I have absolutly no ability to place videos to represent this stage except against CPUs and it would have to be connected through wiiconnect24. Video sharing between wiis.
I also do not have the ability to send people a downloadable link either.
Therefore, I am resorting to the old method of I paint out a stage and describe it for others to recreate. Hopefully, I will someday get someone to contact to get these up on the internet, but as of now, I have no one.
White Space = nothing
Red Space = Regular block
Blue Space = Platform (The platform that is not angled, or sticks in the middle of the space, the one that sticks to the top of the space)
Info: This is the stage I have designed to be a neutral stage. The stage is created on the modern/futuristic background using the medium size stage option.
The stage has been created to mimic the ceiling of Final Destination when playing on the regular blocked part of the stage. If you take a point from the edge of the regular blocked part of the stage to the nearest side boundary it will mimic the same on final destination. In short, the blast zones on the side and ceiling are nearly identical to that of final destination.
The stage is designed in a manner to mimic the traits of BF and Final Destination and Yoshi's Island (Brawl).
- The long sides of the stage enable a large area for people to wall jump just like in yoshi's island (brawl) stage. It also takes away the negitive impacts FD and BF have had on recoveries getting caught on the underside of those two stages.
- The area just under the platforms allow for a long flat area for people to fight upon.
- The high platforms near each ledge adds an extra element and option to many character recoveries.
- The a low central platform in combination with the high side platforms enables some more aerial based fights than simple grounded ones.
- The varying level of the platforms (espically the lower platform) gives many characters without the access to a projectile the abilty to approach characters with a projectile somewhat safely. As well as adding an element of avoidence (such as in the case against the IC's chaingrab).
This is really all I have for the stage as of now as I cannot throughly test it out with other human players to see what might come out of this.
*Note: Sadly to say that due to having to use a medium stage to mimic the blast zones of final destination, the size of the stage enables characters with access to a glide the ability to stall somewhat by gliding down all the way, coming up underneath the stage and to the other side. I believe this can be fixed by simply invoking the ruleset rule of no stalling.