Looking good! Only recommendation I have right now is changing the overall looping time of the animation. Stage animations are designed in such a way that a complete loop of the stage matches up with one of the common match time limits (usually 2, sometimes 3, occasionally 5 for complex ones). It seems like 3 minutes would be a good time frame to shoot for, and if you do, be sure to keep in mind how a 2-minute match would play.
(Also, I'm kind of surprised there hasn't already been a Gu Goomba edit before.)
Edit: Oh, I almost forgot to mention! Assuming you do implement the masked reflection shader I designed it with, I recommend using ~70%-80% for the strength of the reflection on both materials.
As a way to ramp up to my upcoming stage projects, I'm releasing one of the background props for it. Since it is an edit of Brawl's own Koopa Troopa model, someone could easily swap it into SSE somewhere.
Unlike the other stage I posted, this one won't really need much play-testing, so I'm already working on the background and props. Incidentally, look forward to an update on that mysterious other stage soon!
I'm liking that Fire Sea stage! The tilting and lava make it more interesting than being just an over-sized Final Destination.
I know it's probably not possible just yet, but one feature that would make the SM64 Bowser stages more interesting is having the exploding mines be in the playfield.
Woo! This is exactly the kind of thread I was hoping for. In fact, I'm surprised there wasn't one of these sooner.
As you can see in my thread, I have a stage in the works. Considering it was to be my first ever stage, it's pretty ambitious. Since the layout is complex, I really want to make sure that it's actually playable and fun before I do serious work on the stage models. So please, please try it out and let me know what you think of the design.
Notes: -The background is temporary. No, this is not a Blade stage. -There is a big gimmick to this stage that has yet to be implemented. It will be revealed (along with the stage theme) in the next release, which I hope is soon. -Before anyone asks, making this stage tournament-friendly is the least of my concerns.
Velen, i modeled Megaman Zero cause I wanted to model Megaman Zero (just liek how i modeled espeon, and plan to model the 4 gaurdians), not for some fake glory like downloads. Wanting him in brawl didn't come till later on in his development process. I made my model from scratch, he got his via import. All that matters to me is how far i can push my modeling skills, if at the end of the day I have done the best I can do, I am happy. This doesn't hurt me at all, I'll still continue to UV map the model.
but if anyone wants to see what I've done, here ya go. Again, adding him into Brawl wasn't my intention Velen, it wasn't his sole reason for existing, i made him cause i wanted to.
(and yes that is hitman: absolution running in the background XD)
Ooh, looking good so far! Funny, just the other day I was just thinking about how great it would be to see him in a Smash Bros. game.
If you don't mind explaining cause you can't have a serious match on stages like those. I know plenty of Brawlers who will back me up on this statement.
Just curious that's all.
I like all the stages. I have some favorites, of course, but I enjoy stages like Smashville as much as I enjoy stages like Mushroomy Kingdom. That's why I leave all stages on in the stage selection list.
When I say "fun and interesting", I don't mean "packed with gimmicks and danger". Let's take Smashville for instance. The layout, while very simple, is also unique, and the moving platform allows for some interesting fights. But, if that's all there was to the stage, it wouldn't be very appealing. Having the stage change its lighting to match the internal clock and having different random characters from the game spectating in the background each time the stage is played on helps make it fun to play on and to look at, and really gives it that Animal Crossing vibe. That's the kind of feeling I want to give to my stages.
I can handle the visual design of the stages fine, but I can't effectively design the layout of the stage alone. This is why I am asking for as many people as possible to play-test my stage prototype.
Just so you know, I already have a good number of stage ideas I want to attempt (and not all of them are from SMRPG), so I don't really need any more ideas at the moment.
And, if you want to see these stages come about sooner, the best thing you can do for me right now is simply download and play-test the stage prototype I have. (See my signature.) I want to make stages that look really nice, sure, but I want them to be really fun, too. So please, please help out!
I'd only make it if I could come up with a fun and interesting concept to go with it. I'm not a big fan of those stages where they are completely static and only have a flashy background as their main feature. As iconic as it might be to some, it would be a relatively bland place to fight.
I have some similar ideas on gimmicks I'd like to put in the stage, but since I can't make the actual stage import myself and have to rely on others, it will be up to whoever helps me put together everything. Considering stage hacking doesn't seem to be able to add things like spikes or springs yet, though, I doubt a completely custom interactive object will be feasible at this point in time.
Oh, and for those who were wondering, I used NSMBWii's Chomp model as the base for Kinklink and re-textured it.