SUPER SMASH ESCAPISTS - Select a Stage!

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scorptatious

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May 14, 2009
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Perhaps the Theater Ship from Final Fantasy IX?





During the first few minutes of the fight, you'll be fighting on the stage with a roaring audience. Later on though, the ship will start to fly off and Queen Brahne will fire harpoons and bombs at you. Eventually, the ship will crash and you'll be fighting in the Evil Forest.

 

deserteagleeye

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From the Shin Megami Tensei series:



The Cathedral has had plenty of redesigns but basically it would be 4 platforms.

2 platforms would have the chambers that hold the demons for fusion, one platform is hazardous with spikes that are used for sacrificial fusions, and the last platform would hold the product demon in another chamber after fusion.


The fusion chambers will activate after a set interval of time and whoever's inside one will be teleported to product chamber. If only one person is in a fusion chamber when it activates then a Mitama will slip through into the other fusion chamber and fuse with the character making them stronger for a short period of time. If two people are in their own chamber, they will both be teleported to the product chamber and must duke it out inside until the person with the most damage drops out of the chamber directly into the sacrificial fusion spikes and makes their opponent stronger while also taking a lot of damage.
 

Elvis Starburst

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Man, I was worried my character suggestion didn't get in there! I couldn't see Maxim, but he was the only character I missed XD Though, I was sorta expecting the character portrait from the remake (I probably didn't specify), but MEH! STAGE TIME!~

I'll go with the Lufia theme, but I'll go with the remake for sure due to the 3D level design. There aren't many images to go with, so I only have a youtube video (WITH HEAVY SPOILERS)

I think this stage would be interesting. The second is interesting, as it is suspended in the sky, and platforms rise up along the outside of it as you get close. That might be cool for trying to trick people into falling of, or taking the platforms away to ensure they die (Depending on the view point the game takes)

https://www.youtube.com/watch?v=eNZQRmaaBvE#t=145

https://www.youtube.com/watch?v=K21DrMRdaIE
 

shogunblade

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The level would have to have warnings for top and bottom of the screens lest the player gets beamed and possibly dealt enough damage to be knocked out of the arena. I'll discuss music in the next roster update.

Okay, this one is keeping with my request of Simon Pegg, kind of.

In some fighting games, there are two areas in which one can engage in a scuffle via a smash or punch into another part of the level.

So, the Winchester is on top, where you can find disposable shot Winchesters (akin to the laser blaster in SSBB or any other iteration) or bottles you can throw. There is also a Jukebox on top (I'm going to follow the rules and wait for the next roster for music, per Aerosteam's request, so I'll think on what can be played up top for later).

If you smash through the floor to the cellar, or so you think, there will be a wall of Blanks standing there, with the light emanating from their mouths and a bright light in the center of the level. You can grab the heads of blanks that will be lying around that you can pick up and throw (similar to the bottles).

It's not my best suggestion, but it is the best way I can apply the same theme I had from the previous post, I just don't know how to tie in Hot Fuzz into it, or else we could make it all three like Simon Pegg.
 

Terratina.

RIP Escapist RP Board
May 24, 2012
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As always, Aerostream, the meat will be added later.

For now, I only have a name, some images and some music.

I'm sure you can come up with a snappier name than that.



So yeah, basically a tower of junk with a few monsters on top.




Just a cropped image of the top of the tower will do nicely for the Stage Select Icon.
 

2xDouble

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Mar 15, 2010
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Whiterun: specifically a backroom closet full of... wait for it... Nord Mead [http://www.escapistmagazine.com/videos/view/miracle-of-sound/5350-Nord-Mead-Skyrim]! (basically the scene at the end) Possible "drunk" hazard.
...perhaps as one of those scrolling stages Smash "classic" does... as an excuse to go into the sky and play Sovngarde Song [http://www.escapistmagazine.com/videos/view/miracle-of-sound/5117-Sovngarde-Song-Skyrim]... or jump into space and hit up the Normandy (complete with Commander Shepard [http://www.escapistmagazine.com/videos/view/miracle-of-sound/3158-Commander-Shepard]) and/or reference Skyrim's Portal 2 reference (the Space Sphere...meta!).

LRR Moonbase: (I'd come up with a clever name like "Final Punctuation", but that's pretty good on its own), Ideally the "front room", complete with scene-changing (and possibly game-affecting?) green screen area. If you've watched any Desert Bus, you know the place well. Speaking of which... The Desert Bus itself would be a nice variant. Not fighting along the length of a random bus, but across the game screen... as a gimmick, maybe the stage could list lazily to the left and jerk back to the right every few dozen seconds. Occasionally, the bus can crash and have to "reset", changing to a blank, flickering screen the old consoles did with a reset button.

The Basement (Locked)
The Basement:

Locked at the start, the only description is "Don't go into the Basement"... and it doesn't unlock. The only way to get into The Basement is through Random Stage, leading to obscuring darkness (effectively a blank screen) with eerie silence (no music or sound effects). As soon as the match begins, all players die and the match "ends" in a draw... immediately starting another match on another map (the actual random map). Basically a cinematic that plays sometimes when playing Random.

See what I did there? heh.

EDIT: Whittled down to three. Sorry for the inconvenience.
 

deathwing2000

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Jul 8, 2013
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Welcome... Welcome, to City 17.
Player starts of in the opening area seen once the player exits the train-station}
During the match, rebels will enter the arena, then begin to pull down the central monolith, with the Breen's broadcast screen playing throughout. Combine snyths will randomly enter the game, and players must destroy them to be able to advance to the second section.
If the players stop the synths, the rebels pull down the monolith, then plant a bomb. The level is destroyed, for five seconds the screen goes dark, and players close to the bomb take up to 75 damage. The second section begins, based on the Urban Flight section of Episode one.
Combine and rebels enter the arena and fight. If the players kill the rebels, the game goes back to the previous section. If the combine are defeated, combine bomb the area with headcrab shells, and a bonus game activates, in which the players must kill all the headcrabs within a minute. If they win, they go to the next stage, the citadel, during the end Half life 2.
Players can very slowly work their way up the map through a jumping puzzle, then they can destroy the core, altering the map once again, so it is more like the citadel during episode one. The player that destroys the core begin to glow with energy for a short time, and their attacks are stronger, much like the upgraded gravity gun in the half life games
 

Neuromancer

Endless Struggle
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Excellent job on the Demi-fiend portait, Aerosteam, I'm sorry I didn't post a move list, but I deemed my original draft to be too overpowered and I'm starting from scratch.

I was originally going to suggest a stage for each reason fight from Nocturne, but deemed Noah too much of a hussle (like he usually is in-game)

So here are my suggestions, which are still somewhat WIP and feedback is very much appreciated.

Sorted in order from least to most complicated.


Excuse the lack of pics for the stage, it was a ***** to even find one that one.



Ahriman himself will look without the human(Hikawa) coming out of his head, but I added the concept art so you may get a full body shot

The stage itself will consist of one central platform and two smaller ones over it, composed from the "blocks" seen in the stage looks. Ahriman will be in the background, watching the fight.

The stage's gimmick is that Ahriman, much like in the boss fight from the game, will periodically forbid the use of certain actions (for example: regular attacks, jumping, specials etc.). Going against Ahriman's commands will result in the player getting hit by an unavoidable lazer attack, dealing a hefty amount of damage.

Ahriman normally stands still, his eyes and mouth closed. When a player goes against his commands, Ahriman opens them both and from his eyes the lazers are thrown.




Stage 1

Stage 2

The stage itself has a central large platform, with 4 smaller platforms, two over it and two under it. All are made from the white "tetris blocks" shown in the stage look pictures.

The gimmick of this stage is that, much like how as time (technically not time, you had to walk around to make it happen) passes Kagutsuchi would change its phase (similar to the moon phases from previous SMT games [http://megamitensei.wikia.com/wiki/Moon_Phase_System]). With each passing phase the platforms will rearrange themsleves. It always starts at the New(0) phase.

When Kagutsuchi reaches the Full phase, it will become whole(phase 2) and use Infinite Light, causing either the right side or the left side of the map to be destroyed, platforms included. Then, Kagutsuchi will return to its original state and the platforms will continue to rearrange until we once again reach the New phase, at which the platforms destroyed will once again reappear. From then on it's rinse and repeat.








The stage itself will be 4 water lillies of the same size, with the Black King in the background.

The gimmick of the stage is the Black King himself. The Black King will act as a hazard to the players, trying to make their lives that much more difficult.

To do that, the Black King will throw meteors upon the lillies in short intervals, destroying them one by one. Though the lillies will reappear in time, unless the Black King is stopped from firing the meteors, only one will remain and the players will constantly have to jump from one to the other as one gets destroyed while the other reappears. To show that a lillie is about to be hit by a meteor, it will have a shadow that slowly gets larger on it.

In order to stop the Black King from destroying the lillies, players will have to get to one of the Aradia bots located on the upper edges of the map. If done so, the aradia bot will redirect the meteor to hit the Black King instead, causing him to stagger and not be able to throw meteors for a while. Only one player is required to reach the Aradia bot in order for it to redirect the meteor.

Other than meteors, the Black King may rearrange the placement of the lillies, indicated by the flashing of his scepter. He may also use tentacles to hit the lillies nearest to the edge of the map.
 

Auron225

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I love loads of these suggestions already :D

My suggestion (I need to go in a minute so but I add my other two later);

[HEADING=2]Columbia (Bioshock Infinite)[/HEADING]​



Music would be "Beast" (Nivo Vega). Tears would occasionally appear in which players can "reach in" to retrieve and use items, even those that may appear exclusively in other stages. Sometimes Songbird will show up and swoop down on players for massive damage.
 

King of Asgaard

Vae Victis, Woe to the Conquered
Oct 31, 2011
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Seeing as I put forward Kain, I would be remiss to not pair that with The Pillars of Nosgoth, in their broken and corrupted state.

There are other suitable arenas, to be sure, but the Pillars need to be on here first and foremost.
 

Johnny Novgorod

Bebop Man
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Able Seacat said:


Lots of jumping between building required in this stage.
That looks a LOT like like Saffron City from the first Smash Bros, bar graphic daze.

 

DudeistBelieve

TellEmSteveDave.com
Sep 9, 2010
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Okay, CM Punk's stages...

WrestleMania Arena


ROH (Ring Of Honor) Arena


The Mean Streets Of Chicago
 

geK0

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I want to suggest a nunch of Nintendo things, but too many of them already exist in Smash Bros games : \




This is a very iconic set piece in the Fallout franchise and would make a very cool level.



Every fighting game must have a "bad guy" level, this can be that level.




This one could have a lot of interesting hazards and the level could rearrange itself periodically. Also witty commentary from Glados!
 

cojo965

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Jul 28, 2012
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Tokyo

Godzilla's stomping ground of choice. A moving stage with stopping points that enable destruction. Mothra and Gigan are background extras whose beam weapons can interact with the arena the actual fighting happens on. One may notice everything seems untouched every rotation, yes that is intentional. In true kaiju film fashion everything repairs in time to break it all again.

Golden Gate Bridge

Prepare for military pandemonium as the army battles the Muto of the upcoming film. Another moving level, it comes to a stop on the deck of a battleship for the remainder of the fight.

That's all I got.
 

ihavetwo

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Mar 19, 2014
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dis gun b gud.



Because I actually liked this game.



Hell from the map Helltower, don't touch the magma.



Wytherns and Harpies could attack you as stage hazards.
 

chozo_hybrid

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Jul 15, 2009
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Battling on the exterior of the SR2 Normandy:


Can have the Collector vessel make hit and run attacks the players have to avoid, the stage gets more damaged as those attacks keep coming.

That's all I got!
 

General Winter

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Sep 13, 2013
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Silent Hill or Raccoon City seem like great locations you could pick for this sort of thing, by I haven't played either of those games, so I wouldn't have many ideas for what such a stage would look like. If anybody else has ideas for this, feel free to take the idea.

However, some suggestions I can make:

Mos Eisley Cantina
Interesting location from Star Wars that seems like it would work here. Have the band playing in the background, maybe the odd blaster shootout or bar fight to liven things up a bit.

Arkham Asylum
Would make a good multi-level stage where a lot of Batman villains could wreck the place. You could also have Batman in there using some of his gadgets.

Angry Birds
Now hear me out. A very dynamic level that could have the titular angry birds smashing up the stage and changing the platforms of the level.
 

geK0

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Jun 24, 2011
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cojo965 said:
Tokyo

Godzilla's stomping ground of choice. A moving stage with stopping points that enable destruction. Mothra and Gigan are background extras whose beam weapons can interact with the arena the actual fighting happens on. One may notice everything seems untouched every rotation, yes that is intentional. In true kaiju film fashion everything repairs in time to break it all again.

Golden Gate Bridge

Prepare for military pandemonium as the army battles the Muto of the upcoming film. Another moving level, it comes to a stop on the deck of a battleship for the remainder of the fight.

That's all I got.
It's funny, I was going to suggest the Golden Gate bridge for the same reason, but decided to go with more game-related ones.
 

Auron225

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I have a second suggestion;

[HEADING=2]Zanarkand (Final Fantasy X)[/HEADING]​



Suggested music would be Otherworld. Also, I mean Zanarkand before it was destroyed - big, metropolis Zanarkand!