal lower blast zone. I just need to get a good grip on some things in the stage files and find some free time. Seeing this topic will cause me to move this up on my priority list.
For Skyworld, what you really need is the ability to edit how much damage the platforms take. Ideally, the four with ledges should be very hard to break (like take 100%+ damage to break or something), the two top ones should be very easy to break (like take 5% damage to break), and the other three should remain the same. The dynamic of breaking platforms is interesting and fair, especially the idea of destroying ledges. It's just a little too powerful as things stand; the top ones that make teching too powerful take too much punishment, and it's too easy to break platforms to gimp people. Of course, Skyworld can only be a good stage if you also change Meta Knight's Mach Tornado so it can't do that silly thing it does here and on Luigi's Mansion, but for Bbrawl at least, that's already done.
I don't know about Brawl+, but in standard Brawl and Balanced Brawl both Norfair is a very fair stage. Why waste the time to change it? It would be especially bad with the ideas some people are floating since the platform layout it has is not only actually very fair, but it makes Norfair the single most fun stage to play on in the game. I could see a good argument for weakening the fire pillars a bit, but that's about the only real problem the stage has. I could explain more why Norfair is a very good and very fair stage (unless Brawl+ mechanics somehow screw it up?), but that's getting off-topic.
I definitely have a large interest in this stage hacking, but I am what you might call intent on preserving the "soul" of stages when they are edited. The new capabilities we have make me think we may be on the verge of getting some amazing stuff done, but the big things we still need are the ability to edit the hitbox data on hazards, edit the HP of destructible stage pieces, and mess with the way specific events work (like remove the floor crumble event on Spear Pillar. remove the speed up event on Rumble Falls, or rework the prize system on WarioWare). If anyone is working on anything that is productive to these ends and needs help in any way, be it me looking at something within whatever capabilities I have or testing or whatnot, I'm definitely instantly ready to help and ready to put some of this stuff to use.
If it's possible to change the timing of stage events via .pac editing (as opposed to via the codes), that would be pretty nice too. There's a nasty bug in the current code Bbrawl uses (and probably Brawl+ uses, unless they have updated it recently) that causes PT to spawn in t-pose frequently on Rumble Falls that could best be fixed by just moving the stage speed changes into the .pac.
I do, after all, have the dream of a Bbrawl with every stage legal. At the very least, every stage other than the huge loop stages.