Well, you could kick them off by having a floor that rises from the inside of the hole just when the walls finish closing. The character would be forced to not be hanging in there anymore.
Or if you want to punish hanging there you can have a ceiling that pushes down into a kill zone.
For environmental texture resources, battlefield, castle siege, and a lot of the SSE stages have some nice stuff already in the game's art style. The stage looks amazing, and I wish you luck on it.
Maybe even have the lighthouse activated, using the Smash Ball's model, or maybe a modified subspace bomb blast model?
It would be cool if a more traditional IDE setup could be used, to allow adding comments and naming variables, that then just compiled into PSA scripting (I'm totally calling it SmashScript).
But I guess that that would be way too complicated.
Been awhile since I preview anything Here's a Portal 2 stage I started yesterday. Glad to see to stage makers being active though
Is that an edit of my old Aperture labs stage? I recognize the general layout, as well as the test chamber plaque and goo textures. I'm fine with that (as long as you give credit) but I recommend that you reimport the model, if you haven't already. It was an obj import stage (the first, in fact) and that method tends to be... unstable.
I made a backup before i did this. and under these very extreme circumstances i can confirm that it does break the save file. this is a very specific events to follow. i don't even use All star mode i just use VS. so it is broken, i just never found it cause all i do is brawl.
so yeah, i'll wait the allotted time it'll take to get the Clone engine. although i'm not a fan of Project:M, but i knew i was going to have to go to it eventually. though i can't use any custom characters they way the GCT works.
All star mode isn't where the corruption is caused, it's just a fairly consistent way of telling if your save is corrupted.
The corruption has other, subtler effects. Some benign, some potentially game destroying.
As much as I may disagree with the PMBR, they do test their codes thoroughly - something you've already proven that you haven't.
You're asking for the "Clone Engine," by the way. It's basically the holy grail right now, and only after years of intelligent and dedicated exploration of Brawl's coding (which is not readable in its original form, rather it's all in assembly) has there been a working version of it, with the reveal of Roy as a playable character in Project M.
So forgive us if we thought your "just do what fits to the game code" comment came off as ignorant. Because a lot of people have tried and failed.
I wish we had the frame limit of 100 back -.-* older brbx's with that implamentation could run animations at 100FPS even on my machine. (that's because there was less data processed) ^ I now assume about 62FPS on my machine at 100FPS
and I wish normal editing was easier on other programs... (you can't redirect the normal and change it's coords)
if you could export them to a better (less error-prone) format, things would be alot easier.
It may be difficult for you to find someone that will fit the job.
I'm not sure how familiar with the brawl modding scene you are, but most stage makers here import stages from other games, or otherwise recreate them. Very few of them make their stage models from scratch in a modeling program.
Good luck though, all the same. I'm sure many of us (Including myself) will follow the game's development.