Stage Ideas
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Old April 10th, 2008, 09:13 PM
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Default Stage Ideas

Post ideas for stages/arenas here.

Route 132
As Seer and Pyras have both pointed out, there is very little 2nd and 3rd Gen Pokemon representation in Brawl. Also, I personally don't like the Pokemon Stadium arenas either, I prefer the arenas such as Saffron City and Spear Pillar, simply because they're locales from the RPGs. This stage sates both of the criticisms above. The stage is much like Toon Link's Pirate Ship stage, as it's a tour of an oceanic area. However, you fight atop a swimming Wailord's back as it peacefully bobs along. At first, the swim is brisk and peaceful, and the only hazards are occasional Wingull flocks flying across the stage and water spouting from the Wailord's blow hole. Also, the Wailord dives under from time to time and is replaced by Wailmers and Tentacruels as the platforms. After swimming for a while, the Wailord reaches Pacifidlog Town and it dives beneath the ocean, leaving the players to fight in the floating town as the screen scrolls along. Alternately, the Wailord sometimes reaches Mirage Island instead, and the fighters get off there instead. After the screen has scrolled past Pacifidlog Town/Mirage Island, the players board the Wailord again, but the seas now are rough. Water and waves splash atop the Wailord's back, threatening to knock players off. Relicanths occasionally breach the surface, replacing the Wingulls from the calmer sea. The Relicanths are less numerous than the Wingull flocks, but they are more damaging. The swim ends at Slateport Harbor, at which point the level goes back to the beginning.
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Re: Stage Ideas
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Old April 11th, 2008, 04:20 PM
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Default Re: Stage Ideas

Ruins of Alph

Building off of what I talked about earlier, here's an idea for a Pokemon arena from Johto. The stage is medium sized, and completely underground. Destructible pillars dot the arena. The catch of this stage are the Unown that dwell here. They are always present on the stage in some way (sometimes they are merely visual elements). Other times, they appear to alter the flow of the fight somehow. This can range from flying across the screen rapidly (like the Unown Pokeball in Melee), clustering together to form extra platforms, or altering the stage physics to cause time to slow/speed up or gravity to increase/lessen.
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Re: Stage Ideas
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Old April 11th, 2008, 05:04 PM
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Default Re: Stage Ideas

Ripped this directly from a PM convo I had with PH...


Here's a short description.

Y'know how in almost (99.99%) all Castlevania games there is the ominous ascent up to Dracula's chamber up those crumbly stairs? Well, I think I've managed to capture the mood by placing it on the "hellish background" and putting the "cavern" song to it.


The most notable feature(s) are the stairs, leading to a square chamber with spikes adorning it's top. There is one "loose" platform in the center, giving way to perilous mid air combat below the actual staircase. Also, in true CV spirit, the silhouettes of the cursed clocktower and the silent yet foreboding moon are made with "loose" platforms as well, adding the finishing touch to the stage, as well as providing a second venue for frantic mid air combat.
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