Napalm Forest and Caves

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11th : Napalm Forest and Caves

Make a Good Mega Man Level (Remastered)

MaGMML1-11-NapalmForestAndCaves1.PNG
I love the smell of this level in the morning.
"They kicked me out of my summer home just so they could expand it for some part of the festival here...I swear, real estate these days..."
Napalm Man, Make a Good Mega Man Level Remastered

Napalm Forest and Caves is the 11th place entry in Make a Good Mega Man Level. It is an expanded remake of Napalm Man's stage, with gimmicks from Plant Man's stage thrown in as well. It features multiple branching pathways that lead to different parts of the titular forest and caves.

Strategy[edit]

This level is somewhat long and has several branching paths. It is recommended to spare weapon energy until you need it. The first bit can be dealt with easily with Top Spin for the most part. At the first branching path, going down and left leads to an alternate path with an E-Tank at the end. Going down and right leads to a few enemy challenges involving the Plantman Platforms. The upper path focuses on Springs instead. After that, you will be sent to another section made with Top Spin in mind before the second branching path. The path leading right, blocked off by a Solar Blaze Destroyable Block, leads to a few water-based encounters, culminating in two Lantern Fish battles and a Falling Platform spike drop. The upper route has Toad Man's geyser gimmick, as well as a few Conveyors followed by Jet Bombs and Jet Butons. Finally, there is a section with Power Musclers and Mizziles before reaching the element.

Judge Comments[edit]

Judge Comments
snoruntpyro snoruntpyro snoruntpyro : 67 / 100
Personal Fun Factor Other Fun Factor Uniqueness Creativity Graphics Music
17 / 25 19 / 25 8 / 15 12 / 15 6 / 10 5 / 10



I can see you, erm, were...inspired by the sample Blyka's Engine stage. That being said though, I think this level did a really good job of making itself feel new! It's nice to see the Plant Man platforms get some love, and I like how you incorporated Plant Man, Bubble Man and Splash Woman into the stage's design. And having alternate paths was super neat! I'm also a fan of the spike drop with falling platforms, it's an interesting take on a spike drop. I can't believe I just said that.

Cheez8 Cheez8 Cheez8 : 61 / 100
Personal Fun Factor Other Fun Factor Uniqueness Creativity Graphics Music
12 / 25 14 / 25 13 / 15 9 / 15 3 / 10 10 / 10



I like the idea at work here. To explore the area around a stage, rather than the one set path... That was pretty cool, and Napalm Man's stage was a great choice for it. I'm less enthusiastic about the added content- maybe it was just me, but the new parts seemed fairly punishing for what was originally a Robot Master stage, both in terms of death spikes and enemy choices.

Duiv0 Duvi0 Duvi0 : 40 / 100
Personal Fun Factor Other Fun Factor Uniqueness Creativity Graphics Music
7 / 25 14 / 25 1 / 15 6 / 15 5 / 10 7 / 10



I'm sorry, what did I just play? I forgot immediately after playing.

Mick Galbani Mick Galbani / Blackmore Darkwing Mick Galbani : 53 / 100
Personal Fun Factor Other Fun Factor Uniqueness Creativity Graphics Music
14 / 25 13 / 25 6 / 15 7 / 15 6 / 10 7 / 10



It's an expansion of Napalm Man's level, and actually a rather well-designed one, with a number of interesting paths and multiple routes to pick from. That being said, I still have a few gripes. One of the sets of spikes in the underwater section behind the Solar Blaze wall, down the ladder after the first section, was hidden behind complete black for some reason. Also, the level itself runs really, really long, which is probably my biggest gripe with this. There's a definite sweet spot for level length in these games, and this does not hit that sweet spot at all. It's a good level overall, but its still really long

MrKyurem MrKyurem MrKyurem : 40 / 100
Personal Fun Factor Other Fun Factor Uniqueness Creativity Graphics Music
13 / 25 13 / 25 2 / 15 2 / 15 5 / 10 5 / 10



The parts that weren't just copy+paste Napalm Man were fairly decent, although they occasionally used a few too many enemies. Not much to say about this really, as it is, for the most part, just a slight rehash of Napalm Man's stage.



Trivia[edit]

  • Napalm Man was intended to appear in the level as a boss, but he was cut due to time constraints. Like the stage itself, he would have had a revised and expanded attack pattern. The idea was revisited with Napalm Man Mk. II in Thoron's Make a Good Mega Man Level 2 entry, Conveyor Mayhem.
Make a Good Mega Man Level - Tier 3
Entry Stages
Wily ComboNapalm Forest and CavesHard to See LandMaze of Death
Tier Bosses
Yoku Man1Dagger Man1R
Make a Good Mega Man Level (Remastered)
Characters
Mega Man (Costumes) • Dr. LightDr. WilyEddieZero
Entry Stages
Chroma KeyCitadel BasementCity WarGlass ManHard to See LandLevelMaze of DeathMega Man WorldMidnight SnowNapalm Forest and CavesNEON GRAVITYObjective: Vain SpaceResearch FacilitySky ZigguratSpiky MeltdownSunset SiegeThe QuickeningThunderclyffe PlantUnder ConstructionWily Combo
Wily Castle
Cannon DeckDr. Wily's Incinerator ChuteBe the Bigger PersonHall of FameEverything's Blowing UpFlashback Database
Special Weapons
Mega BusterMetal BladeGemini LaserSolar BlazeTop SpinThunder WoolPharaoh ShotBlack Hole BombMagic CardPower Orb1RRush CoilRush Jet
Locations
Tier 1Tier 2Tier 3Tier 4Tier 5Wily CastleDr. Light's LabEddie's ShopThe Arena
Tier Bosses
Jolt Man1Him1RDagger ManYoku ManJustice Man
Other Bosses
Entry Bosses
Wily ArchivesMoonGravity MachineRonrezBirdoGlass Man
Fortress Bosses
Ghost of Mega Man 31Scuttle Cannon1RChangkey MasterShadow Morpher1Shadow Gacha1RNeon Glass Birdo on a Guts LiftAir CapsuleWily Machine TROPHYZero
Optional Bosses
Bright ManThe Impaler1RZero Soul