User:TheKman100/Crosshair Aware

From Make a Good Mega Man Level Contest
Jump to: navigation, search
31st: Crosshair Aware

Make a Good Mega Man Level 3

MaGMML3-31-CrosshairAware.png
"Sniper, no sniping! Sniper, no sniping!"

Crosshair Aware is the 31st place entry in Make a Good Mega Man Level 3. It takes place in a city highrise at night, which Mega Man must traverse under threat of a persistent sniper.

Strategy

The level begins with simple platforming along a short hallway and ladder-climb section. Lyrics, Toss Machines, and a single Tondeall will aim toward Mega Man, but are spaced out enough to be easily destroyed or avoided. The Sniper Crosshairs first appear in the next room, likely locking onto Mega Man as the tight hallways and Wall Cannon slow him down. However, there is a short delay between the crosshairs locking on and the bullet actually exploding, which gives a sense of the leeway Mega Man will have as the crosshairs follow him further into the stage.

Judge Comments

Judge Comments
Mick Galbani Mick Galbani Mick Galbani : 66 / 100
Design Fun Creativity Aesthetics Functionality
27 / 35 16 / 25 4 / 15 11 / 15 8 / 10



Jet Man's theme remixed from MMU-as well as being a starry night city, and severely weakened Crosshair fire from SFR's Wily 2, all merged into a single level. With such strong inspiration from other fangames, this doesn't impress me on the creativity angle. Fortunately, it has enough unique set-ups in its gameplay that it doesn't lose out completely, there is substance beneath what's been done before. As a whole, these city rooftops make excellent use of their pieces. Personal props for having strong difficulty curves: each individual piece has a solid climb, and this happens without sacrificing the difficulty curve of the stage. The Girder platforms stand out the most in that regard: that second spike room is nice and simple, but the spikes give it that late-level threat it needed. Similarly, the crosshair itself is so simple that it works in basically any scenario, which lets it command a ton of valuable variety in its scenario design. The enemies are simple, but they make good partners for the crosshair, and I appreciate how everything here fits the theme of "aiming". I particularly like that Dachone was consistently something of a threat, normally that isn't the case. Even Tondeall managed to perform better here than it normally does, and I overall appreciate seeing a pushover be made into a fair challenge. The only real dud is Wall Blaster, it doesn't have as much of an impact on the level layout comparatively, and having its first appearance while also avoiding the crosshair seemed a little awkward to me. Ultimately, this is well-designed and fun to play. It's definitely not the most creative level in the contest, but it's still a well-crafted experience. Some personal favourites are the second Hyoey-mixing Drop Platforms and the Crosshair to great effect. And the final Autoscroll room-which is an excellent climax prior to the boss. But the rest of the level serves its purpose nicely, so there's very little to complain about. But... that doesn't mean there aren't issues beyond creativity, namely the boss and the camera. The sniper RM is a little awkward, owing to his really fast bullets and how easily you can prevent his desperation move. As for the camera, there's a few spots where it won't behave quite right, primarily the climbing room with the Drop Platform. *Please* fix the camera in the climbing room, devs, the way it jerks around on that one platform is literally painful... @-@

Shinryu Shinryu Shinryu : 73 / 100
Design Fun Creativity Aesthetics Functionality
24 / 35 17 / 25 10 / 15 12 / 15 10 / 10



judge2 = By my own admission, I tend to get bored very quickly when stages are too easy or have very simple enemy and room layouts. To an extent, this level would have fallen into this trap, had it not been for the main gimmick making things way more interesting. The crosshair gimmick technically isn't anything new, as Super Fighting Robot did something just like it with one of its Wily stages. So while I can't give it full marks for creativity, I can't exactly fault it for how engaging it makes the stage. Thanks to the inherent nature of the gimmick, you're pretty much always on the move and need to take care not to trip over enemies in the process. Granted, some of them are a bit more threatening than others\s Dachone in particular presents a nice challenge when used alongside the crosshair, while Tondeall...ok, in all fairness, it's very hard to make that particular enemy threatening. Though I always appreciate the effort to try to find ways to do so. Another thing I like is the general flow of the level design. There's a decent amount of "breather" areas in-between that lack the crosshair, but introduce new gimmicks. Said gimmicks then get used in tandem very nicely with the crosshair, especially by the end during the auto-scrolling segment. It's a really good way to structure things around the central mechanic here, as trying to introduce new stuff alongside the crosshair could have easily proved too hectic otherwise. That said, I did run into a few problems as well. The biggest of them was in the vertical room involving the crosshair and several Shadow Man platforms. The screen has a tendency to jerk upwards when you reach a certain height in this room, which really doesn't help while you're trying to platform. The other main issue I have is actually with the end boss, who I found to be a lot easier than the stage itself. I mainly blame this on him following a perfect pattern for all of his attacks each and every time. While this sort of thing works for mini-bosses, I think it's a bit detrimental to see it on a Robot Master. His desperation attack certainly spices things up, but it also comes with a caveat: You can outright skip it if you damage him enough during his regular pattern. Despite those issues, I still consider this to be an overall well put together and pretty fun level. Nice work!

Pachy Pachy Pachy : 76 / 100
Design Fun Creativity Aesthetics Functionality
25 / 35 17 / 25 11 / 15 13 / 15 10 / 10



Sniper! Oh no, the crosshair from Super Fighting Robot/Battle Network 4 strikes back! Actually, as long as you're moving, the crosshair usually has trouble keeping up, with the level layout also being more calm than where the similar mechanic was used in SFR. There's a few thrilling spots, though, with the drop platforms and shooting shielded enemies with the right timing, making you have to deal with the crosshair. Those sections are really fun. I also appreciate the generous checkpoint usage here. An unfortunate thing about the stage is that it's a bit on the short side. Along with the fact the crosshair is absent during some of the trickier sections, the main gimmick of the stage ends up feeling not as prominent as a result. The setting, while a fairly generic night city, is somewhat fitting for a robot master who is a sniper. I enjoy the vibrant color scheme. The boss can be intimidating at first, but his shots can be dodged and manipulated in your favor once you get the pattern. I like it!

Flashman85 Flashman85 Flashman85 : 70 / 100
Design Fun Creativity Aesthetics Functionality
23 / 35 18 / 25 12 / 15 11 / 15 6 / 10



With its interesting premise, steadily increasing complexity, reasonable length, suitable checkpoint placement, mostly solid and sensible construction, clean graphics, and listenable soundtrack, this level meets my expectations for a good Mega Man level. With further refinement, it could definitely exceed expectations. There's a clearly defined structure to the gameplay: introduce new hazards, combine them with an aggressive crosshair\s repeat. However, the level rushes its challenge arcs a little bit. Only a few of the introductions are pitched at the right difficulty for players who've never seen these hazards before, and it wouldn't hurt to cut one or two enemies from the roster (I vote Wall Blaster). Even so, the challenges are good. The speed and damage output of the crosshair gimmick are calibrated perfectly. Enemy placement is excellent, and any combat involving drop platforms is a highlight for me. The boss puts up a good fight, though his crosshairs should really come out at half health, and his departure from the arena should really be through the open ceiling rather than through a solid wall (or solid floor, if you stand too close to him because you hate winning). I'd like to see spikes that look more obviously like spikes, smoother transitions into the continuous scrolling and autoscrolling screens (the former is nauseatingly janky), and power-ups *between* checkpoints (given that checkpoints are just full health refills waiting to happen). I'd also like more integration of the aesthetics and main gimmick - more elements that look like they relate to the crosshair theme, or music that intensifies when the crosshair appears, or obvious visual boundaries between crosshair and non-crosshair areas (perhaps demonstrating that you're safe indoors and vulnerable outdoors, which is only partially true here). There's more I want from the level, but it's enjoyable nonetheless.

ACESpark ACESpark ACESpark : 72 / 100
Design Fun Creativity Aesthetics Functionality
23 / 35 18 / 25 10 / 15 12 / 15 9 / 10



This is very close to being a really good level, but there are few places with fairly significant difficulty spikes down to your enemy choice and placement. The vast majority of the enemies were fine, although the first few rooms seemed a bit busy introducing all of the enemies you were using in the stage at once, but the Dachone and Cyber Gabyoall were usually to the detriment of the level. The way the Cyber Gabyoall acted was a recurring nuisance, as it acts differently to most other Gabyoalls and you need to know how it works from the first encounter with it. The movement of the enemy is very finicky, especially as the crosshair gimmick punished you for waiting for good patterns. The bigger problem was the Dachone. The first encounter is usually lethal. It is placed in such a tricky spot to deal with when you do not know how it works - there are two versions of the enemy, the other of which does not have the leg armour but looks almost identical, so even if you know how the enemy works you don't know how to get rid of it in a pinch. The second encounter manages to be more dangerous, because it is much harder to hit safely and respawns if you move back even a little. There should have been a safe version of this enemy first to give the player a chance of understanding how to deal with it. The crosshair gimmick is very simple, but works well. It ensures that none of the screens it occurs on are dull, as the player has to be constantly aware of the crosshair and when it will fire next. The boss was a very welcome addition. It was a reasonable challenge on the first couple of attempts, but also easily masterable. I am also a fan of a stage gimmick coming back and working in a boss fight, which you implemented impressively here. Overall, I really like the way the whole level gelled. It looked good and the music was great, although the background was a little boring. A lot of the elements are fairly generic, but put together still feel like a solid traditionally themed Robot Master stage.



Notes

  • _


Make a Good Mega Man Level 3 - Tier 13
Entry Stages
Pumpkin Patches • Pick Your Poison • Alpine Weather Institute • Crosshair Aware • Underground Runaround • Glitz Woman • Boost Man • Spectrum Science • Stalks, Shoots, and Leaves • Doorkman • Luminous Tower Ascent • Dark Castle
List of Bosses
Chankeylier • Wood Man Nice • Lantern Man • Gravity Man • Pharaoh Man • Top Man • Toad Man • Air Man • Dust Man • Choker Ohmega • Sniper Man • Metall Daddy • Blue Power Piston • Glitz Woman • Power Piston • Boost Man • Prism Woman • Prism Devil • Necrozma • Yamato Man W • Dark Man 4 • Beam Stack • Beam Stack MK2 • Dark Matter Capsule • Slush Man
Tier Boss
Death Man
Make a Good Mega Man Level 3
Characters
Mega Man (Costumes) • Dr. Light • Ernest Will/Dr. Wily • Dr. Regal • Hunter Woman • Forge Woman • Presto • Element Man • Cerberus Man • Bass • Proto Man • Magic Man • Sheep Man
Special Weapons
Spark Chaser • Laser Trident • Water Shield • Tornado Blow • Thunder Beam • Magnetic Shockwave • Ice Wall • Break Dash • Rush Coil • Rush Jet • Rush Bike • Magnet Beam
Contest Weapons
Mix Tape • Lantern Flare • Prismatic Laser • Beet Tiller • Rec Can • Banshee Wail • Propeller Vortex • Electro Cable • Track Shoes • Royal Guard • Bait Bobber • Power Line
Entries
A piece of cake, but with aesthetics • Abandoned Mine • Access Corridor Alpha • Air man's ultimate weapon • Akudama Empire Mothership • Alpine Weather Institute • Alraune Woman • An Ice Cave in Russia • An Underwater Adventure? Wow! • Arcade Archives • ArcaneMan -CHAOS TOWER- (CERN HQ Remains) • Assault Hunt • Bakery Man • Ballade's Square of Doom • Banshee Woman • Beat the Security System • Beet Man • Blizzard Resort • Bold and Trash • Boost Man • Bright Man Remix • Cable Woman • Call Me Ishmael • Cassette Man • Chaos Light City • Checkmate • Chemical Industry • Cloud Nine • CrashMan Simulator • Creatively Named Level • Crest Man • Crosshair Aware • Crystal Tower • Cursed Darkness • Cutman's New Warehouse • Cycle Facility • Damp Ruins • Dangan Factory • Dark Castle • Decoy Man • Devil Factory • DISCHARGEEEE • Disobedience of Superior Machines • Doorkman • Dunes of Discharge • Escape From the Wily City • Evil Energy Facility • Explosives Factory • Fairly Unfocused Newcomer's Bosses And Gimmicks Stage • Falling System Core • Fight, Kikkoman! For Everlasting Sauce! • Flamboyant Castle • Foo Man • Forgotten Factory • Frenzy Reactor • Froggy Gravity • Fruit Forest • Geek Man • Get Wild, Get Wet • Gilded Man • Girder Man Stage • Glass Factory • Glitched up Beta • Glitz Woman • Grand Fire Palace • Grassy Plains • Gravaqua2o • Gravity Wumbo • Gross Incandescence • Guitar Man • Hazard Hydro • Hit the Jackpot! • Hornet Man got a new Stage • House of Fun • Hunter Tower • I Hope I Lose: A Grand Tale • Identity Man • Interspatial Compression • Irrigation Irritation • It Was Rated Arr • Judgement Man • Just a Water Level • Lost Caverns of Jungata • Luminous Tower Ascent • Mafia Man's Gambling Palace • Malware Man • Magmatic Panic • mechanical factory • Mediocre Oil Level • Mega Man DEV • Metal Man Steals Other People's Conveyors • Metall Man's Metall Factory • Military Training Grounds • Mine exploration • Mint Candy Matrix • Mirror Woman • My First Megamix Level uwu xd lmao (dab) • Ninja of the Night • Not Delivering On Promises • Nowhere yet everywhere: When the world may loop • Operation: Narcissistic Stratosphere • Outer Reaches • Pick Your Poison • Pipe Man • Plataform Hijinks • Poudrin Man • Propeller Woman in the City in the Clouds • Pumpkin Patches • QuintsMetFactory • Radium Man • Rec Man • Red Mountain • Revenge of Tricastle • Robogarden • Rockbound Facility • Rock Fortress • Ruins of a Forbidden Kingdom • Secluded Terminal • Shape Woman • Skull Sans Megatale 4 • Skull Secret Zone • Sludge Man • Solar Inferno • Somewhere Underground • Sparks and Sockets • Spectrum Science • Stalks, Shoots, and Leaves • Stalling for time • Step on the Gas • Stolen Citadel • Sulfurific Abyss • Superheavy Samurai Big BenK • Suzy Love • Technical Support • Teetering Over the Edge • Temple of Light and Dark • The Actual Rock Man • The Cave Level That Exists • The Haymay Trials • The Heist • The hero as remixed • The Invincible Robot Army! Featuring Shoe Man! • The King's Lair • The Level Equivalent of An Old Man Rambling at You • The Return of Veteran Z • The Stormscraper • The Warped Void • Thermal Tundra • Top Man 2: Spin or Go Home • Tower of Dimentions • Toxic Trouble • Trailblazer • Treading The Wily Sewer System • Trouble in the Fortress • Undead Fortress • Ultimate Level • Underground Runaround • Unguarded Treasure • Up Down All Around • Walk-In Freezer • Water Level? Ice Level? • Weapon Data Center • Western Railway • wet • Wide Joepen • Wily in space (Roll's rescue) • Wily Rooms of Weapons • Wily's Haunted Castle • Wilys Redemption • Wily's Well-fortified Room • Where no met has gone before • Working in the Rain • Worthless Man • X6Meme • Y.M.C.A. • You Don't Know the Drill
Bonus Levels
Space Crusade • Just a Judge Level • Magnum Man • Reel Man • King Man • Static Man
Wily Stadium
Chaos Assault • Cross Armada • The Bronze Yard • Be the Smaller Person • The Level With a Met Pun • Armory Catastrophe • The Greatest Show of All Time
Tier X
Ancient Wastelands Gate • Erm... Watt the Shock! • Smashed Into Pieces • Sparkling Shrimp Stew • Olive Bomber • HI-R@SE BOTANIX • Mega Man in Wonderland • Note Woman • Genie's Alley • Secret to No One • Thermae Man • Detergent Determination • The Quickening 3D • Deserted Sector G-009 • Big Ugly Mess 2: Acting Unwise • Hollow Elysium • Return to Universe City V • Shrine of Nebula
Locations
Victor Heights • Magic Card Casino • Limestone Pagoda • Tier 1 • Tier 2 • Tier 3 • Tier 4 • Tier 5 • Tier 6 • Tier 7 • Tier 8 • Tier 9 • Tier 10 • Tier 11 • Tier 12 • Tier 13 • Tier 14 • Tier 15 • Wily Stadium • Tier X • NEO Pit of Pits
Tier Bosses
Regular Joe • Repair Man • Muscle Juggler • Mad Man • Puzzle Man • Ice Buster • Boki Lamira • Mirage Man • Pyre Duo • Sound Man • Wizard Man • Control Man • Death Man • Punch Donkey
Robot Masters
Aether Man • Alraune Woman • Arcane Man • Assault Man • Banshee Woman • Battery Man • Beet Man • Boost Man • Cable Woman • Cassette Man • Celestial Woman • Decoy Man • Discharge Man • Foo Man • Geek Man • Girder Man • Glitch Woman • Glitz Woman • Guitar Man • Hex Man • Hodenki • Identity Man • Lantern Man • Lunar Woman • Mafia Man • Magnet Man SF • Metall Man • Mirror Woman • Mooger Man • Old Man • Pipe Man • Poudrin Man • Prism Woman • Propeller Woman • Radium Man • Railway Team • Rec Man • Rock Man • Rook Man • Royal Man • Secret Melon • Shape Woman • Shoe Man • Skull Sans • Sludge Man • Sniper Man • Solaire Man • Stall Woman • Thermal Man • Token Woman • Treasure Man • Wood Man Nice • Yamato Man W
Modified Devkit Robot Masters
Air Dab Man • Bakery Man Delta • Bakery Man Omega • Bakery Man Theta • Barrage Man • Bee Man • Blackout Man • Blue Bomber Man • Blue Crash Man, But With 29 Health • Bomber Joe • Captain N Guts Man • Crest Man • DRKMAN4.BAT • Dark Enker • Darker Man • Dolt Man • Fake Cycle • Gilded Man • Glass Man C • Gravity Joe • Gravity Man Supreme • Honey Joan • Judgement Man • Metal Man Overdrive • Metool Woman • Micro Quick Man • Miner Man • Neon Quick Man • Night Air Man • Perfect Solar Man • Pharaoh Man in the Dark • Potted Plant Man • Quick Montage • Rockman No Constancy Quickman • Scorch Man V1 • Spark Man Flip • Splash Woman Overdrive • Superheavy Samurai Big Ben K • Temporal Man • Tempura Man • Top Man Green • Uranus Met • Veteran Z
Entry Bosses
28 Devil Cores • Adult Wish • Atlantis • Atlas • Baby Wish • Battle Windows • Beam Stack • Beam Stack MK2 • Blizzard Brigadiers • Blizzard Behemoth • Blue Power Piston • Bubble Crab • Bucky • Changkeylier • Choker Ohmega • Compress Joe • Copy Robot • Crystal Core • Dark Matter Capsule • Dark Wyvern • Dennis Returns • D.E.V • Digitiger • Dust Devil • Egg Carrier • Floating Point • Fracture • Ghost Light • Grand Tellow • Guts Dozer Neo • Gwyndolin • Heavy • heints • The InDestructiBall • JoJo Joe • Junk Hunk • Kine • Master Hand • Mecha Sonic • Namonaki Robo • Necrozma • Ornstein & Smough • Pipi Condor • Prism Devil • Quint's Met Machine • Red Devil • Sovereign Machine • Super Block • Super Lightning Lord • SYSTEMCORE.EXE • Train Trio • Vanguardroid • Zombie Devil • Z-Tank
Fortress Guardians
Regal Machine • Falcon Rock • Tengen Tophammer • Kouker Quge • Metilda McBossface • Neko Man • Bass • Cerberus Man • Element Man • Forge Woman • Hunter Woman • Presto • Wily Machine SPIRE • Wily Jet
Devkit Bosses
Ice Man • Bomb Man • Fire Man • Air Man • Bubble Man • Quick Man • Flash Man • Heat Man • Wood Man • Picopico-kun • Guts Dozer • Boobeam Trap • Enker • Hard Man • Spark Man • Kamegoro Maker • Dyna Man • Sonic Man • Dust Man • Metall Daddy • Giant Suzy • Punk • Iron Ball • Gyro Man • Stone Man • Dark Man 4 • Ballade • Hunter Type A • Hunter Type B • Blizzard Man • Yamato Man • Rounder II • Power Piston • Mercury • Saturn • Uranus • Grey Devil • Dangan Man • Oil Man • Hornet Man • Mega Mech Shark • Honey Woman • Commando Man • Solar Man
Grey Isles Bosses
Lava Stone Man • King Leonis • Stronger • GEORGE • Small Fry Swarm • Eye of Btd'nhan • Diabolico • Queen of Hearts • Note Woman • Mist Man & Bowl Man • Angler Fish • Onox • Thermae Man • Swaduron • Impresaria • Volt Man the Annihilator • Hard Splash • Shade Spam • Nadir Devil • Top Dummy • Gharial Man • Returning Flash Armor • Great Core • Pillar of Nebula
Bonus Bosses
Dreadnought • Usagi Woman • Hyper Plant Man • Magnum Man • Reel Man • King Man • Namahage Man • Static Man • Slush Man
Arena Bosses
Break Man • Fake Man • Terra • CWU-01P • Yellow Devil • Gamma • Alter Man • Vacant Avatar
Super Bosses
Returning Regular Joe • Nebula Grey • Magic Man • Sheep Man • Ernest Will