Ok, for a change from animating GK I decided that a new stage design is in order.
Since we don't know if we even will granted permission to use the Outer Wall, I thought it might be a good idea to work on a level that is associated with an already permitted and (partially) implemented character.
Also someone (Xerus?) already wrote up a pretty good description of what the stage should look like:
The stage is not based on any particular area of Bonesaw, but includes two of Bonesaw's most memorable features: Bomb blocks and cannons. The layout of the stage is fairly simple - a wide, flat, solid platform with sheer drops on either side, with two drop-through platforms in the air above it. On the far left and far right of the stage, and at roughly the same height as the two drop-through platforms, are two more platforms, both fairly thick, which just poke in the edges. These platforms cannot be accessed by players because all the space on them is taken up by cannons.
Positioned at intervals on the ground platform are three bomb blocks. Like in Bonesaw, these blocks explode when hit, but do not deal damage - instead, they transform the landscape in some way. The bomb blocks are not solid and can be walked through. The left and right bomb blocks, when hit, will destroy the right and left floating platforms, respectively (i.e. they destroy the one on the opposite side to them). The central bomb block will create a new floating drop-through platform, in the center of the stage and above the other two floating platforms.
After a while, each platform will revert to its original state. Some time after that, the bomb block connected to that platform will also appear again. However, the bomb blocks do not always reappear in the same place - there is a 50% chance they will reappear in a secondary location. The secondary locations for the left and right bomb blocks are on the cannon platforms, where they may be hit by stray projectiles or determined players. The secondary location for the central bomb block is high in the air above the center of the stage, where it may be hit by aerial combatants.
The cannons appear on top of the platforms at the far sides of the stage and aim inwards. Players who touch the cannons will be hurt and knocked back, preventing them from standing on the cannon platforms. Every 20-30 seconds, one of the cannons, or occasionally both, will fire a bomb into the playing field. The bomb will bounce, and after a certain time, explode. If a player hits the bomb, it will fly through the air in the direction of the attack, while glowing red. This means that it is primed, and will explode as soon as it hits something. The bomb explosion is unblockable.
If stage hazards are turned off, the bomb blocks will still appear but the cannons and cannon platforms will be gone.
tl;dr: Simple stage, bomb blocks create and destroy platforms, cannons occasionally fire bombs that can be knocked into enemies.
So going by this recipe I came up with a slightly altered version:
As you can see, instead of two pits left and right, there is also one in the middle.
At the beginning of the fight, the left and right gaps are closed by the plattforms marked P1 and P6. The middle gap however, is open.
In plain english plattforms P1, P3 and P6 are visible - P2, P4 and P5 are invisible.
There are three bomb blocks and each has one alternate position.
Upon hitting LB1 (left bomb block 1) plattform P2 is created and P1 is destroyed.
Same thing but mirrored goes for RB1 (right bomb block 1), so P5 is created and P6 is destroyed.
When hitting MB1 (middle bomb block 1) the middle gap is closed by P4 but the top plattform P3 is destroyed.
Once the timer count is over, the original plattforms are restored (respectively destroyed) and there is a 50% chance that each bomb block appears at it's alternate position.
Note that the alternate position of the left bomb block LB2 is on the right side, whereas RB2 is on the left side.
The alternate position of MB1 is way in the air but also centered.
The dotted lines represent the curve of the bombs shot by the canons, but the angle could also be picked at random within a certain segment.
I think this could make for some interesting gameplay and if nobody objects, I would start creating a mockup for it. What do you think?