One big thing that is absent from Super Smash Bros. Ultimate will be the Stage Builder and this gave me a solid reason to return to Super Smash Bros. for Wii U to see what I will be missing. I've made four new stages in that notion, which I want to represent here. Sadly, you can't share stages over Miiverse anymore, so this blog post will have to do.
Two of these stages are very simplistic, while the others are more on the creative end of things. Take note, how I primarily used the grid to make the stages. While the free-form functionality is a nice feature, it rarely gives satisfying results and it's usually best to design stages via the grid. And that's why it wouldn't even be much of a loss, if the free-form feature was dropped in favor of a grid-only editor - which would be more suitable for Super Smash Bros. Ultimate anyway, since you could only use the touchscreen in handheld mode and the Switch doesn't even come with a stylus.
This was just me playing around with the editor, trying some shapes and textures. It doesn't get simpler than that, but in the end it's simple stages like this one, which will be enjoyed in Smash, especially if you tend to play more competitively.
You don't need complex forms or even any elements like the cannons and springs - in most cases they even create something gimmicky, while the core gameplay of Smash works best without such gimmicks. Probably a reason, why many Smash fans are looking forward to the hazard toggle in Super Smash Bros. Ultimate.
This is another example of a very simple stage. It's just two blocks on each side above the volcano background with a platform in the middle. It's nothing special, but I had fun playing on it. I also really like the textures of the blocks.
And there are countless combinations of simple shapes and platforms and textures and backgrounds, so even with a very simple Stage Builder there would be tons of "good" stages that you could make with it.
Springs and Cannons, this brings me back to one of my first stages: "Space Jump". However, this one is a little bit more clever and aims at recreating the map Q3DM17, also known as "The Longest Yard" from Quake III Arena. It's a cross section of the map with the Springs in the middle representing the collection Jump Pads going in all directions. The Strong Cannons represent the Jump Pads on the high ground that were facing each other and you can even collide in mid-air, exactly like in the original game.
It was a fun idea and it's fun to play, especially with aerial-focused characters like Zero Suit Samus. And overall it's ideas like this why I want and need a Stage Builder in Smash, though in this case it requires the gimmicky elements like the springs and the cannons.
This is a more "artsy" stage... I wanted to do another stage with the sky background, which is very reminiscent of the Temple stage - still one of the best and most memorable Zelda stages in Smash with some amazing music.
In this case I wanted to draw three pillars on some sky islands in three different ways: one broken, one tipped over between the islands and one still standing. Funnily, it's the latter that makes the most problems, because the AI gets constantly stuck behind the pillar, because they fail to jump up there. I made sure that there aren't any grabbable ledges, but the AI still wants to move on the shape below the top of the pillar or sometimes even ends up running against it...
I made sure that the rest of the stage is a smooth ride, though. You can actually walk from the left end to the standing pillar without getting stuck once. You will get stuck on the top of the tipped pillar, if you go the other way around, but this couldn't be helped and you can simply jump over the obstacle.
Two of these stages are very simplistic, while the others are more on the creative end of things. Take note, how I primarily used the grid to make the stages. While the free-form functionality is a nice feature, it rarely gives satisfying results and it's usually best to design stages via the grid. And that's why it wouldn't even be much of a loss, if the free-form feature was dropped in favor of a grid-only editor - which would be more suitable for Super Smash Bros. Ultimate anyway, since you could only use the touchscreen in handheld mode and the Switch doesn't even come with a stylus.
Splinter
- Music: Mach Rider
- Size: Medium
This was just me playing around with the editor, trying some shapes and textures. It doesn't get simpler than that, but in the end it's simple stages like this one, which will be enjoyed in Smash, especially if you tend to play more competitively.
You don't need complex forms or even any elements like the cannons and springs - in most cases they even create something gimmicky, while the core gameplay of Smash works best without such gimmicks. Probably a reason, why many Smash fans are looking forward to the hazard toggle in Super Smash Bros. Ultimate.
Blocks of Rage
- Music: Attack (Fire Emblem)
- Size: Small
This is another example of a very simple stage. It's just two blocks on each side above the volcano background with a platform in the middle. It's nothing special, but I had fun playing on it. I also really like the textures of the blocks.
And there are countless combinations of simple shapes and platforms and textures and backgrounds, so even with a very simple Stage Builder there would be tons of "good" stages that you could make with it.
The Longest Yard
- Music: Brain Clearer
- Size: Large
Springs and Cannons, this brings me back to one of my first stages: "Space Jump". However, this one is a little bit more clever and aims at recreating the map Q3DM17, also known as "The Longest Yard" from Quake III Arena. It's a cross section of the map with the Springs in the middle representing the collection Jump Pads going in all directions. The Strong Cannons represent the Jump Pads on the high ground that were facing each other and you can even collide in mid-air, exactly like in the original game.
It was a fun idea and it's fun to play, especially with aerial-focused characters like Zero Suit Samus. And overall it's ideas like this why I want and need a Stage Builder in Smash, though in this case it requires the gimmicky elements like the springs and the cannons.
Sky Pillars
- Music: Great Temple / Temple
- Size: Large
This is a more "artsy" stage... I wanted to do another stage with the sky background, which is very reminiscent of the Temple stage - still one of the best and most memorable Zelda stages in Smash with some amazing music.
In this case I wanted to draw three pillars on some sky islands in three different ways: one broken, one tipped over between the islands and one still standing. Funnily, it's the latter that makes the most problems, because the AI gets constantly stuck behind the pillar, because they fail to jump up there. I made sure that there aren't any grabbable ledges, but the AI still wants to move on the shape below the top of the pillar or sometimes even ends up running against it...
I made sure that the rest of the stage is a smooth ride, though. You can actually walk from the left end to the standing pillar without getting stuck once. You will get stuck on the top of the tipped pillar, if you go the other way around, but this couldn't be helped and you can simply jump over the obstacle.
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