Frost | Odds
Puddings: 1 /// Odds: 0
@
SOJ
I'd love your thoughts on this stuff, if that's okay. I know you do a lot of theorycrafting about the stagelist. This isn't the PM Suggestions Subforum, but I'd like to see if others' experience mirrors my own as well as a variety of opinions on whether these suggestions are reasonable.
Lylat
It seems like most people hate this map, due to a combination of factors - some of which have been addressed ("battlefielding"), and some which have not. Despite its problems, though, IMO it's a very cool and unique stage that is still justified to have a place in the competitive map list. I quite like it despite these quibbles.
I'm wondering if the community would agree on additional changes to this stage to make it look and feel a little less strange. If not, that's cool - but I think it's possible that changes can, and possibly should, be made.
- The background is still terribly busy, and can make it difficult for new players to parse what's happening in the actual game, and are pretty distracting for the rest of us. Would it be possible or desirable to add a partially transparent black filter or something behind the stage to mute these effects? Of course, that may have the side effect of making the map feel more monochromatic. I'm sort of at a loss.
- This may just be me, but the all-grey aesthetic of the stage is pretty dull and almost depressing. This is an extraordinarily minor gripe, but I'm super curious if anyone else feels the same here. It's most apparent when playing the (fairly common) black or white costumes for various characters -- I play a bunch of Dry Bowser and grey Kirby (and often against grey m2, white squirtle, etc), and the effect is pretty strange. This tendency towards monochrome also seems to make the busy background stand out even further. I have no idea what could be done about this.
- This is the big one: the slanted side platforms. I get that these are simply the result of the import from Brawl, but I question whether they're the best possible design for the stage. Visually, they're kind of an eyesore because of how obvious they alias across the dark background - and (my bias shows here) they're strange to waveland on/generally locomote around. I'd personally prefer if these were leveled out, thereby correcting both issues. The obvious problem with this is that we've now effectively got a third PS2 (when considered alongside Distant Planet), but I'd still regard that an improvement. I would also be tempted to experiment with levelling the outer wings of the stage's model, but that'd probably be way more effort than it's worth.
- Perhaps something else could be done to further differentiate Lylat, while reducing its perceived 'jank' factor. If, for example, the previous change were to be made, perhaps the middle platform could shift left and right between the other two? There may be a better change that I'm not thinking of.
New Norfair
First, the aesthetic of this stage is absolutely fantastic; I'd rate it a solid 10 stars out of would bang again. The lava floes and geysers, and the blue lights on the stage add awesome color and slight movement without being overbearing. Though I'm aware that this is entirely from the Brawl port, I mention it to contrast directly with the visual design of Lylat.
Unfortunately, it doesn't seem to see much play. I'm not totally sure what the design intent behind this stage is, but I suspect it is primarily to give floaty, gimpy characters that are largely dependent on their aerial mobility (such as Wario, Jiggs, M2, Ivysaur, Kirby et al) a cool counterpick where their particular type of movement outclasses the more traditional DD style neutral games of Marth, ZSS, Falcon and the like. Operating under this assumption, everything about the stage's design makes sense - from the smallish, DD-limiting main floor to the floaty, random-seeming platforms, to the huge blastzones.
As mentioned, this doesn't seem a lot of play. I have some guesses why. I love the idea of this stage, but IMO the execution could be improved.
- The movement of the platforms seems completely random. I've been watching it off-and-on, on an idle setup for the last 10 mins or so, and I'm still never sure which way either platform is going to move. In my opinion, this is a problem, because randomness (even perceived randomness) inherently reduces the game's skill ceiling, and will tend to frustrate a lot of players who will feel that they simply lost due to the map's unfairness, rather than by being outplayed. There are a few contributing factors:
I'm not sure how viable any of this is, but I'm going to throw my ideas out there anyway. Some or all or none of these may be productive or helpful.
We've had about a month to play with 3.5 now, and I'm super impressed with the new balance, stagelist, and Dreamland 2.0. I personally don't typically care much about strictly visual stuff, but I think it may contribute somewhat to the popular maligning of some stages. I could be coming totally out of left field, though.
Sorry for the wall of text.
Lylat
It seems like most people hate this map, due to a combination of factors - some of which have been addressed ("battlefielding"), and some which have not. Despite its problems, though, IMO it's a very cool and unique stage that is still justified to have a place in the competitive map list. I quite like it despite these quibbles.
I'm wondering if the community would agree on additional changes to this stage to make it look and feel a little less strange. If not, that's cool - but I think it's possible that changes can, and possibly should, be made.
- The background is still terribly busy, and can make it difficult for new players to parse what's happening in the actual game, and are pretty distracting for the rest of us. Would it be possible or desirable to add a partially transparent black filter or something behind the stage to mute these effects? Of course, that may have the side effect of making the map feel more monochromatic. I'm sort of at a loss.
- This may just be me, but the all-grey aesthetic of the stage is pretty dull and almost depressing. This is an extraordinarily minor gripe, but I'm super curious if anyone else feels the same here. It's most apparent when playing the (fairly common) black or white costumes for various characters -- I play a bunch of Dry Bowser and grey Kirby (and often against grey m2, white squirtle, etc), and the effect is pretty strange. This tendency towards monochrome also seems to make the busy background stand out even further. I have no idea what could be done about this.
- This is the big one: the slanted side platforms. I get that these are simply the result of the import from Brawl, but I question whether they're the best possible design for the stage. Visually, they're kind of an eyesore because of how obvious they alias across the dark background - and (my bias shows here) they're strange to waveland on/generally locomote around. I'd personally prefer if these were leveled out, thereby correcting both issues. The obvious problem with this is that we've now effectively got a third PS2 (when considered alongside Distant Planet), but I'd still regard that an improvement. I would also be tempted to experiment with levelling the outer wings of the stage's model, but that'd probably be way more effort than it's worth.
- Perhaps something else could be done to further differentiate Lylat, while reducing its perceived 'jank' factor. If, for example, the previous change were to be made, perhaps the middle platform could shift left and right between the other two? There may be a better change that I'm not thinking of.
New Norfair
First, the aesthetic of this stage is absolutely fantastic; I'd rate it a solid 10 stars out of would bang again. The lava floes and geysers, and the blue lights on the stage add awesome color and slight movement without being overbearing. Though I'm aware that this is entirely from the Brawl port, I mention it to contrast directly with the visual design of Lylat.
Unfortunately, it doesn't seem to see much play. I'm not totally sure what the design intent behind this stage is, but I suspect it is primarily to give floaty, gimpy characters that are largely dependent on their aerial mobility (such as Wario, Jiggs, M2, Ivysaur, Kirby et al) a cool counterpick where their particular type of movement outclasses the more traditional DD style neutral games of Marth, ZSS, Falcon and the like. Operating under this assumption, everything about the stage's design makes sense - from the smallish, DD-limiting main floor to the floaty, random-seeming platforms, to the huge blastzones.
As mentioned, this doesn't seem a lot of play. I have some guesses why. I love the idea of this stage, but IMO the execution could be improved.
- The movement of the platforms seems completely random. I've been watching it off-and-on, on an idle setup for the last 10 mins or so, and I'm still never sure which way either platform is going to move. In my opinion, this is a problem, because randomness (even perceived randomness) inherently reduces the game's skill ceiling, and will tend to frustrate a lot of players who will feel that they simply lost due to the map's unfairness, rather than by being outplayed. There are a few contributing factors:
- The omnidirectional nature and weird placement of the platforms. The edges never seem to end up flush with the edges of the stage (on the vertical plane), and only rarely with each other (on the horizontal). The end result looks pretty weird, and is insanely unpredictable.
- The stop-and-go nature of the platforms makes it much tougher to see any pattern in their movement - particularly because players are typically too busy fighting each other to pay much attention to how the platforms are moving.
- The slowness of the movement of itself actually makes it pretty tough to tell if the platforms are currently moving at all, particularly if the game is especially chaotic. As a minor quibble, this very slow movement also has pretty bad aliasing issues.
I'm not sure how viable any of this is, but I'm going to throw my ideas out there anyway. Some or all or none of these may be productive or helpful.
- Add a visual indicator as to which direction each platform is going to move, and when. This would probably be technically demanding (though I'm willing to take a stab at making it myself), but I'd imagine that an arrow emanated from the bottom of the platforms (obviously pointing in the direction of the imminent movement), kinda like this, would help quite a lot, and also increase the stage's visual appeal.
- Faster platform movement would probably help both the aliasing issue, and the ambiguity of the movement.
- Though this isn't very 'fun', squaring the platforms' edges with those of the stage, and making their movement patterns more symmetrical and predictable, would probably go a long way. What if they panned through their respective spaces in alternating clockwise/counter-clockwise fashions, or something?
We've had about a month to play with 3.5 now, and I'm super impressed with the new balance, stagelist, and Dreamland 2.0. I personally don't typically care much about strictly visual stuff, but I think it may contribute somewhat to the popular maligning of some stages. I could be coming totally out of left field, though.
Sorry for the wall of text.
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