Taking a Dip

From Make a Good Mega Man Level Contest
Jump to: navigation, search
59th: Taking a Dip

Make a Good 48 Hour Mega Man Level

MaG48HMML-59-TakingADip.png
You can't say this level lacks conveyance, that's for sure.

Taking a Dip is the 59th place entry in Make a Good 48 Hour Mega Man Level. It is a water level that extensively uses wheel conveyors and Uranus Platforms (the latter of which are effectively vertical conveyors, as pointed out by M-Jacq). Also included are flying enemies that swoop in from offscreen, which usually try to knock Mega Man off an airborne conveyor.

Strategy

Beginning on dry land, the level's three main enemies are introduced in quick succession, with a free E-Tank on an easily accessible platform. Under a Uranus Platform that acts as a one-way barrier is a large pool of water, with conveyors and Uranus Platforms floating above it. In addition to a Haehaey that flies in from the right, there is a three tile jump from a Uranus Platform that is very easy to fail, making the Rush Jet very useful for crossing it. Following this is a long corridor with conveyors, while Arigock Gs throw their projectiles up from beneath them; the Flame Mixer is useful for blocking the shots, while the Homing Sniper can take them out from afar. A Metall Potton appears as a miniboss, with a set of conveyors on the floor that it dispenses Mets onto, carrying them towards Mega Man. Fortunately, a pair of Uranus Platforms (which are necessary to reach the dispenser's weak point with the Mega Buster) allows Mega Man to stay out of their way.

After defeating the Metall Potton, Mega Man drops into an underwater vertical area which is divided into segments by Uranus Platforms. A powerup often lies below each platform, forcing him to choose between two paths to take, though with the proper upgrades Beat can be used to obtain the other path's item. A Tama appears here, but as it spawns below Mega Man, Special Weapons can be used to kill it without having to avoid its yarn balls. Below it is another choice between paths, both of which have an Eddie on them. In the next room, Mega Man climbs back upwards, but some of the wheel conveyors move incredibly fast, pulling him into a wall almost instantly. Two Arigock Gs rest on the end of these conveyors, and ought to be destroyed before stepping onto them to avoid damage. Fortunately, the rest of the conveyors move at more manageable speeds.

Jumping out of the water, the rest of the stage largely happens on both gimmicks at the same time, all while over a bottomless pit. Because both gimmicks are constantly moving Mega Man, getting hit here is very dangerous, and it's easy to fall off while stunned. The Rush Jet, on the other hand, can fly over every enemy and platform, or be used as a shortcut in a single-screen room towards the end, skipping multiple platforms at once. Inside the boss corridor is a pool of water that leads into a dev room, filled with multiple E-Tanks, W-Tanks, and M-Tanks, as well as numerous signs in which the creator gives extensive commentary on their level. Beyond the walls of text is Honey Woman, who is battled on a set of wheel conveyors that roll towards a Uranus Platform. Below said platform is an underwater arena without gimmicks, and because her honey drop attack forces her to stand in place, the battle will inevitably shift to this arena if she manages to live long enough to use it.

Judge Comments

Judge Comments
ParmaJon ParmaJon ParmaJon : 69 / 100
Design Creativity Function Fun Aesthetic
26 / 35 8 / 15 10 / 10 16 / 25 9 / 15



Simply put, this is a solid level with some nice touches. This entire level has a nice flow to it. Generally, it just feels well-paced and everything feels intentional. The varying speeds of the conveyors usually feels fine, but sometimes it doesn't. That's really where my main issue is. There's no real visual indicator for fast or slow conveyors. Maybe try making the different speeds different colors, or put enemies on them so you can see when the speed is drastically different. There are a few spots where this is an issue, but overall it's good. The level looks and sounds good, and it's generally fair. At the one midpoint, there's a jump that's tricky but not in a fun way. Adjusting little things like that in an edit would be good. The level doesn't push the limits, but it's executed well.

PKWeegee PKWeegee PKWeeGee : 66 / 100
Design Creativity Function Fun Aesthetic
20 / 35 9 / 15 10 / 10 19 / 25 8 / 15



BLUE ROBOT ON CONVEYOR GOING REALLY FAST! You did some really nice stuff here, though at times it felt a little too empty. I have to say, though, the fast conveyors were really funny and so unexpected. Besides that, I really enjoyed the long platforming section over the bottomless pit; that was a nice challenge. As I said, though, there were parts where not much was happening, sadly. To be fair, though, that did help in not making it frustrating, so...uh, yay?

M-Jacq M-Jacq M-Jacq : 40 / 100
Design Creativity Function Fun Aesthetic
10 / 35 7 / 15 8 / 10 9 / 25 6 / 15



Usually judging requires me to guess what the level designer was thinking. Thankfully, this level's overly generous dev room spells out your thought process in lavish detail, which means I can point to exactly where you went wrong. "As for the level itself, I had the classic "introduce obstacles separately then combine later" mindset throughout the majority of the level[...]" There's two problems with this, one minor and one major. The minor problem is that this "classic" mindset is anything but - very few Robot Master stages actually introduce gimmicks separately and then merge them; when they do, it's usually on one incidental screen towards the middle of the level (e.g., Sheep Man, Wind Man, Plant Man...). This is a common misconception, albeit one that doesn't make for bad levels. Arguably it's so common because it can make for fun levels when done right.
The major problem here is that you've chosen to "combine" Uranus platforms with conveyor belts, when Uranus platforms ARE conveyor belts. They're skinned differently and they drag you down rather than left or right, but they're still just 16x16 tiles that will kick you off them unless you do a bunch of short jumps. You're not combining gimmick A with gimmick B - you're combining gimmick A with gimmick A. Much as I hate to say it, I think you inadvertently picked a "double-oil" box.
As for the rest of the level - you've correctly noted you were way too generous with pickups, even if we ignore the EW MEW MEME going on in the dev room. The three boss fights were fun, although the Honey Woman setup crashed the game for me when I hit her honey blob on a conveyor belt. I actually had more fun figuring out how to cheese the conveyor belt sections with Rush Coil than I did going through them legit. So, yeah, I think you succeeded at making a middle-of-the-road level. Hopefully with time and feedback you can get out of the dead zone of middling entries and make something really great.

Freems Freems Freems : 50 / 100
Design Creativity Function Fun Aesthetic
16 / 35 6 / 15 8 / 10 13 / 25 7 / 15



There's a lot of design elements that don't really get consciously thought about while playing, and making most levels. I feel like empty space is one of those things, at least when it comes to Mega Man design. Because that's pretty much the biggest problem with the level, the sheer amount of empty space. Clogging it with enemies wouldn't really have solved the problem because it doesn't really help everything stop being so big and empty. Especially when the stage goes underwater, the lack of any real ceiling just lets you cruise over whatever you want and the enemy placement is so scarce you hardly think about it. That said, for a first real go around at a level, it certainly isn't a bad showing. It just doesn't really manage to find anything to make it stick out. There were some incredibly speedy conveyor belts which just ended up being confusing due to the lack of indication that you're about to zoom to the other side of the screen, and it's probably for the best that they hardly appeared in any actual threatening capacity, and yet I wonder if there was a better way to convey speed if new ideas could have helped spice things up a bit.
All in all, when one has 48 hours to come up with a breathtaking idea, I understand it's far easier said than done. At the very least it's a good lesson to take forward when you're not dealing with a tight time limit.


Notes


Make a Good 48 Hour Mega Man Level - Tier 6
Entry Stages
Taking a Dip • Commando Caverns • Curious Skymachine • Orbital Assault • Seahorse City • Combustible Alien Variable Events • Void Quest • Wily Station • Scissors 'n Shrimps • Tesla Coil
List of Bosses
Honey Woman • Commando Man • Guts Man • Toxic Seahorse? • Dust Man • Plant Man • Iron Ball • Cut Man • Spark Man
Box Cartel
Blocky
Make a Good 48 Hour Mega Man Level
Characters
Mega Man (Costumes) • Dr. Light • Box Cartel (Don Atetemino • Kamikamin • Dockalocker • Blocky • Square Machine) • Roll • Joseph • Deleuze Pipi • Sarge • Sidequest NPCs
Special Weapons
Flame Mixer • Rain Flush • Spark Shock • Search Snake • Tengu Blade • Salt Water • Concrete Shot • Homing Sniper • Rush Coil • Rush Jet • Beat
Exclusive to Cheats
Treble Boost
Entries
A Waste of Space • Abandoned Mine • Air Labs • Alpha-Omega • Ancient Ziggurat • Asinine Factory • Base in the Boondocks • blainz • Braving New Depths • Bunker 20XX • Burning Bunker • Cascade • Caution: Moving Parts • Celestial Resort • Central Computer • Cloudy City • Combustible Alien Variable Events • Combustible Quagmire • Combustion Castle • Commando Caverns • Copper Cave • Cornerstone to Dominate • Cosmological Factory • Cossack's Playground • Crashing in the Dark • Cryonics Lab • Curious Skymachine • Cutting Edge Technology • Darkwing City • Deep Dark Temple • Deep Within the Jungle • Down the Drain • Enkers Revengeance • Exoplanet Everest • Faint Flying Factory • Fire Armed to the Beak • Flamecrush Forest • Flaming Fortress • Flower Core • Flowers and Thorns • Footloose • Forest Castle • Fortified Base • Frigid Inferno • Frozen Lab • Gettin' out of Dogecity • GraviMan INC. • Hopping High Above Danger • Ice Treatment Facility • IHOPEIWIN • Into the Furnace • Just a Space Level • Lasers and Platforms • Lime and Lame • Make a 48 Minute Mega Man Level • Mega Man Saves Canada from the Evil Clutches of • Megatroid • Minari Hydrospace Center • Mmmmmmmmmmmmmmmmmoon Base • Mystic Museum • Obligatory Enemy Spam Level • Oh No • Oh No! More Compactors • One Night in Xanadu • Orbital Assault • Ordinance With Lyrics • Outer Excavation • Perilous Mountain • Pint House Power House • Planet Xanlordus • Realm of the Lich Lord • Robot Recycling Center • Rocky Blocky Cavern • Running Down a Drain • Saturn Fortress • Scissors 'n Shrimps • Scrub City • Seahorse City • Short Base • Short-Tempered Circuit • Sleet Citadel • Slipping Through Time • Sonic Man's Spaceship • Space Pipes • Spicy Banana Bread Storehouse • Spicy Top Action • Stormy Tower • Super Pipe World • Taking a Dip • Tesla Coil • The Abyss • The Bouncy Octa Boom • The End of Needle Man?! • The Tiki Tiki Tiki Tiki Tiki Room • Through the Crabacombs • Toad Man's Underwater Sea Lab • Tower • Twilight Fortress • Untested Rush Job • Void Quest • Volcanic Facility • Warehouse of Conveyors • Water Park Sup • Weapon Testing Facility • Well Oiled Machine • Wily Station • Windy Conditions
Cartel Hideout
Deep Sea Break-In • Hydrothermal Layer • Pandora's Parlor
Locations
SS Elroy • Tier 1 • Tier 2 • Tier 3 • Tier 4 • Tier 5 • Tier 6 • Tier 7 • Tier 8 • Tier 9 • Tier 10 • Tier 11 • Cartel Hideout • Double-Action Boutique • Special Weapon Bootcamp
Devkit Bosses
Cut Man • Guts Man • Bomb Man • Fire Man • Metal Man • Air Man • Bubble Man • Quick Man • Crash Man • Flash Man • Heat Man • Wood Man • Boobeam Trap • Gemini Man • Top Man • Spark Man • Kamegoro Maker • Toad Man • Pharaoh Man • Dust Man • Metall Daddy • Gravity Man • Stone Man • Gyro Man • Dark Man 4 • Blizzard Man • Plant Man • Rounder II • Power Piston • Honey Woman • Mega Mech Shark • Commando Man • Chill Man • Solar Man • Enker • Quint • Punk • Giant Suzy • Ballade • Hunter Type A • Mercury • Saturn • Uranus • Iron Ball • Grey Devil • Dangan Man • Komuso Man • Oil Man • Sonic Man • Dyna Man
Modified Bosses
BombMan.EXE • Mother Brain • The City of St. Petersburg • Toxic Seahorse? • Bandana Wander Bell • Quick Man Duo • Darkwing Duck • Berserker Merserker • 🔥 Man • Lich Man • Empress Elysia • Not Napalm Man • Statue of Wizard Swenner
Box Cartel Fights
Kamikamin • Dockalocker • Blocky • Square Machine
Fortress Guardians
Sea King: The Aftermath • Shinsopod What! & Shinkhangel Where! • Don Atetemino
Other Bosses
Haunted TV • Shadow Imposter • Pirate Man