awesome idea and interesting execution. however, i feel that its counterintuitive to a fun time brawling. the best stages are those that are big enough that you have a variety of options on how the battle will look, but at the same time, a solid meteor smash around 100-150% will send you flying faster then hell to your death. if a stage is too big, people can (and will) hide out to advoid the enemy or stay on the interior side of the stage making it hard as hell to get them far enough to KO them.
in my opinion, a stage needs at least 2 ways to KO (outside of wierd things like ice climber's fail whale, or that pink thing that KOs you on new pork city). wether this means a low death point so vertical KOs are possible, long horiszontal deathboundaries and a suspended platform so ledge grabing, ledge guarding, and spikes come into play, or short horizontal death boundaries.
just make sure theyre playable