- "There is one absolutely massive flaw in this level in that it has literally no idea what it's doing."
- ―SnoruntPyro, summing it up perfectly.
Forgotten Fortress is the 59th place level in Make a Good Mega Man Level 2. It is the second largest submitted level in the Game, clocking in at 114 screens, 4 screens shorter than Escape Sequence (all paths included). It contains a secret room to get the Beck costume.
Click here for the map, here for a playthrough and here for the post-100% map. The stage has a total of five paths. First off, the Purple Path, which is accesed by going one screen right and going down in the first path split, more specifically, in the room with the two MM1 Mets and Dust platforms. This path does not split up further and does not connect to the other paths until the very end (the room below the Wily statues). There lies a Noble Nickel at the end of this path. Then the Blue Path, which is accesed by going right in the first path split, above the two Mets and Dust platforms.
This path splits up into the Primary and Secondary Blue Path. The split is right after the pit with Up 'n Downs and Dust platforms. The player can go down, to the Primary Blue path or right, to the Secondary Blue path. The Primary Blue path can also be accesed through the Purple Path, if you slide right instead of jumping down. The Secondary Blue Path contains a Noble Nickel (can also be accesed via the Orange Path, more on that later) and the Primary Blue Path contains a hidden Yashichi.
The third possible path is the Orange Path. This path also splits into a primary and secondary path. It is accesed by going left where going right would take you to the Blue Path. The path splits after the Up 'n Downs and M tank. Going right takes you to the Primary Orange Path and going down to the Secondary Orange Path. The Secondary Orange Path ends with a hidden Yashichi and a chance to get the Noble Nickel at the end of the Secondary Blue Path. The Blue and Orange paths connect and take you to a Force Beam section, where the Gangly Crash Man fight and The Lab can be found. Both contain Noble Nickels, where the Lab Nickel is hidden under a Jewel Sattelite Block. The stage ends with a set of Wily statues, the giant one in the center holding a ?-Tank in each hand. The one to the right contains Mega Met, the "boss" of the level, and the one to the left contains the level's Energy Element.
If you ignore it, you can go right to get a key and go left to a teleporter that takes you to the beginning of the stage, where going left takes you to the teleporter that takes you to the teleporter room. This room has teleporters that take you to the paths. This allows for a run where one can get all the items in one run.
If you're a speedrunner, you're in luck too. There is a shortcut. The Lab has a teleporter that, like sliding left in the room with the Crash platform + 2.0 gravity combo, takes you to the Dev room, containing all but one NPCs. The last NPC is a Wily Statue at the end.
A speedrunner can go to the devroom, teleport to the Lab and finish the level from that. The 'Gangly Crash Man' fight is the same fight as regular ol' Crash Man, just with a bigger hitbox and a 2-screen wide room. It should also be noted that the Primary Blue Path has an exelent grinding spot for Bolts.
This level was deemed skippable by the judges, due to the level's absurd length, amount of alternate paths and secrets.
|SnoruntPyro : 14 / 50|
|JupiHornet : 35 / 50|
|Enjl : 14 / 50|
|Garirry : 36 / 50|
|ACESpark : 19 / 50|
So, I'm going to get the positive out of the way first: Your original assets are well drawn (although the colour scheme is absolutely garish), and your opening area was great! Good conveyance, good design, really well thought out. And then I got to the second area. And the third. And the fourth and then... Why. I know there is a lot in the dev kit but you didn't need to use... Every. Single. Sodding. Gimmick. Later on in the stage, you seemed to stop thinking and did the bare minimum required to implement a segment. In all fairness, there is nothing wrong with any of these rooms aside from how easy they are (this is actually to your stage's benefit believe me.), and a lot of these areas, introduce themselves well.
Pick a gimmick, pick a second gimmick, maybe a third, and stick to them. Start doing clever stuff with them and maybe this would work. Everything in the dev kit though? Blerugh. You have the makings of a good designer - just scale back next time! This, wasn't fun. Finally: Poor Crash Man. I'm not sure what good making him so gangly was, but it didn't help matters.
Version 1 (december 19th devkit): The stage used to be even longer, at 87 screens. The screencount is smaller, but the shortest route is much longer, the paths don't split up further, there are fewer checkpoints and the devroom is nonexistent, exept for two NPCs (Bass and Proto Man) at the end of the secret ˝Purple Path˝ (wasn't actually purple). Bass sighs and Proto Man says the following: I'm suprised you found this part of the level. Here's a message from the stage's creator: Moo. Other changes include an orange Background for the Blue Path and a cut Snowboarding section and a smaller ammount of enemies and gimmicks.
Version 2 (dec. 22th devkit): The stage is closer to the final version, with the Purple Path not being a secret anymore, and, along with the Blue Path, having a purple background. It contains a Rush Jet section, after only one Block Train. The path doesn't actually connect to the main path, it goes around and ends you up above the right-most screen of the Wily statues. Also adds the Lab and features the dev room and fake Wily statue NPC. Also, this is the version where it's called by it's name and not just 'BBLIR'.
Version 3 (dec. 29 devkit): Appears to only be smaller changes.
Version 4 (january 3rd devkit): This version dumps the Rush Jet section and instead replaces it with the autoscrolling. Also, this is the update that adds the path splits inside the paths.
Version 5 (jan. 8th devkit): This version starts the beginning of the compression to reduce the screen count.
Version 6 (jan. 9th devkit): The final version. Adds Crash Man, the Teleporters, graphical additions and general touch ups. Also adds custom enemies, the Noble Nickels and lenghtens the paths.
The level's creator, BBLIR, has created an overhaul of the level, in response to the judge comments. Get it here: http://www.mediafire.com/file/vybrq51419ju1jl/ForgottenFortressNew.rar (was made before any updated engine was released, it is based on the most recent version of the devkit as of november 11th 2017).
- There is an unaccesible room near the beginning containing a Proto Man NPC.
- The Flashman statue in the dev room is there because of Flashman85's playtesting of the level.
- Mr. Bleh originates from an unfinished RM7 FC character swap.
- The Zap Met originates from the cancelled Mega Man X: Y.
- The teleporter idea was suggested by Flashman85
- The Energy Element is inside the ? Tanks because of a devkit bug of the element flying into oblivion at the speed of Sanik.
|Make a Good Mega Man Level 2|
|Mega Man (Costumes) • Dr. Light • Dr. Wily • Zero • Roll • Eddie • Knight Man • Galaxy Man|
|Flash Stopper • Slash Claw • Jewel Satellite • Hornet Chaser • Triple Blade • Wheel Cutter • Grab Buster • Sakugarne • Rush Coil • Rush Jet • Wire Adaptor • Super Arrow • Haunt Pumpkin • Badge Barrier • Neapolitan Bomb • Truffle Cluster • Cyber Distorter • Force Beam • Hazard Trapper • Match Blast • Launch Rocket • Shuttle Jet • Chomp Claw • Carry|
|A Mega Man for All Seasons • AD 2101 • Airflow Hubble • Alien Temple • Ancient Tomb • Aurora Man • Beneath Sand and Rock • Biplane Bay • Blaze Man • Boil Man • Bond Man • Bouncy Castle • But it Lacked the Depth to Convince Me That This Was Really Hell • Candy Panic • Cardinal Man • Changeable Caverns • Chomp Man • City Under Siege • Colorful Hall • Combust Man • Conveyor Mayhem • Cossack's Other Citadel • Crystal Lab • Cursor Curse • Cyber Man • Donut Observation Center • Dragon Lab Lair • Duwang • Elec Dam • Enhanced Mobility • Escape Sequence • Force Man • Forgotten Fortress • Fortified Lab • Gigavolt Man • Gunpowder Cellar • Guts Man's Asteroid • Haunt Man • Holy Crap, Mega Man Can Airslide? • Identity Crisis • Joe Destruction Co. • Joe Man • Jungle Base • Just an Ice Level • Komuso Temple • Launch Man & Shuttle Man • Lava Factory • Maze of Significantly Less Death • MegaLondo • Misty Lake • Mix & Match • Mount Sabre • Neopolitan Man • Neon Man • Nitrogen Man • Orbital Station • Poorly Named Level • Quarantine Woman • Quint Stage • Quirky Unconsistent Incomprehensible Nonsensical Track • Rad Gravity • Ruined Lab • Rush City • Sector Upsilon 6 • Sheriff Man • Shovel Knight • SMB3 • Smed's Big Annoying Mess of a Level • Snow Man • Something Original • Spiky Situation • Starman Recreation • Taco Man • The Dampening • The Fall • The Stage Nobody Asked For • Truffle Man • Volcanic Furnace • Wily Coaster • Wily Tower • Yggdrasil|
|Wily Star II|
|Outer Space • Water Ducts • Classic Castle • Lever Oriental Enchanted • Inner Sanctum • Unobtainium Mine • Reality Core|
|Goblins n' Ghasts • Nightwalk Castle • Metallic Ocean • Wily Fortress VR • So Good • Mario Land • Coyote Man • Hardcore Parkour • Deep Thoughts • The Quickening 2 • Swiss Hotel • Star Road • Null and Void|
|City War • Twilight Lodge|
|Tier 1 - Ruined Simulation • Tier 2 - Sewers • Tier 3 - Forest • Tier 4 - Train Station • Tier 5 - Arcade • Tier 6 - Battle Network • Tier 7 - McWily's • Tier 8 - Grand Tower • Tier 9 - Festival Grounds • Tier 10 - Rainbow Road • Tier X • Wily Star II • Dr. Light's Lab • Eddie's Shop • Costume Shop • Dojo • Challenge Tent • Chateau Chevaleresque • The Pit of Pits|
|Milk • Ombuds Man • Door Man • The Scorching Duo • Lord Elewoofro • Cheat Man • Ghost of Christmas Future • Jet Man • Butter Nezumi|
|Alter Man • Boil Man • Bond Man • Chomp Man • Color Man • Combust Man • Cyber Man • Force Man • Haunt Man • Joe Man • Launch Man & Shuttle Man • Match Man • Neapolitan Man • Neon Man • Quarantine Woman • Sheriff Man • Spiked-Wall Man • Taco Man • Truffle Man|
|Other Entry Bosses|
|Air Devil • Big Fire Telly • Disco Ball • Giant Metall • Green Hot Dog • Hall Master • Komuso Man? • Mixerlydia • Mush King • Joe Mob • Red Hot Dog • Super Cannopeller • Turbo Roost • Warp Anomaly • 8 Centipeder Tower • Boss Whopper • Boundin' Crash Man • Bowser • Captain Viridian • CATS • Cirno • Crator • Cream • Crusher Joe • Cursor • Doc Robot • Donut X • Guts Man Duo • Final Toad • Groovity Man • Kelbesque • Kichona • Napalm Man • Pharaoh Man's Revenge • Alien • The Kid • Romhack Top Man • Air Capsule • Avoidance Cherry • Dennis • Gangly Crash Man • Joe Man R|
|Vanguard • Mecha Bubble Man • Btd'nhan • Riplings • Autobounce • Super Dachone • Seven Force • Holo Dragon • Chimerabot 1 • Chimerabot 2 • Chimerabot 3 • Chimerabot 4 • Chimerabot 5 • Wily Machine SWORD • megaman sprite game • Wily Core|
|Cut Man • Guts Man • Metal Man • Crash Man • Top Man • Gemini Man • Pharaoh Man • Toad Man • Gravity Man • Plant Man • Centaur Man • Splash Woman • Chill Man • Volt Man • Komuso Man • Mecha Dragon • Quint|
|Tier X Bosses|
|Skullder • Skullder's Revenge • Excalibur Man • Air Man • Unbeatable Air Man • Holo Wily • Ronrez • Toad Man's Revenge • Coyote Man • Gigabgyo • Volt Man MK2 • Twin Cannons • Fire Man • Copy Hologram • Die Sign • Literally Just a Bee • Stone Butterfly|
|Quick Man • Gamma • Volt Man the Assimilator • Wishing Star • The Moon • Birdo • Glass Man|
|Absolute ZERO • Knight Man • Galaxy Man|
|Make a Good Mega Man Level 2 - Tier 3|
|Chomp Man • SMB3 • MegaLondo • Combust Man • The Dampening • Taco Man • Candy Panic • Forgotten Fortress|
|List of Bosses|
|Chomp Man • Bowser • Combust Man • Taco Man • Metal Man • Gangly Crash Man|
|Tier Boss & Other Goodies|
|Door Man • Jewel Man|