User:TheKman100/Temple Of Light and Dark

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0: Temple of Light and Dark

Make a Good Mega Man Level 3

MaGMML3-164-TempleOfLightAndDark.png
In brightest day, in blackest night,
No evil shall escape my sight.


Temple of Light and Dark is the 164th place entry in Make a Good Mega Man Level 3.

Strategy

Judge Comments

Judge Comments
Mick Galbani Mick Galbani Mick Galbani : 33 / 100
Design Fun Creativity Aesthetics Functionality
12 / 35 2 / 25 4 / 15 8 / 15 7 / 10



Oh... this level. This did not inspire positive feelings. The Temple of Light & Dark is basically two levels stitched together: They both have two routes, one short and one long, and they each have two tokens, one early and one late. Props for consistency, but both temples have very severe flaws. Not only are both of them confusing to navigate, but they're also chock full of hard-hitting enemies and spikes - more than the average Capcom water level. That alone is frustrating, but they're also both pretty long temples to boot, creating a downright draining experience.

For specific problems: The Dark Temple blackout is hard on the eyes, since we have jet-black enemies against a *very* dark purple. I have to squint and lean forward to see them at all, and I already use glasses. For that matter, the Tomahawk Platforms have a tendency to dump enemies into spikes, rendering them useless. The Light Temple gimmicks are Yokus and Force Beams, both of which have a penchant for brutalising you at the slightest misstep. Yes, even with the lasers 2HKOing you instead of killing you outright. While I appreciate the attempted consideration, dodging them is quite precise, and the check-points aren't merciful enough to prevent some Tank chugging.

Speaking of tank chugging, the bosses are a mess. Taking Dark Man and Solar Man, doubling their health, and increasing their strength a bunch? Not the best idea. My blind run with Dark Man was downright miserable, owing to his speed, his ability to kill me in 4-5 hits, and being a shield boss with 56 HP. And when I got to Solar Man? I erased him with Water Shield, I didn't have the patience at that point. The minibosses aren't nearly as bad as the end bosses, but they also don't seem to be implemented right, leading to desyncs or floating in the floor.

The Enker fight is the most doable of the three outright bosses, which is ironic considering he's the Bonus Boss of the Dark Temple. Still, as far as Token challenges go? I prefer Enker to the challenge for the late Light Token: Killing a giant gorilla for a key. Taking the key through a huge Force Beam gauntlet. Three more highly deadly rooms where one mistake can kill you. And then you get the token. Completing this sequence from start to finish took nearly half an hour by itself - because of course I died a lot, which is too much for one token.

As a whole, this level was frustrating. It has ambition and some creative ideas, but the execution leaves much to be desired. There was *one* section that I enjoyed, though: the dark illusions with the Crystal Joes. This was the most interesting (and, IMO, fair) section of the level, and I really appreciated that Crystal Joe was allowed to be interesting. It's not much of the level, but there's something. I wish the rest of the level was more like that part.

Shinryu Shinryu Shinryu : 24 / 100
Design Fun Creativity Aesthetics Functionality
4 / 35 1 / 25 4 / 15 6 / 15 9 / 10



There's...a lot to unpack with this one.

First off, a good chunk of this level is a maze. Mazes and Metroidvania-styled levels have a very...checkered past when it comes to the MaGMML series. I know there's plenty of people out there who enjoy these sorts of stages for how they mix up the gameplay, but I can't say I'm one of them. Personally, I just don't think these types of stages are suitable in the context of a level design contest like MaGMML. More often than not, they tend to take much longer to complete than a regular Mega Man stage, have harsh punishments for death (mainly thanks to odd checkpoint placement), and overall have too much trial-and-error thanks to an over-abundance of winding and confusing pathways. Sadly, this particular level ends up ticking pretty much every single one of those boxes (plus a couple more).

The stage itself is divided into two sections (light and dark). It doesn't matter which one you explore though, because both areas have their own share of problems. The light section has rooms that are packed to the brim with enemies in almost every corner, along with some incredibly frustrating sets of yoku block puzzles. The one leading up to the diamond token has blocks that are just out of reach of your maximum jump height, meaning you need to clip on top of them to progress (assuming you're not just using utilities to bypass all this). However, by far the worst of these is the block puzzle in the long vertical room. Having yoku spikes that spawn on top of the player as they're trying to work around this part is a cheap shot at best, since you're pretty much guaranteed to die unless you've memorized where all the spikes are beforehand.

The dark section is a little more tolerable thanks to the lack of yoku blocks, though not by much, seeing as it has sections with platforms and enemies that are barely visible. Going deeper into the stage eventually puts you on more linear paths for both sections, but they still have the same basic problems as the maze parts: Enemy placement that gives very little leeway for being hit, overly tight jumps where the punishment for failure is often instant death, and a severe lack of checkpoints. The lower light path is easily the worst of these, with rotating force beams that come out of nowhere (they definitely could have done with some better visual indicators) coupled with an overabundance of enemies that make this path far more hectic than it should be.

Out of all of these sections, there was only one that I actually enjoyed: The spotlight segment with the Crystal Joes. Having the enemy's projectiles (along with your own shots) reveal the stage's surroundings is a really neat idea, and one that I wish had a greater presence throughout the stage. It certainly feels like a better fit for the level's theme more so than surprise yoku spikes and rotating lasers, that's for sure.

On that note, I can see where you're coming from in using Solar Man and Dark Man as the main bosses...but recoloring them and ramping up their damage output to absurd levels really didn't do their fights any favors. If anything, they just serve as an annoying climax to an (almost) all-around unenjoyable stage.

Pachy Pachy Pachy : 32 / 100
Design Fun Creativity Aesthetics Functionality
13 / 35 2 / 25 7 / 15 3 / 15 7 / 10



Ancient Domain of Illumination and Illusion!

So right off the bat there are branching paths, there are "light" and "dark" versions of the stage you need to switch between, and there are keys to find. Labyrinth-styled stages can be hard to pull off right\s unfortunately, this is one that didn't cut it.

A maze stage naturally means the player would be expected to explore through the same areas at least a few times before they have the layout mapped out in their head. The stage didn't really quite make this process a pleasant one due to multiple reasons:

- The enemies, consisting mostly of Mets and Joes, have a common theme of being shielded. The other half of the roster is various stationary turrets. With how most of these elements only serve to stop you from traversing too quickly, it overall ended up feeling more like padding than actually spicing up the challenge of each room.

- There are many instant death hazards, which means you lose your keys really often from all the exploration you need to do around the mazey layouts. While the keys are not mandatory for reaching any of the bosses, it still adds up to the frustration of repeated traversal needed to reach any of the side areas with collectibles. The side areas aren't necessarily a breeze in the park by themselves, either.

- Checkpoints are few and far between, spelling disaster with the brutal and unforgiving platforming challenges.

The Dark Temple in general is exceedingly difficult due to the inability to see or parse anything in the rooms. It doesn't help that in some rooms the platforms are outright hidden and only visible up close. The nail in the coffin, though, is that there exist fake ladders, which is just an absolutely mean design decision for what's already a really miserable section. I very much did not approve of this.

Boss fights are not much better. They are basically normal engine-default bosses, only given more health and maybe a speed or damage increase here and there. Kind of a lazy way to increase the difficulty of the fights for the sake of increasing the difficulty. It overall really doesn't lead to a satisfying conclusion to the stage.

Flashman85 Flashman85 Flashman85 : 36 / 100
Design Fun Creativity Aesthetics Functionality
6 / 35 5 / 25 6 / 15 11 / 15 8 / 10



Speaking from experience, mazes are difficult to do well. This might've worked as a puzzle level inspired by A Link to the Past or Metroid Prime 2, jumping between a light half and similar-yet-different dark half to reach the end. Instead, it's an exercise in memorizing two completely different level layouts full of branching paths leading who-knows-where.

Rules and expectations are thoroughly unclear. There's no obvious goal, too many paths, and zero warmup for the challenges. Keys and key doors further complicate matters. Secrets are more likely to be stumbled on than sought out\s there's no logic to how most are hidden. Light and dark are mostly interchangeable in terms of design, and they lack memorable landmarks to aid in navigation.

Almost every room is saturated with enemies - often the same few types, in configurations that can't reasonably be overcome without taking damage or using special weapons. Some enemies aren't positioned properly, falling off platforms and into pits. There's an excessive amount of instant death for *any* level, let alone one involving so much backtracking. The bosses don't need multiple health bars.

Downgrading to damage spikes, adding more checkpoints, allowing the player to see more of the Yoku block patterns before jumping in, and/or requiring less precise jumps from the player would go a long way in making the current challenges more palatable without completely reworking them.

On the plus side, the music sets a great tone for the level. The visuals are clean and easily distinguishable, even in the darkest rooms. Poking around is rewarded with super-secret secrets. The choice of assets toward the end of the level reflects some deliberate theming, with lasers, laser-shooting flowers, and Solar Man contrasting nicely with the MM7 visibility gimmick, shadow clones, and Dark Man. The level is at its best when it focuses on developing more linear challenges with these themed assets.

ACESpark ACESpark ACESpark : 31 / 100
Design Fun Creativity Aesthetics Functionality
5 / 35 4 / 25 8 / 15 6 / 15 8 / 10



Oh boy, this is a stage that has lots of little moments dragging it down. But those moments are born from a few very clear and global problems throughout the stage.

There are positives here. In terms of how the mechanic is handled and pulled off, the 'dual worlds' seen in games like Link to the Past and Metroid Prime 2 is actually pulled over very well here. Rooms are familiar between the Light and Dark Temple, but with differences in enemy layouts and terrain to make them wildly different to play. I also think the general Aesthetic & Atmosphere fits. The actual tileset and method of tiling the level looks pretty good, and I appreciate that pits are clearly telegraphed - a very significant issue another certain exploration stage in MaGMML2 failed to do.

But the issues lie with the level design, not the theme. It is yet another 'Metroidvania' style stage that tries to have the player explore every nook and cranny for keys, and navigate between the Light and Dark to get to one of the two bosses or tokens on the side paths.

Unfortunately it misses the fundamental gameplay that Metroidvania or exploration games relies on: The challenge should be in the exploration itself, and not in how the player executes their movement.

This stage has an ungodly reliance on instant death or high-damage challenges. Some challenges require pixel perfect jumps, enemies deal heavy damage, and there are death spikes and pits everywhere. Certain challenges take almost as long to clear as entire main series Mega Man stages (the green token takes a whopping 2 minutes even using weapons to get.)

Two of the primary gimmicks are the worst offenders. Force Beams might not be instant death, and the layouts combined with rotating force beams offer some decent and potentially fun timing challenges. But without background cues, rotating force beams are incredibly hard to parse - oftentimes players will take extreme damage even standing in locations that look safe, because the force beam clipped them for a nanosecond as it tries to figure out what is and isn't blocking it.

Yoku Blocks are just a catastrophe here, with the entire challenge relying around 'SURPRISE THERE'S A SPIKE YOU FORGOT WAS HERE'.

All this, and a severe lack of checkpoints means the stage quickly becomes frustrating mere minutes in. Thankfully certain challenges can be completely bypassed through use of Magnet Beam - the player is able to get into slide passages and skip rooms entirely - but this is only a small bandage on lowering the difficulty.

The enemy selection is also problematic. So many enemies are too defensive, further damaging any flow the level required to make exploration rewarding, and during the dark area it's even worse. In the dark areas, some enemies blend in so much it's almost impossible to see. I realise, seeing how some of them are pure black, that is the point, but it's still irritating to get sideswiped by an enemy you didn't realise was there.

Lastly, the Bosses have an arbitrarily large health bar. This isn't a challenge, it's tiring.

Weapon use and Energy/Weapon Tanks are the only thing making this stage even slightly playable, and that does not help in the long run - I consider myself a decent Mega Man player, and I am having to rely on these things heavily here. I fear anyone else with lesser skill might never see the exits to the stages, let alone the tokens.



Trivia

Make a Good Mega Man Level 3 - Tier 2
Entry Stages
Damp RuinsTemple of Light and DarkGrand Fire PalaceToxic TroubleThe Haymay TrialsTrouble in the FortressWilys RedemptionCall Me IshmaelGrassy PlainsQuintsMetFactoryBallade's Square of DoomGravaqua2o
Bonus Stages
Space Crusade
List of Bosses
Mega Mech SharkPerfect Solar ManDarker ManDark EnkerDark Man 4Red DevilBalladeHoney WomanSplash WomanMiner ManQuint's Met MachineGravity ManDreadnought
Tier Boss
Repair Man
Miscellaneous
Tako Trash
Make a Good Mega Man Level 3
Characters
Mega Man (Costumes) • Dr. LightErnest Will/Dr. WilyDr. RegalHunter WomanForge WomanPrestoElement ManCerberus ManBassProto ManMagic ManSheep Man
Special Weapons
Spark ChaserLaser TridentWater ShieldTornado BlowThunder BeamMagnetic ShockwaveIce WallBreak DashRush CoilRush JetRush BikeMagnet Beam
Contest Weapons
Mix TapeLantern FlarePrismatic LaserBeet TillerRec CanBanshee WailPropeller VortexElectro CableTrack ShoesRoyal GuardBait BobberPower Line
Entries
A piece of cake, but with aestheticsAbandoned MineAccess Corridor AlphaAir man's ultimate weaponAkudama Empire MothershipAlpine Weather InstituteAlraune WomanAn Ice Cave in RussiaAn Underwater Adventure? Wow!Arcade ArchivesArcaneMan -CHAOS TOWER- (CERN HQ Remains)Assault HuntBakery ManBallade's Square of DoomBanshee WomanBeat the Security SystemBeet ManBlizzard ResortBold and TrashBoost ManBright Man RemixCable WomanCall Me IshmaelCassette ManChaos Light CityCheckmateChemical IndustryCloud NineCrashMan SimulatorCreatively Named LevelCrest ManCrosshair AwareCrystal TowerCursed DarknessCutman's New WarehouseCycle FacilityDamp RuinsDangan FactoryDark CastleDecoy ManDevil FactoryDISCHARGEEEEDisobedience of Superior MachinesDoorkmanDunes of DischargeEscape From the Wily CityEvil Energy FacilityExplosives FactoryFairly Unfocused Newcomer's Bosses And Gimmicks StageFalling System CoreFight, Kikkoman! For Everlasting Sauce!Flamboyant CastleFoo ManForgotten FactoryFrenzy ReactorFroggy GravityFruit ForestGeek ManGet Wild, Get WetGilded ManGirder Man StageGlass FactoryGlitched up BetaGlitz WomanGrand Fire PalaceGrassy PlainsGravaqua2oGravity WumboGross IncandescenceGuitar ManHazard HydroHit the Jackpot!Hornet Man got a new StageHouse of FunHunter TowerI Hope I Lose: A Grand TaleIdentity ManInterspatial CompressionIrrigation IrritationIt Was Rated ArrJudgement ManJust a Water LevelLost Caverns of JungataLuminous Tower AscentMafia Man's Gambling PalaceMalware ManMagmatic Panicmechanical factoryMediocre Oil LevelMega Man DEVMetal Man Steals Other People's ConveyorsMetall Man's Metall FactoryMilitary Training GroundsMine explorationMint Candy MatrixMirror WomanMy First Megamix Level uwu xd lmao (dab)Ninja of the NightNot Delivering On PromisesNowhere yet everywhere: When the world may loopOperation: Narcissistic StratosphereOuter ReachesPick Your PoisonPipe ManPlataform HijinksPoudrin ManPropeller Woman in the City in the CloudsPumpkin PatchesQuintsMetFactoryRadium ManRec ManRed MountainRevenge of TricastleRobogardenRockbound FacilityRock FortressRuins of a Forbidden KingdomSecluded TerminalShape WomanSkull Sans Megatale 4Skull Secret ZoneSludge ManSolar InfernoSomewhere UndergroundSparks and SocketsSpectrum ScienceStalks, Shoots, and LeavesStalling for timeStep on the GasStolen CitadelSulfurific AbyssSuperheavy Samurai Big BenKSuzy LoveTechnical SupportTeetering Over the EdgeTemple of Light and DarkThe Actual Rock ManThe Cave Level That ExistsThe Haymay TrialsThe HeistThe hero as remixedThe Invincible Robot Army! Featuring Shoe Man!The King's LairThe Level Equivalent of An Old Man Rambling at YouThe Return of Veteran ZThe StormscraperThe Warped VoidThermal TundraTop Man 2: Spin or Go HomeTower of DimentionsToxic TroubleTrailblazerTreading The Wily Sewer SystemTrouble in the FortressUndead FortressUltimate LevelUnderground RunaroundUnguarded TreasureUp Down All AroundWalk-In FreezerWater Level? Ice Level?Weapon Data CenterWestern RailwaywetWide JoepenWily in space (Roll's rescue)Wily Rooms of WeaponsWily's Haunted CastleWilys RedemptionWily's Well-fortified RoomWhere no met has gone beforeWorking in the RainWorthless ManX6MemeY.M.C.A.You Don't Know the Drill
Bonus Levels
Space CrusadeJust a Judge LevelMagnum ManReel ManKing ManStatic Man
Wily Stadium
Chaos AssaultCross ArmadaThe Bronze YardBe the Smaller PersonThe Level With a Met PunArmory CatastropheThe Greatest Show of All Time
Tier X
Ancient Wastelands GateErm... Watt the Shock!Smashed Into PiecesSparkling Shrimp StewOlive BomberHI-R@SE BOTANIXMega Man in WonderlandNote WomanGenie's AlleySecret to No OneThermae ManDetergent DeterminationThe Quickening 3DDeserted Sector G-009Big Ugly Mess 2: Acting UnwiseHollow ElysiumReturn to Universe City VShrine of Nebula
Locations
Victor HeightsMagic Card CasinoLimestone PagodaTier 1Tier 2Tier 3Tier 4Tier 5Tier 6Tier 7Tier 8Tier 9Tier 10Tier 11Tier 12Tier 13Tier 14Tier 15Wily StadiumTier XNEO Pit of Pits
Tier Bosses
Regular JoeRepair ManMuscle JugglerMad ManPuzzle ManIce BusterBoki LamiraMirage ManPyre DuoSound ManWizard ManControl ManDeath ManPunch Donkey
Robot Masters
Aether ManAlraune WomanArcane ManAssault ManBanshee WomanBattery ManBeet ManBoost ManCable WomanCassette ManCelestial WomanDecoy ManDischarge ManFoo ManGeek ManGirder ManGlitch WomanGlitz WomanGuitar ManHex ManHodenkiIdentity ManLantern ManLunar WomanMafia ManMagnet Man SFMetall ManMirror WomanMooger ManOld ManPipe ManPoudrin ManPrism WomanPropeller WomanRadium ManRailway TeamRec ManRock ManRook ManRoyal ManSecret MelonShape WomanShoe ManSkull SansSludge ManSniper ManSolaire ManStall WomanThermal ManToken WomanTreasure ManWood Man NiceYamato Man W
Modified Devkit Robot Masters
Air Dab ManBakery Man DeltaBakery Man OmegaBakery Man ThetaBarrage ManBee ManBlackout ManBlue Bomber ManBlue Crash Man, But With 29 HealthBomber JoeCaptain N Guts ManCrest ManDRKMAN4.BATDark EnkerDarker ManDolt ManFake CycleGilded ManGlass Man CGravity JoeGravity Man SupremeHoney JoanJudgement ManMetal Man OverdriveMetool WomanMicro Quick ManMiner ManNeon Quick ManNight Air ManPerfect Solar ManPharaoh Man in the DarkPotted Plant ManQuick MontageRockman No Constancy QuickmanScorch Man V1Spark Man FlipSplash Woman OverdriveSuperheavy Samurai Big Ben KTemporal ManTempura ManTop Man GreenUranus MetVeteran Z
Entry Bosses
28 Devil CoresAdult WishAtlantisAtlasBaby WishBattle WindowsBeam StackBeam Stack MK2Blizzard BrigadiersBlizzard BehemothBlue Power PistonBubble CrabBuckyChangkeylierChoker OhmegaCompress JoeCopy RobotCrystal CoreDark Matter CapsuleDark WyvernDennis ReturnsD.E.VDigitigerDust DevilEgg CarrierFloating PointFractureGhost LightGrand TellowGuts Dozer NeoGwyndolinHeavyheintsThe InDestructiBallJoJo JoeJunk HunkKineMaster HandMecha SonicNamonaki RoboNecrozmaOrnstein & SmoughPipi CondorPrism DevilQuint's Met MachineRed DevilSovereign MachineSuper BlockSuper Lightning LordSYSTEMCORE.EXETrain TrioVanguardroidZombie DevilZ-Tank
Fortress Guardians
Regal MachineFalcon RockTengen TophammerKouker QugeMetilda McBossfaceNeko ManBassCerberus ManElement ManForge WomanHunter WomanPrestoWily Machine SPIREWily Jet
Devkit Bosses
Ice ManBomb ManFire ManAir ManBubble ManQuick ManFlash ManHeat ManWood ManPicopico-kunGuts DozerBoobeam TrapEnkerHard ManSpark ManKamegoro MakerDyna ManSonic ManDust ManMetall DaddyGiant SuzyPunkIron BallGyro ManStone ManDark Man 4BalladeHunter Type AHunter Type BBlizzard ManYamato ManRounder IIPower PistonMercurySaturnUranusGrey DevilDangan ManOil ManHornet ManMega Mech SharkHoney WomanCommando ManSolar Man
Grey Isles Bosses
Lava Stone ManKing LeonisStrongerGEORGESmall Fry SwarmEye of Btd'nhanDiabolicoQueen of HeartsNote WomanMist Man & Bowl ManAngler FishOnoxThermae ManSwaduronImpresariaVolt Man the AnnihilatorHard SplashShade SpamNadir DevilTop DummyGharial ManReturning Flash ArmorGreat CorePillar of Nebula
Bonus Bosses
DreadnoughtUsagi WomanHyper Plant ManMagnum ManReel ManKing ManNamahage ManStatic ManSlush Man
Arena Bosses
Break ManFake ManTerraCWU-01PYellow DevilGammaAlter ManVacant Avatar
Super Bosses
Returning Regular JoeNebula GreyMagic ManSheep ManErnest Will