Post by Phazon9 on Feb 1, 2009 0:13:26 GMT -5
SUPER SMASH BROTHERS BRAWL
==[COUNCIL CHAMBER]==[VERSION 1.00]==
Created from a southern view of Council Chamber from Metroid Prime Hunters, it's one of my best recreations and my favourite stage.
The Council Chamber is one of the most balanced stages created.
It's a creative mix of stage types that allows for a great amount of fun and fighting.
The Council Chamber is also one of the largest stages, which makes it a prime location for grand battles.
Although a large stage, it is made up of tiers as unique as the stage they create.
These tiers are all different from one another and all have their own gameplay style.
If you can master the tranistion of these tiers and learn the gameplay, you'll reign supreme!
Red: The Expanse
Blue: The High Ground
Purple: The Chamber
Green: The Corridor
Yellow: The Vault
First off, the beginning locations of the players are stated above.
[PLAYER 1]
The first player is set up on the highest location available to this stage.
This allows for an arial assault right off the bat, or even a quick retreat.
Having the highest ground at the start also allows a time to set up a strategy.
This location is also great realistate to have for projectile users.
If a projectile user starts here, players three and four will be open for attack.
However, if a melee user appears here, they might begin an aerial attack or retreat.
The best place for a melee user to retreat to is directly behind their starting location.
The expanse is the best area for a melee user to begin the match.
For instance, it gives them both a time to charge an attack and to strategize.
Light characters will want to retreat past the expanse and begin in the corridor.
A light character will have a great starting advantage in the corridor.
They're closed off from attack on both sides and can't be launched to a KO.
A heavy character has more options than a light character.
A large character can either begin an aerial attack or retreat easily.
For example, a large character can quickly inflict aerial damage at the beginning.
The best player to start off an assault on would be player three, who's closest in the beginning.
Retreating to the expanse grants more room to work with as well as a great location to attack.
[PLAYER 2]
The second player starts off in the chamber below the high ground.
Not much can be done from this location in the beginning, but it give time for strategizing.
If the character has a high jumping ratio, they have the ability to climb out of the chamber.
If this is done, the best way to make the step onto the high ground is to use a special recovery.
By using a special recovery, a landing isn't only guaranteed, but it also clears the area.
Any other players in the area will be attacked as well as launched away from the landing spot.
A player appearing here also has the ability to cross the corridor into the expanse.
If this move is done, an attack should be prepared for projectile users.
If a melee user does this maneuver, a special jump should be used to clear the area.
If no other player is in the expanse already, use the time to set up a combo or smash attack.
Although not recommended, another location to go to is the vault.
This location can be used to set up a guarded location for projectile users.
However, if a melee user is chosen, this location can't offer much help at this time.
The vault can easily cause damage to any player and doesn't offer much protection in the beginning.
Finally, the player can simply wait it out and prepare a smash attack in the bottom of the pit.
Projectile users are recommended to attack from the corridor into the pit.
[PLAYER 3]
Player three starts off on the high ground along with the fourth player.
This is pherhaps the worst starting location of all.
This place is easily attacked at the beginning and can ultimately result in the first KO.
The best option at this time is to simply go through the thruform underneath the character.
This will place the character in the expanse, the best place for the battle to begin for any player.
In this location, you can set up a combo or projectile assault on any oncoming opponent.
Going towards the chamber isn't a good idea since you'll have to make it past player four.
The only other place to go is the enclosure below player one.
This area allows for a great starting defense and will protect the player from most attacks.
[PLAYER 4]
The last player starts out between players one and three and the chamber with player two.
At the beginning of the fight, the closest location is the chamber.
This is a location that will unevitable be under seige, so it's best to attack here first.
As a projectile user, more options are given.
An attack can be granted immediately after appearance on players one or three.
Player three is the best target since the attack will rarely miss from such close range.
If player three escapes, continue the onslaught to begin the fight in the expanse.
As a melee user, an apparant move is to go to the expanse by the thruform under player three.
If player three holds ground, you can make short use of the player by melee attack.
You can likely perform multiple attacks in the expanse against player three in the beginning.
This stage is truly a marvel to behold. As a large stage, you can fight anywhere!
Advantages are given to every character here, but they must be utilized to your advantage.
The highest tier is shared between the high ground and the expanse.
The high ground has a larger area of the high tier and is more useful as well.
The beginning moments of the battle are often flared up by what occurs here.
After these moments, the battle is often held in the chamber or the expanse.
The area between the high ground and the expanse should be implemented during this time.
The area surrounding (1) is the prime location for implementing further strategies.
The expanse is used as a location for building up damage for the first KO's in the battle.
However, the battle often takes a turn into the corridor and either stays there or leads to the chamber.
If this occurs, stay behind until the last player enters the corridor.
Enter the corridor and either prepare a projectile attack or smash attack, depending on your user.
Try to catch an opponent between other attacking players to raise their damage considerable.
When the battle takes place in the corridor, attack using close quarter fighting strategies.
Know that you're attacks will almost never KO opponents in this area, but you can still be KO'd here.
If you begin to take a lot damage, escape to the vault, where you can take a breather or escape further.
If you need further escape, take any of the routes marked (2) on the map, depending on your situation.
You can even escape and prepare a counter attack behind your enemies!
If your foes follow you into the vault, quickly escape using the closest route.
If the route is blocked, take refuge on the small island marked (3).
You can counter any attacks with a special jump or an upper smash attack.
If you can hold out this area until the offensive strike clears, you'll be free to roam the above tiers.
When the battle finally makes it to the chamber, be ready for multiple attack assaults.
While in the chamber, there isn't much place to escape to, especially when an attack is led from the left.
If you become cramped, use a special jump or a down smash attack.
You always want to have the corridor as an escape route, so keep it clear while in the champer.
Long range projectile users will find it easy to clean out the corridor while in the chamber.
By standing in location (4), projectile's like Samus' charge beam can easily hit foes in the corridor.
While in this area, it's hard to be attacked from any direction besides the left.
Be wary of attack from above while in the chamber, as you have no upper defense while here.
The vault is the last place in the stage that the fighting will occur.
You've already been informed that it can be used as a guard, but not as an offense.
Most players will only go into the vault as a safehaven, or means of escape.
The vault isn't a safe place at all times however, and even acts as a hazard.
You can easily take damage on accident in the vault from the spiked floor surrounding point (3).
As previousely stated, there are several escape routes in this room, and should be noted.
When you find yourself without an exit, try to lure an opponent onto the spiked ground.
When the battle resets back at the high ground, projectile users will find a new form of attack.
The locations of point (5) are a prime location for sniping on other players.
The leftmost mark (5) is a great sniping position for characters like Link.
As a sniper with Link, you can attack opponents from any position on upper field.
Projectiles such as the arrow can attack far enemies while the bomb can attack close range.
The rightmost mark (5) is useful to straight projectionists, such as Samus or Falco.
If you find yourself as a sniper, aim on the furthest opponent, but keep an eye on the closest.
When an enemy approaches, use a melee attack to keep your position and knock them away.
If you become under siege as a sniper, hold your ground, if you do, you may KO an enemy in the assault.
If you become under siege from a sniper, be sure to take cover in the lower tiers or lead counterstrike.
Use the time between attacks to move in on the sniper and time a special jump against them.
In the assault, your main objective should be to clear the area of all snipers.
On two player battles, you should keep a maximum distance of medium range between you and your foe.
Try to keep the battle on the highest tier as much as possible, retreating to the lower areas rarely.
If the battle does manage to close in on the lower areas, try to lure your foe out immediately.
If you cannot, inflict as much damage as possible in the cramped area and then smash them out.
Items add to the fun this stage can bring, but also to the destruction of players.
It should be noted that the items all have a fixed spawn points.
The first item whose importance is highest is the smash ball.
When this is on the stage, be sure to know it's location!
If it's nearby, go after it using quick attacks, use aerial attacks as well.
If the sphere is in another area, do not go after it, especially if there's a foe there.
If you end up getting the final smash, use it either at point (3), (4), (5), or near point (6).
Depending on the attack, choose wisely based on your current location and the locations of others.
If, however, you do not end up with the final smash, all is not lost.
In such a large stage, you can easily escape the effects and damage of a final smash.
Choose a route to evade through based on your current location and the location of the holder.
With projectile items, you can use the sniping positions (5) for further attack.
You can also take point (4) as a prime projectile attack base.
If you are the one without the projectile item, you can escape to the vault or the expanse.
Projectile items are priceless here, so obtain them quickly and use them well.
If a pokeball or an explosive item appears, use it in the corridor or the chamber.
If you choose to use it in the chamber, wait until a few foes are in it.
Where there are, jump over the hole of the chamber and throw it downwards.
There's not a likely chance the pokeball will be caught and the explosion will never miss.
Beware of items that appear in the expanse, as they will often hurt with their appearance.
When they appear, they'll often careen to the left, smashing any player in the path, especially at point (6).
This occurs most with rolling crates, barrels, koopa shells, and pokeballs.
If an explosive rolling crate or barrel rolls into you at the ledge, it's usually an OHKO.
With the detonation items, try to plant them in the corridor or in route of the vault.
Since both of these areas are widely traversed, it's almost guaranteed they'll be set off.
Just be careful that you don't get caught in one while you're escaping.
Other battering items, such as the Fan or the Star Rod, should be used in the chamber.
Attacking with the wall between you and your opponents makes for a tight area from which they can't escape.
This allows for a quick attack to raise their damage as well as set them up for a finish and launch to the above, open area.
These items are also use ful in the corridor, but not as well.
The most effective battering item in the corridor is the Beam Sword.
You can usually hit an opponent from the other side of the corridor with the Beam Sword's long range.
Be cautiouse when using the Home Run Bat on this stage though, as you are open for attack while charging, and here, that means KO.
==[COUNCIL CHAMBER]==[VERSION 2.00]==
This is the second version of the now popular stage, Council Chamber.
Since it's first debut, there has been over three hundred downloads of this stage!
Now I've come out with the second version (more of an update) of this great stage!
This is the first full image of the Council Chamber stage.
With it, you can see the stage in it's entirety, including the new start positions.
Now, the areums are still the same as well as the strategies, but I've altered the starting locations.
Also, I've made several other alterations to the stage, they won't cause any major changes to gameplay, but hey.
==[COUNCIL CHAMBER]==[VERSION 1.00]==
Created from a southern view of Council Chamber from Metroid Prime Hunters, it's one of my best recreations and my favourite stage.
The Council Chamber is one of the most balanced stages created.
It's a creative mix of stage types that allows for a great amount of fun and fighting.
The Council Chamber is also one of the largest stages, which makes it a prime location for grand battles.
Although a large stage, it is made up of tiers as unique as the stage they create.
These tiers are all different from one another and all have their own gameplay style.
If you can master the tranistion of these tiers and learn the gameplay, you'll reign supreme!
Red: The Expanse
Blue: The High Ground
Purple: The Chamber
Green: The Corridor
Yellow: The Vault
First off, the beginning locations of the players are stated above.
[PLAYER 1]
The first player is set up on the highest location available to this stage.
This allows for an arial assault right off the bat, or even a quick retreat.
Having the highest ground at the start also allows a time to set up a strategy.
This location is also great realistate to have for projectile users.
If a projectile user starts here, players three and four will be open for attack.
However, if a melee user appears here, they might begin an aerial attack or retreat.
The best place for a melee user to retreat to is directly behind their starting location.
The expanse is the best area for a melee user to begin the match.
For instance, it gives them both a time to charge an attack and to strategize.
Light characters will want to retreat past the expanse and begin in the corridor.
A light character will have a great starting advantage in the corridor.
They're closed off from attack on both sides and can't be launched to a KO.
A heavy character has more options than a light character.
A large character can either begin an aerial attack or retreat easily.
For example, a large character can quickly inflict aerial damage at the beginning.
The best player to start off an assault on would be player three, who's closest in the beginning.
Retreating to the expanse grants more room to work with as well as a great location to attack.
[PLAYER 2]
The second player starts off in the chamber below the high ground.
Not much can be done from this location in the beginning, but it give time for strategizing.
If the character has a high jumping ratio, they have the ability to climb out of the chamber.
If this is done, the best way to make the step onto the high ground is to use a special recovery.
By using a special recovery, a landing isn't only guaranteed, but it also clears the area.
Any other players in the area will be attacked as well as launched away from the landing spot.
A player appearing here also has the ability to cross the corridor into the expanse.
If this move is done, an attack should be prepared for projectile users.
If a melee user does this maneuver, a special jump should be used to clear the area.
If no other player is in the expanse already, use the time to set up a combo or smash attack.
Although not recommended, another location to go to is the vault.
This location can be used to set up a guarded location for projectile users.
However, if a melee user is chosen, this location can't offer much help at this time.
The vault can easily cause damage to any player and doesn't offer much protection in the beginning.
Finally, the player can simply wait it out and prepare a smash attack in the bottom of the pit.
Projectile users are recommended to attack from the corridor into the pit.
[PLAYER 3]
Player three starts off on the high ground along with the fourth player.
This is pherhaps the worst starting location of all.
This place is easily attacked at the beginning and can ultimately result in the first KO.
The best option at this time is to simply go through the thruform underneath the character.
This will place the character in the expanse, the best place for the battle to begin for any player.
In this location, you can set up a combo or projectile assault on any oncoming opponent.
Going towards the chamber isn't a good idea since you'll have to make it past player four.
The only other place to go is the enclosure below player one.
This area allows for a great starting defense and will protect the player from most attacks.
[PLAYER 4]
The last player starts out between players one and three and the chamber with player two.
At the beginning of the fight, the closest location is the chamber.
This is a location that will unevitable be under seige, so it's best to attack here first.
As a projectile user, more options are given.
An attack can be granted immediately after appearance on players one or three.
Player three is the best target since the attack will rarely miss from such close range.
If player three escapes, continue the onslaught to begin the fight in the expanse.
As a melee user, an apparant move is to go to the expanse by the thruform under player three.
If player three holds ground, you can make short use of the player by melee attack.
You can likely perform multiple attacks in the expanse against player three in the beginning.
This stage is truly a marvel to behold. As a large stage, you can fight anywhere!
Advantages are given to every character here, but they must be utilized to your advantage.
The highest tier is shared between the high ground and the expanse.
The high ground has a larger area of the high tier and is more useful as well.
The beginning moments of the battle are often flared up by what occurs here.
After these moments, the battle is often held in the chamber or the expanse.
The area between the high ground and the expanse should be implemented during this time.
The area surrounding (1) is the prime location for implementing further strategies.
The expanse is used as a location for building up damage for the first KO's in the battle.
However, the battle often takes a turn into the corridor and either stays there or leads to the chamber.
If this occurs, stay behind until the last player enters the corridor.
Enter the corridor and either prepare a projectile attack or smash attack, depending on your user.
Try to catch an opponent between other attacking players to raise their damage considerable.
When the battle takes place in the corridor, attack using close quarter fighting strategies.
Know that you're attacks will almost never KO opponents in this area, but you can still be KO'd here.
If you begin to take a lot damage, escape to the vault, where you can take a breather or escape further.
If you need further escape, take any of the routes marked (2) on the map, depending on your situation.
You can even escape and prepare a counter attack behind your enemies!
If your foes follow you into the vault, quickly escape using the closest route.
If the route is blocked, take refuge on the small island marked (3).
You can counter any attacks with a special jump or an upper smash attack.
If you can hold out this area until the offensive strike clears, you'll be free to roam the above tiers.
When the battle finally makes it to the chamber, be ready for multiple attack assaults.
While in the chamber, there isn't much place to escape to, especially when an attack is led from the left.
If you become cramped, use a special jump or a down smash attack.
You always want to have the corridor as an escape route, so keep it clear while in the champer.
Long range projectile users will find it easy to clean out the corridor while in the chamber.
By standing in location (4), projectile's like Samus' charge beam can easily hit foes in the corridor.
While in this area, it's hard to be attacked from any direction besides the left.
Be wary of attack from above while in the chamber, as you have no upper defense while here.
The vault is the last place in the stage that the fighting will occur.
You've already been informed that it can be used as a guard, but not as an offense.
Most players will only go into the vault as a safehaven, or means of escape.
The vault isn't a safe place at all times however, and even acts as a hazard.
You can easily take damage on accident in the vault from the spiked floor surrounding point (3).
As previousely stated, there are several escape routes in this room, and should be noted.
When you find yourself without an exit, try to lure an opponent onto the spiked ground.
When the battle resets back at the high ground, projectile users will find a new form of attack.
The locations of point (5) are a prime location for sniping on other players.
The leftmost mark (5) is a great sniping position for characters like Link.
As a sniper with Link, you can attack opponents from any position on upper field.
Projectiles such as the arrow can attack far enemies while the bomb can attack close range.
The rightmost mark (5) is useful to straight projectionists, such as Samus or Falco.
If you find yourself as a sniper, aim on the furthest opponent, but keep an eye on the closest.
When an enemy approaches, use a melee attack to keep your position and knock them away.
If you become under siege as a sniper, hold your ground, if you do, you may KO an enemy in the assault.
If you become under siege from a sniper, be sure to take cover in the lower tiers or lead counterstrike.
Use the time between attacks to move in on the sniper and time a special jump against them.
In the assault, your main objective should be to clear the area of all snipers.
On two player battles, you should keep a maximum distance of medium range between you and your foe.
Try to keep the battle on the highest tier as much as possible, retreating to the lower areas rarely.
If the battle does manage to close in on the lower areas, try to lure your foe out immediately.
If you cannot, inflict as much damage as possible in the cramped area and then smash them out.
Items add to the fun this stage can bring, but also to the destruction of players.
It should be noted that the items all have a fixed spawn points.
The first item whose importance is highest is the smash ball.
When this is on the stage, be sure to know it's location!
If it's nearby, go after it using quick attacks, use aerial attacks as well.
If the sphere is in another area, do not go after it, especially if there's a foe there.
If you end up getting the final smash, use it either at point (3), (4), (5), or near point (6).
Depending on the attack, choose wisely based on your current location and the locations of others.
If, however, you do not end up with the final smash, all is not lost.
In such a large stage, you can easily escape the effects and damage of a final smash.
Choose a route to evade through based on your current location and the location of the holder.
With projectile items, you can use the sniping positions (5) for further attack.
You can also take point (4) as a prime projectile attack base.
If you are the one without the projectile item, you can escape to the vault or the expanse.
Projectile items are priceless here, so obtain them quickly and use them well.
If a pokeball or an explosive item appears, use it in the corridor or the chamber.
If you choose to use it in the chamber, wait until a few foes are in it.
Where there are, jump over the hole of the chamber and throw it downwards.
There's not a likely chance the pokeball will be caught and the explosion will never miss.
Beware of items that appear in the expanse, as they will often hurt with their appearance.
When they appear, they'll often careen to the left, smashing any player in the path, especially at point (6).
This occurs most with rolling crates, barrels, koopa shells, and pokeballs.
If an explosive rolling crate or barrel rolls into you at the ledge, it's usually an OHKO.
With the detonation items, try to plant them in the corridor or in route of the vault.
Since both of these areas are widely traversed, it's almost guaranteed they'll be set off.
Just be careful that you don't get caught in one while you're escaping.
Other battering items, such as the Fan or the Star Rod, should be used in the chamber.
Attacking with the wall between you and your opponents makes for a tight area from which they can't escape.
This allows for a quick attack to raise their damage as well as set them up for a finish and launch to the above, open area.
These items are also use ful in the corridor, but not as well.
The most effective battering item in the corridor is the Beam Sword.
You can usually hit an opponent from the other side of the corridor with the Beam Sword's long range.
Be cautiouse when using the Home Run Bat on this stage though, as you are open for attack while charging, and here, that means KO.
==[COUNCIL CHAMBER]==[VERSION 2.00]==
This is the second version of the now popular stage, Council Chamber.
Since it's first debut, there has been over three hundred downloads of this stage!
Now I've come out with the second version (more of an update) of this great stage!
This is the first full image of the Council Chamber stage.
With it, you can see the stage in it's entirety, including the new start positions.
Now, the areums are still the same as well as the strategies, but I've altered the starting locations.
Also, I've made several other alterations to the stage, they won't cause any major changes to gameplay, but hey.