Difference between revisions of "Donut Observation Center"

From Make a Good Mega Man Level Contest
Jump to: navigation, search
m
 
(17 intermediate revisions by 10 users not shown)
Line 1: Line 1:
−
'''Donut Observation Center''' is a level in Make a Good Mega Man Level 2, which makes good use of the Ring Man platforms, and has a boss at the end which makes my eyes bleed.
+
{{NeedsStrategy}}
 +
{{Levelinfo
 +
|align=right
 +
<!-- ===========Info============== -->
 +
|rank=17th
 +
|image=[[File:Donnut.PNG|250px]]
 +
|caption=Mmmmm...Donuts *drools*
 +
|game=''[[Make a Good Mega Man Level 2]]''
 +
|creator=Lobster King
 +
|composer=Drozerix
 +
|artist=
 +
|programmer=
 +
<!-- ===========Scores============== -->
 +
<!--
 +
Judge Order Reminder:
 +
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem
 +
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark
 +
-->
 +
|gamenum=2
 +
|judge1=42
 +
|judge2=38
 +
|judge3=30
 +
|judge4=36
 +
|judge5=42
 +
|totalscore=37.6
 +
<!-- ===========Stats============== -->
 +
|elements=1
 +
|collectables=[[File:Nickel.png|Just before Eddie.]][[File:Nickel.png|Pull lever after Eddie and walk.]][[File:Nickel.png|Time jump onto Tomahawk platform.]]
 +
|enemies=
 +
*[[Cannopeller]]
 +
*[[Nitron]]
 +
*[[Pickelman Bull]]
 +
*[[Tatebo]]
 +
*[[Twin Cannon]]
 +
*[[Yambow]]
 +
|gimmicks=
 +
*[[Galaxy Man Portal]]
 +
*[[Lever]]
 +
*[[Ringman Platform]]
 +
*[[Scrolling Tiles]] (Solid, Spikes)
 +
*[[Tomahawk Platform]]
 +
|subbosses=
 +
*[[Tama]]
 +
|bosses=
 +
*[[Donut X]]
 +
|other=
 +
|music=Drozerix - Augmented Emotions<br>'''Donut X:''' Mega Man X6 - Blaze Heatnix
 +
|location=[[Tier 9 (MaGMML2)|Tier 9]]
 +
|previous=[[Misty Lake]]
 +
|next=[[Rad Gravity]]
 +
}}
 +
{{quote|mfw I didn't even play X6 and I still get PTSD from this level.|[[SnoruntPyro]]|excerpt from judge comment.|}}
 +
'''Donut Observation Center''' is the 17th place level in ''[[Make a Good Mega Man Level 2]]'', made by LobsterKing. This is a stage that relies mainly on gimmicks. The most prominent among these are Ring Man platforms. Other gimmicks include Galaxy Man portals, Tomahawk Man platforms, Drill Man switches and the moving blocks and spikes from Wily Castle in Mega Man 3. At the end lies the boss; Donut X, who's green cores must be shot at to be defeated.
  
 +
==Strategy==
 +
 +
 +
==Reception==
 +
{{JudgeComment2
 +
|pyro = mfw I didn't even play X6 and I still get PTSD from this level. Man, this level is super neat! I really love the interactions you had between the different gimmicks. Fav setup is definitely the galaxy man teleporters + tile slide, it's reeally clever and well thought out. I really like the sections with portals and Drill Man switches too, I like how you just loop around a lot. I also really love the final stretch - the super long ring man platform + galaxy portal + switch setup is really fast paced and clever and I like it a lot. Probably the only part of the level I'm iffy on is the boss. I think it's a bit too finicky to time yourself just right to avoid getting hit with the galaxy man portals, I got hit a loooot by just messing up the timing. Plus it was kinda weird that the boss got easier as it went along? I still really like this level though, great job!! Also this level looks and sounds great too!!! <3
 +
|pyroscore = 42
 +
|spdesign = 13
 +
|spfun = 8
 +
|spcreativity = 11
 +
|spaesthetics = 5
 +
|spfunction = 5
 +
|spskip = No
 +
|jupi = That was a weird level. For some reason it gave me Brutal Mario vibes. Anyway, I liked the use of the switches in the indoor section, but the outside section at the end was a bit crazy with all of the ring platforms. You have a few Galaxy Man portals laying around to save the player if they fall in a pit, which is nice. The boss was kind of annoying though, the two green things on the top were hard to hit unless you used its weakness (Triple Blade) from above.
 +
|jupiscore = 38
 +
|jhdesign = 10
 +
|jhfun = 8
 +
|jhcreativity = 12
 +
|jhaesthetics = 4
 +
|jhfunction = 4
 +
|enjl = This level proposes some interesting uses for teleporters, but unfortunately their presence in the level doesn't really shine next to all the other features it throws in. While the level is mostly consistent, it introduces concepts very rapidly, making it hard to use each of them to its fullest potential. I fell like due to the oversaturation of concepts the level occasionally felt a bit messy, even though it almost never got overwhelming with its enemy placement. There is also one instance in this level where I feel like the teleporters needed an indication as to where they would lead to: the first upwards section past spikes. I took a gamble by assuming the teleporters would lead to the other one in the room, which was the case, but wasn't clear at all. The boss of the level, to me, is its weakest point, mainly due to its small hitboxes and lack of detail on the HP bar. The way in which the targets are offset makes hitting them more precise than it needs to be. Aside from that it doesn't give the player much of a learning opportunity as they first come into the room, as the arena contains some elements the player can interact with, in addition to the boss.
 +
|enjlscore = 30
 +
|endesign = 7
 +
|enfun = 6
 +
|encreativity = 10
 +
|enaesthetics = 3
 +
|enfunction = 4
 +
|enskip = No
 +
|garirry = Aside from the annoying boss at the end, this is a very enjoyable level. Some sections were slightly irritating, but the amount of checkpoints makes up for them. I really like how the assets were used, it's really interesting and it makes the stage fun to play. There's really nothing else for me to say, it's a really good level, boss could be better though.
 +
|garirryscore = 36
 +
|gadesign = 10
 +
|gafun = 7
 +
|gacreativity = 10
 +
|gaaesthetics = 4
 +
|gafunction = 5
 +
|gadesignnote = Not bad. I think there are cases when some jumps are a bit specific, but the amount of checkpoints kinda makes up for it. Boss is frustrating though.
 +
|gafunnote = It was very enjoyable. Only exception is the boss, which is annoying as hell.
 +
|gacreativitynote = Nothing special, but it's still interesting. I liked how all the assets were combined and used. It is well done.
 +
|gaaestheticsnote = Looks good, but I don't like the music.
 +
|gafunctionnote = Works just fine.
 +
|ace = ... did...did you just take one of the most reviled things in Mega Man history, only change its setup, and manage to make it FUN!? Oh. My.
 +
First: I did not expect that end of stage section. I'm not spoilering it here, but colour me impressed.
 +
Second: Your conveyance of everything was excellent. Everything was introduced well, and if any player was unfamiliar with any of these level objects, they won't be now.
 +
Third: Not only did you take these gimmicks... you merged them creatively, and are proof that, yes, even the dev-kit gimmicks can be used in ways Capcom never thought of.
 +
Fourth: Your checkpoint placement was ON POINT. I did not mind the instant-death introduced, because I did not have much level to actually backtrack through.. and in some cases, no level at all! Good!
 +
 +
There are issues though, I'm not sure what theme this level is going for, it's a bit nonsensical, and the lack any concrete theme of it is probably the biggest detriment to the stage, it also doesn't match anything, and honestly, a LOT of the objects and backgrounds clash. There's also quite a few misplaced tiles every so often, and the two areas of the stage.. don't.. really follow on with each other?
 +
Also - I have no idea what was up with that mini-boss placement, but you probably would've been better off without it... or to have at least modified it to be vaguely a threat.
 +
Your first two Noble Nickels were also.... devoid of challenge, which makes the third one a bit of a puzzler. Still, this is a bit of a nitpick!
 +
I think in future, work on your theming a bit better, so it isn't all random like this. Few new graphics, spruce up the gimmicks and music, (You probably should've taken the background as your hint and gone all circus on us!)  we'd have something pretty close to Capcom level, endgame aside.
 +
This was a great stage though. Good stuff.
 +
|acescore = 42
 +
|asdesign = 12
 +
|asfun = 9
 +
|ascreativity = 14
 +
|asaesthetics = 2
 +
|asfunction = 5
 +
|asskip = No
 +
}}
  
 
{{MaGMML2 Tier 9}}
 
{{MaGMML2 Tier 9}}
−
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 9 Stages]]
+
{{MaGMML2}}
 +
[[Category:Make a Good Mega Man Level 2]][[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 9 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Entries]]

Latest revision as of 23:39, 25 May 2021

MegaBusterWep.png I'll beam you out after I finish my soap opera.

This article is missing information on strategies. Please help out the wiki by adding these strategies to it!


17th: Donut Observation Center

Make a Good Mega Man Level 2

Donnut.PNG
Mmmmm...Donuts *drools*
"mfw I didn't even play X6 and I still get PTSD from this level."
―SnoruntPyro, excerpt from judge comment.

Donut Observation Center is the 17th place level in Make a Good Mega Man Level 2, made by LobsterKing. This is a stage that relies mainly on gimmicks. The most prominent among these are Ring Man platforms. Other gimmicks include Galaxy Man portals, Tomahawk Man platforms, Drill Man switches and the moving blocks and spikes from Wily Castle in Mega Man 3. At the end lies the boss; Donut X, who's green cores must be shot at to be defeated.

Strategy

Reception

Judge Comments
snoruntpyro snoruntpyro snoruntpyro : 42 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
13 / 15 8 / 10 11 / 15 5 / 5 5 / 5 No



mfw I didn't even play X6 and I still get PTSD from this level. Man, this level is super neat! I really love the interactions you had between the different gimmicks. Fav setup is definitely the galaxy man teleporters + tile slide, it's reeally clever and well thought out. I really like the sections with portals and Drill Man switches too, I like how you just loop around a lot. I also really love the final stretch - the super long ring man platform + galaxy portal + switch setup is really fast paced and clever and I like it a lot. Probably the only part of the level I'm iffy on is the boss. I think it's a bit too finicky to time yourself just right to avoid getting hit with the galaxy man portals, I got hit a loooot by just messing up the timing. Plus it was kinda weird that the boss got easier as it went along? I still really like this level though, great job!! Also this level looks and sounds great too!!! <3

JupiHornet JupiHornet JupiHornet : 38 / 50
Design Fun Creativity Aesthetics Functionality
10 / 15 8 / 10 12 / 15 4 / 5 4 / 5



That was a weird level. For some reason it gave me Brutal Mario vibes. Anyway, I liked the use of the switches in the indoor section, but the outside section at the end was a bit crazy with all of the ring platforms. You have a few Galaxy Man portals laying around to save the player if they fall in a pit, which is nice. The boss was kind of annoying though, the two green things on the top were hard to hit unless you used its weakness (Triple Blade) from above.

Enjl Enjl Enjl : 30 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
7 / 15 6 / 10 10 / 15 3 / 5 4 / 5 No



This level proposes some interesting uses for teleporters, but unfortunately their presence in the level doesn't really shine next to all the other features it throws in. While the level is mostly consistent, it introduces concepts very rapidly, making it hard to use each of them to its fullest potential. I fell like due to the oversaturation of concepts the level occasionally felt a bit messy, even though it almost never got overwhelming with its enemy placement. There is also one instance in this level where I feel like the teleporters needed an indication as to where they would lead to: the first upwards section past spikes. I took a gamble by assuming the teleporters would lead to the other one in the room, which was the case, but wasn't clear at all. The boss of the level, to me, is its weakest point, mainly due to its small hitboxes and lack of detail on the HP bar. The way in which the targets are offset makes hitting them more precise than it needs to be. Aside from that it doesn't give the player much of a learning opportunity as they first come into the room, as the arena contains some elements the player can interact with, in addition to the boss.

Garirry Garirry Garirry : 36 / 50
Design Fun Creativity Aesthetics Functionality
10 / 15 7 / 10 10 / 15 4 / 5 5 / 5
Not bad. I think there are cases when some jumps are a bit specific, but the amount of checkpoints kinda makes up for it. Boss is frustrating though. It was very enjoyable. Only exception is the boss, which is annoying as hell. Nothing special, but it's still interesting. I liked how all the assets were combined and used. It is well done. Looks good, but I don't like the music. Works just fine.



Aside from the annoying boss at the end, this is a very enjoyable level. Some sections were slightly irritating, but the amount of checkpoints makes up for them. I really like how the assets were used, it's really interesting and it makes the stage fun to play. There's really nothing else for me to say, it's a really good level, boss could be better though.

ACESpark ACESpark ACESpark : 42 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
12 / 15 9 / 10 14 / 15 2 / 5 5 / 5 No



... did...did you just take one of the most reviled things in Mega Man history, only change its setup, and manage to make it FUN!? Oh. My. First: I did not expect that end of stage section. I'm not spoilering it here, but colour me impressed. Second: Your conveyance of everything was excellent. Everything was introduced well, and if any player was unfamiliar with any of these level objects, they won't be now. Third: Not only did you take these gimmicks... you merged them creatively, and are proof that, yes, even the dev-kit gimmicks can be used in ways Capcom never thought of. Fourth: Your checkpoint placement was ON POINT. I did not mind the instant-death introduced, because I did not have much level to actually backtrack through.. and in some cases, no level at all! Good!

There are issues though, I'm not sure what theme this level is going for, it's a bit nonsensical, and the lack any concrete theme of it is probably the biggest detriment to the stage, it also doesn't match anything, and honestly, a LOT of the objects and backgrounds clash. There's also quite a few misplaced tiles every so often, and the two areas of the stage.. don't.. really follow on with each other? Also - I have no idea what was up with that mini-boss placement, but you probably would've been better off without it... or to have at least modified it to be vaguely a threat. Your first two Noble Nickels were also.... devoid of challenge, which makes the third one a bit of a puzzler. Still, this is a bit of a nitpick! I think in future, work on your theming a bit better, so it isn't all random like this. Few new graphics, spruce up the gimmicks and music, (You probably should've taken the background as your hint and gone all circus on us!) we'd have something pretty close to Capcom level, endgame aside. This was a great stage though. Good stuff.



Make a Good Mega Man Level 2 - Tier 9
Entry Stages
Misty Lake • Donut Observation Center • Rad Gravity • Sector Upsilon 6 • Truffle Man • Mount Sabre • Guts Man's Asteroid • Sheriff Man
List of Bosses
Cirno • Donut X • Groovity Man • Gravity Man • Mecha Dragon • Captain Viridian • Truffle Man • Kelbesque • Guts Man Duo • Sheriff Man
Tier Boss
Butter Nezumi
Make a Good Mega Man Level 2
Characters
Mega Man (Costumes) • Dr. Light • Dr. Wily • Zero • Roll • Eddie • Knight Man • Galaxy Man
Special Weapons
Hornet Chaser • Jewel Satellite • Grab Buster • Triple Blade • Flash Stopper • Slash Claw • Wheel Cutter • Sakugarne • Rush Coil • Rush Jet • Wire Adaptor • Super Arrow
Alter Weapons
Haunt Pumpkin • Badge Barrier • Neapolitan Bomb • Truffle Cluster • Cyber Distorter • Force Beam • Hazard Trapper • Match Blast • Launch Rocket • Shuttle Jet • Chomp Claw • Carry
Entries
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
Tier X
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
Secret Levels
City War • Twilight Lodge
Locations
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 • Wily Star II • Tier X • Dr. Light's Lab • Eddie's Shop • Costume Shop • Dojo • Challenge Tent • Chateau Chevaleresque • The Pit of Pits
Tier Bosses
Milk • Ombuds Man • Door Man • The Scorching Duo • Lord Elewoofro • Cheat Man • Ghost of Christmas Future • Jet Man • Butter Nezumi
Robot Masters
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
Fortress Guardians
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
Devkit Bosses
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
Secret Bosses
Quick Man • Gamma • Volt Man the Assimilator • Wishing Star • The Moon • Birdo • Glass Man
Super Bosses
Absolute ZERO • Knight Man • Galaxy Man