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There was that Pipe Plaza mod somewhere in this vault. Wherever it is, I got it and changed it up, giving it a texture overhaul, size change, and overall gameplay edit. This is a large stage, yet it doesn't ever feel like it is too often. This has the capability to be both an offensive and a defensive stage depending on who plays.
This stage is played straight across from one end of Pipe Plaza to the next. You can get up on the metal frame or down underneath of it at any time. Also, you can hang around the sides of the stage too. I wanted it to almost feel as if you had the freedom to explore the whole stage, just like in Mario Kart.
Two things to keep in mind - one, though the camera stretches out to the very boundaries of the arena, I made the KO zone almost immediately around the outside of the boundary. So going offscreen is not a good idea on this stage, because a mild hit could end that stock for you. [See where Daisy is in the third preview pic to get an idea of where you're in danger.] I have no other reason for doing this other than I wanted the whole stage available, but I also didn't want people going outside into the grass; partially because the course model is uncovered on the outer west side for some reason. But you wouldn't know that otherwise unless you deliberately moved the camera there or looked in Brawlbox. I don't know why the model's like that. Not at all noticeable in gameplay though.
The other thing is that the ramps could sometimes obscure the view, but you could use that to your advantage. But a lot of the time, there'll be too much going on to even be around there for long, and the camera tends to zoom in past the ramp anyways.
I wanted to give the stage a slant and make it a little irregular so you'd be fighting on the track at an angle, and that might also therefore mean that the playing space could end up being smaller in order to not conflict with the stage model itself. Maybe if I come back to this, that'll be something to do.
Final Destination based stage with a .rel to go over Skyworld. Can go anywhere else with an FD .rel, I'm sure.
This stage is played straight across from one end of Pipe Plaza to the next. You can get up on the metal frame or down underneath of it at any time. Also, you can hang around the sides of the stage too. I wanted it to almost feel as if you had the freedom to explore the whole stage, just like in Mario Kart.
Two things to keep in mind - one, though the camera stretches out to the very boundaries of the arena, I made the KO zone almost immediately around the outside of the boundary. So going offscreen is not a good idea on this stage, because a mild hit could end that stock for you. [See where Daisy is in the third preview pic to get an idea of where you're in danger.] I have no other reason for doing this other than I wanted the whole stage available, but I also didn't want people going outside into the grass; partially because the course model is uncovered on the outer west side for some reason. But you wouldn't know that otherwise unless you deliberately moved the camera there or looked in Brawlbox. I don't know why the model's like that. Not at all noticeable in gameplay though.
The other thing is that the ramps could sometimes obscure the view, but you could use that to your advantage. But a lot of the time, there'll be too much going on to even be around there for long, and the camera tends to zoom in past the ramp anyways.
I wanted to give the stage a slant and make it a little irregular so you'd be fighting on the track at an angle, and that might also therefore mean that the playing space could end up being smaller in order to not conflict with the stage model itself. Maybe if I come back to this, that'll be something to do.
Final Destination based stage with a .rel to go over Skyworld. Can go anywhere else with an FD .rel, I'm sure.
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Original functionality by picano (Anthony Ianacone), original design and graphics by Jack Harvest.
Redesign by Vyse, new graphics by SJS.
KittyCorp: MeowMix © 2010