LavisFiend
Smash Lord
(*Pictures made by me*)
So we are all preety much familiar with the standard level design; three hovering platforms and a long platform that makes up the body. It is what we have been seeing alot of as of late in Brawl, and although it's not a bad premise (as the design permits the most efficient way to Brawl, giving everyone equal chances) I am quite sure we can mix it up a tad dont'cha think?
BEHOLD! MY LEVEL DESIGNS!
Design: Inverted
I personally think this design is quite interesting. You can fight at the top as you normally would, and the bottom platforms add up a newer feel to the overall smash experience, as you have a sure bet at recovery if someone spikes you.
Design: Righty
Can you say teching and lots of it? =O Right smashes against someone who is great at teching really increases the intensity as the platforms will allow for a certain "grip" if you will, if you are near one as you fly.
Design: Lefty
Same as above basically, just switched.
Design: Advanced
This multiplatform setup allows for far more strategic ideas than the standard level scheme. The ascending platforms are excellent for juggling combos, as you can practically ascend to the heavens with your hapless victim, and the bottom platform allows for a small breather in the form of the slowly rotating platform on the bottom rung of the stage. Completly safe at the very bottom, but very risky.
Design: Offensive
Didn't really know what to call this one, so I stuck with "offensive." I went a little bit overboard, but I was having fun, so bite me. Basically, the top four platforms move at certain speeds and act as reflectors. You can however, stand on them. The small cannon like thing in the right corner is just that. It will fire a laser at an arc into the reflector mass, in which the reflectors will do what they do best, reflect. Meanwhile, the bottom part with the 5 platforms are a standard slow moving wheel. This is where most of the action is supposed to take.
9/21/07 UPDATE:
Design: Cluster
This one is a doozie. TECHING BONANZA! XDD This level has alot of platforms to reach, making recovery quite easy to acheive, and the fact that all the platforms are clustered together quite snug allows for less camping as well as less edge-whoring. Also, each platform is fall through, so you can fully utilize the level to it's maximum potential. The middle bar goes through the middle of the level, acting as a bumper.
Design: Spiky
This level is determined to keep you in one place because of how it is setup. The spikes do crazy knockback and will send you flying around like a bouncy ball at high percentages. Think the dungeon on hyrule temple and it's bouncy fun, but the whole level is like that. You can't fall through these platforms obviously, and the always moving north, east, and west platforms guarentee a small chance of survival if flung from the level. If you love to throw, this is the place for you! XD
Design: Playground
it looks small because of the picture, but I had a large enviroment in mind when I created this schematic. Quite simply, it is like the Hyrule Temple in the sense that it is a large battlefield. This level design is made just to have fun, and makes for great four player skirmishes. Not only that, but it's hella fun if you get those items a-flowin'.
10/30/07 UPDATE
Design: Compact
Ok, this was the first one I did tonight, and it sort of shows through. There is quite a few things going on here. The bottom two series of spikes will sort of "slide" slowly down the tilted plane, but will have a reasonable gap between them as you can see. They will never meet against one another. The middle square piece will have spikes as well, however, they will randomly appear around the square as a whole. The spikes will never always be sticking out, as they will retract after a few seconds unsheathed. The series of small platforms is where the bulk of the battle will go, but if you are daring, you can fight on the naked plane between the spikes.
Design: Flooded Fortress
Self explanatory, and a little bit better than the last design in my opinion. What we have here is a fortress. This fortress has really no distractions whatsoever, except for the rising water. I say flooded fortress, but it never gets fully flooded. It actually sinks just deep enough to fill that bottom room. The two arrows near the base of the fortress on both sides signify that the doors will open to allow for access inside the castle. It may be a little hard to see, but the red dots near the top of the castle is a new little thing I am incorporating in my designs to show random door openings, with the exception of the two arrows near the base, as I simply forgot to color them red. As I just stated the red dots show the spacing for the two doors that open near the top to allow access to the roof, upon where you will be able to leap up on the flag platform, (except you won't be able to stand on the flag unless the wind is not blowing it.) You can walk around both the perimeter of the castle, as well as battle in the interior.
Design: Smash Tower
Now, I know I probably shouldn't brag about my designs, (and I usually won't,) but fellas I just love this design. It was the last one I drew for tonight, so I tried to make it look good as well as fully functional, and much to my surprise, it came out beautifully. First thing I want to bring to your attention is the four containers up at the top of the picture. See the redline? The boxes open, but they only open just long enough for your character to drop from them. That's right, they are spawn points! Once the character drops, the box shuts and a Spike comes out to cover the opening. So they don't become useless when the character exits from them, I figured it would only be suiting to give them offensive capabilities.
A platform right under the boxes that moves left and right, nothing special. The trench filled with water is another place to battle at, as there is solid ground to stand on if smashed in the water. I originally wanted to make it bottomless, but I wanted a moat, so there you go. Back to the main platform. As you can see, we have ourselves 3 red lines. The left and right lines will open, the middle one will open only during special occasions. Inside the tower, we have ourselves an inescapable box, but with plenty of room to smash. You can rack up loads of damage before the doors open, allowing you to escape. Wait a tic, whats going on with the base? During certain times, the door leading to the spike pit will open, which is when you want to toss a victim in.
Once the poor player is trapped inside the spike pit, the door slams shut, the helpless player being slung around with insane momentum, 100% intervals passing in mere seconds! What happens when the door opens? The player is then flung straight up towards the surface of the tower, where our middle door snaps open, jettisoning the poor victim straight up and right between the 2nd and 3rd spawn boxes. Basically? This level will have a "final smash" of it's own, only it's insta-death!
I have alot more if you guys are interested, but I will need some feedback. Should I post the rest of my ideas? Or do you think I should stop? Up to you.
So we are all preety much familiar with the standard level design; three hovering platforms and a long platform that makes up the body. It is what we have been seeing alot of as of late in Brawl, and although it's not a bad premise (as the design permits the most efficient way to Brawl, giving everyone equal chances) I am quite sure we can mix it up a tad dont'cha think?
BEHOLD! MY LEVEL DESIGNS!
Design: Inverted
I personally think this design is quite interesting. You can fight at the top as you normally would, and the bottom platforms add up a newer feel to the overall smash experience, as you have a sure bet at recovery if someone spikes you.
Design: Righty
Can you say teching and lots of it? =O Right smashes against someone who is great at teching really increases the intensity as the platforms will allow for a certain "grip" if you will, if you are near one as you fly.
Design: Lefty
Same as above basically, just switched.
Design: Advanced
This multiplatform setup allows for far more strategic ideas than the standard level scheme. The ascending platforms are excellent for juggling combos, as you can practically ascend to the heavens with your hapless victim, and the bottom platform allows for a small breather in the form of the slowly rotating platform on the bottom rung of the stage. Completly safe at the very bottom, but very risky.
Design: Offensive
Didn't really know what to call this one, so I stuck with "offensive." I went a little bit overboard, but I was having fun, so bite me. Basically, the top four platforms move at certain speeds and act as reflectors. You can however, stand on them. The small cannon like thing in the right corner is just that. It will fire a laser at an arc into the reflector mass, in which the reflectors will do what they do best, reflect. Meanwhile, the bottom part with the 5 platforms are a standard slow moving wheel. This is where most of the action is supposed to take.
9/21/07 UPDATE:
Design: Cluster
This one is a doozie. TECHING BONANZA! XDD This level has alot of platforms to reach, making recovery quite easy to acheive, and the fact that all the platforms are clustered together quite snug allows for less camping as well as less edge-whoring. Also, each platform is fall through, so you can fully utilize the level to it's maximum potential. The middle bar goes through the middle of the level, acting as a bumper.
Design: Spiky
This level is determined to keep you in one place because of how it is setup. The spikes do crazy knockback and will send you flying around like a bouncy ball at high percentages. Think the dungeon on hyrule temple and it's bouncy fun, but the whole level is like that. You can't fall through these platforms obviously, and the always moving north, east, and west platforms guarentee a small chance of survival if flung from the level. If you love to throw, this is the place for you! XD
Design: Playground
it looks small because of the picture, but I had a large enviroment in mind when I created this schematic. Quite simply, it is like the Hyrule Temple in the sense that it is a large battlefield. This level design is made just to have fun, and makes for great four player skirmishes. Not only that, but it's hella fun if you get those items a-flowin'.
10/30/07 UPDATE
Design: Compact
Ok, this was the first one I did tonight, and it sort of shows through. There is quite a few things going on here. The bottom two series of spikes will sort of "slide" slowly down the tilted plane, but will have a reasonable gap between them as you can see. They will never meet against one another. The middle square piece will have spikes as well, however, they will randomly appear around the square as a whole. The spikes will never always be sticking out, as they will retract after a few seconds unsheathed. The series of small platforms is where the bulk of the battle will go, but if you are daring, you can fight on the naked plane between the spikes.
Design: Flooded Fortress
Self explanatory, and a little bit better than the last design in my opinion. What we have here is a fortress. This fortress has really no distractions whatsoever, except for the rising water. I say flooded fortress, but it never gets fully flooded. It actually sinks just deep enough to fill that bottom room. The two arrows near the base of the fortress on both sides signify that the doors will open to allow for access inside the castle. It may be a little hard to see, but the red dots near the top of the castle is a new little thing I am incorporating in my designs to show random door openings, with the exception of the two arrows near the base, as I simply forgot to color them red. As I just stated the red dots show the spacing for the two doors that open near the top to allow access to the roof, upon where you will be able to leap up on the flag platform, (except you won't be able to stand on the flag unless the wind is not blowing it.) You can walk around both the perimeter of the castle, as well as battle in the interior.
Design: Smash Tower
Now, I know I probably shouldn't brag about my designs, (and I usually won't,) but fellas I just love this design. It was the last one I drew for tonight, so I tried to make it look good as well as fully functional, and much to my surprise, it came out beautifully. First thing I want to bring to your attention is the four containers up at the top of the picture. See the redline? The boxes open, but they only open just long enough for your character to drop from them. That's right, they are spawn points! Once the character drops, the box shuts and a Spike comes out to cover the opening. So they don't become useless when the character exits from them, I figured it would only be suiting to give them offensive capabilities.
A platform right under the boxes that moves left and right, nothing special. The trench filled with water is another place to battle at, as there is solid ground to stand on if smashed in the water. I originally wanted to make it bottomless, but I wanted a moat, so there you go. Back to the main platform. As you can see, we have ourselves 3 red lines. The left and right lines will open, the middle one will open only during special occasions. Inside the tower, we have ourselves an inescapable box, but with plenty of room to smash. You can rack up loads of damage before the doors open, allowing you to escape. Wait a tic, whats going on with the base? During certain times, the door leading to the spike pit will open, which is when you want to toss a victim in.
Once the poor player is trapped inside the spike pit, the door slams shut, the helpless player being slung around with insane momentum, 100% intervals passing in mere seconds! What happens when the door opens? The player is then flung straight up towards the surface of the tower, where our middle door snaps open, jettisoning the poor victim straight up and right between the 2nd and 3rd spawn boxes. Basically? This level will have a "final smash" of it's own, only it's insta-death!
I have alot more if you guys are interested, but I will need some feedback. Should I post the rest of my ideas? Or do you think I should stop? Up to you.