Dan Salvato
IE
Sup! I was talking to my stud Massive about stage elements. We decided that there is a lot of potential for new stage elements that would heighten competitive play. I'm about to dive into stage hacking, so this is where you come up with neat stage ideas! Here is one design we came up with:
There are several unique elements to this stage. For one, the ground is curved into a hill. This alone changes a lot of character strategy. Depending on your positioning relative to your opponent, your hitboxes may connect better or worse because your opponent will be slightly higher or lower. Furthermore, projectile game is changed heavily. Fox and Falco are unable to laser camp, and Falco specifically needs to be much more cautious about his laser approaches. However, characters with lobbing projectiles will have a little better luck.
The second interesting element is the slanted platforms, Massive's idea. Slanted platforms are really interesting because the player can change his vertical position simply by moving left or right on the platform. This makes platform tech chasing more interesting, and characters who poke through platforms must take advantage of positioning for greater success.
Overall, this stage design gives lower tiers a little more to work with in terms of approaching, avoiding camping, and mixing up. In our opinion, it would be a fine addition to competitive play.
So, what other neat stage elements can you come up with? With growing stage hacking experience, I may be able to make your ideas a reality!
There are several unique elements to this stage. For one, the ground is curved into a hill. This alone changes a lot of character strategy. Depending on your positioning relative to your opponent, your hitboxes may connect better or worse because your opponent will be slightly higher or lower. Furthermore, projectile game is changed heavily. Fox and Falco are unable to laser camp, and Falco specifically needs to be much more cautious about his laser approaches. However, characters with lobbing projectiles will have a little better luck.
The second interesting element is the slanted platforms, Massive's idea. Slanted platforms are really interesting because the player can change his vertical position simply by moving left or right on the platform. This makes platform tech chasing more interesting, and characters who poke through platforms must take advantage of positioning for greater success.
Overall, this stage design gives lower tiers a little more to work with in terms of approaching, avoiding camping, and mixing up. In our opinion, it would be a fine addition to competitive play.
So, what other neat stage elements can you come up with? With growing stage hacking experience, I may be able to make your ideas a reality!