Spent the last couple days meticulously recreating the three sample stages from Brawl—Sample S: Hole, Sample M: Bath, and Sample L: Maze!
Sample S: Hole — BL8PKS0T
Sample M: Bath — KNCL75VT
Sample L: Maze — LFXQH5DY
I know plenty of other people have already attempted to remake them in Ultimate, too, but I wanted recreations that were as accurate as possible. So far, pretty much all the recreated stages I've seen shared in Ultimate (not just these sample stages but other past stages as well like Meta Crystal, etc.) have been...not that great in terms of replicating accurate functionality, scale, and all that. So I wanted to avoid that as much as possible with my remade sample stages!
I've spent hours making sure each stage is as accurate as possible to the originals from Brawl—each stage is as close as possible to their scale and position in Brawl; every single ledge that should (and shouldn't) be grabbable is (and isn't) grabbale; every moving platform is the right size and travels the correct distance, and I've even made sure their speed and positioning is matched to the originals in Brawl as much as possible and relative to any other moving platforms. Absolutely everything about these stages, functionality-wise, is as accurate as possible within the limitations of Ultimate's Stage Builder! However, since Ultimate's Stage Builder doesn't have all the same elements as Brawl's, there were some areas that I had issues with, namely the drop blocks from Brawl that don't exist in Ultimate. For these I recreated their functionality as closely as I could, but instead of dropping when they're stood on, they drop when attacked.
And if you're wondering why I made the terrain in big chunks instead of using individual blocks of terrain like Brawl's Stage Builder, it's because I've noticed that Ultimate's Stage Builder can be pretty weird with blocks of terrain like that, making it possible to pass right through the stage where two pieces of terrain touch. The way I did it ensures the least amount of weirdness and more accurately replicates the stages functionality-wise. Also, using lots of individual blocks counts more towards a stage's total weight, so all of the stages would have likely been restricted to just 4 players had I done that. Unfortunately, I couldn't make Sample L: Maze without reaching the weight limit for 8 players, so that one has to be restricted to 4 players, sadly.
Let me know if you happen to find any issues with any of my stages here! I'm pretty certain I've been as thorough as I possibly could be with these, but if there is anything discovered that can be better, I'd definitely like to know so I can make the necessary changes!