Difference between revisions of "Identity Crisis"

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Revision as of 19:30, 27 March 2018

1st: Identity Crisis

Make a Good Mega Man Level 2

Identity Crisis.png
"WHO?! WHAT!? WHEN?! WHERE?! HOW!?! WWHHHYYY!?"
"Congratulations to our winner! He may have won the level design contest, but I think it goes without saying that I'd win the best Robot Master contest, right?"
―Volt Man, "Judge Comment"

Overview

Identity Crisis is the 1st place entry in Make a Good Mega Man Level 2. It's a level entirely revolving around the idea of forced weapon usage. However, it goes above and beyond by also giving the player a skin of the robot master based on half of the weapons for the contest. These include, in order of appearance: Hornet Man, Jewel Man, Nitro Man, and Bright Man. The level also goes out of its way to create various challenges that test the player on how well they use the weapons they're allowed, including hiding a noble nickel in each of the robot master review sections. In addition, in typical Mega Man fashion, there is a final section that combines all the presented challenges and mutating them for some very clever setups. This ends the stage on an optional, but mostly fun fight with Alter Man, a Mega Man look-alike with the remaining 4 weapons to use to fight against the player.

Reception

Judge Comments
snoruntpyro snoruntpyro snoruntpyro : 47 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
12 / 15 10 / 10 15 / 15 5 / 5 5 / 5 No



It's reeally on the long side, but MAN IS THIS AMAZING!!!!!! The concept alone is really, really neat, and then it goes and just makes extremely creative setups using only HALF the weapons in the engine. It makes for an honestly fantastic level. There's so many setups in this level that I absolutely adore, like the Docron/Hornet Chaser barriers, the Ring Man platform/Wheel Cutter sections, and like, freaking all of the Jewel and Bright sections. Sooo much of the level is just super clever. And then after the four really cool sections you get an awesome final section that ties everything together and COMBINES the characters in really cool ways. I loooove the Hornet/Bright crusher setup, it's really creative. And there's a pretty neat extra boss fight at the end!! The level is just suuuper great and I love it. Honestly though, the length kinda brings it down - it takes really long to get through on your first playthrough, let alone any subsequent ones. But honestly, I didn't really mind playing it again because it's just such a blast to play through. It does kinda lose its luster so to speak on second playthroughs, though. I still really love it though aaahh <3

JupiHornet JupiHornet JupiHornet : 49 / 50
Design Fun Creativity Aesthetics Functionality
15 / 15 10 / 10 15 / 15 5 / 5 4 / 5



I want you to know that you were very, very, VERY close to getting a perfect score from me, but...I somehow got the secret boss to disappear. I think it was my fault, though. Still, this is such an amazing level! All of the playables look so good and clearly had effort put into them (I can finally play as Hornet Man ;-;) and you showed that you really know how to use their weapons! The Bright Man sections were especially good, because you thought about how the Flash Stopper would freeze everything, so you made enemies that ONLY attack when you use Flash Stopper! Genius! Absolutely GENIUS! I won't be surprised in the slightest if this level wins.

Enjl Enjl Enjl : 39 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
10 / 15 6 / 10 13 / 15 5 / 5 5 / 5 No



4 great stages in one followed by a finale that... I found to be somewhat lackluster. This level does a great job at making use of the 4 weapons it is centered around and I'm a fan of the variety of challenges provided in the level's "first 4 halves", buuut I feel like that's where it could've ended and nothing of value would've been lost. Alternatively, all those segments could have been shortened, compacted, and the final section could have incorporated the omitted aspects while putting them in the context of challenges that require multiple robot masters to solve, which is something I wish it did more. The final section has, in my eyes, so much wasted potential that it could have almost entirely been put into the previous 4 sections without big changes. The combined powers of robot masters are used once or twice in total while the rest of the challenges don't really expand upon what has been laid out in the robot master introduction segment. I ended up getting pretty bored during the final section of the level because of that, combined with the fact the level goes out of its way to interrupt its own flow between segments, making me painfully aware of its length during the first half and making the rest of the level just feel like a drag.

Garirry Garirry Garirry : 49 / 50
Design Fun Creativity Aesthetics Functionality
15 / 15 9 / 10 15 / 15 5 / 5 5 / 5
Flawless. No issue with the level design whatsoever. It's fantastic and well-designed for each weapon. I think it's not as interesting as other pot-fav levels but it's still extremely fun! It's genius. I found the concepts and level theme extremely interesting. Excellent. Works just fine.



Wow. Just wow. This level is almost flawless. The level design contains virtually no cases of poor level design with a few exception of very minor annoyances. The ideas behind the level in general are really awesome and original, and overall the level looks and plays great. I'd say that maybe there are a few moments where the level gets a little boring, but that's not a huge issue. I'm seriously impressed by the effort put into this level.

ACESpark ACESpark ACESpark : 50 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
15 / 15 10 / 10 15 / 15 5 / 5 5 / 5 No



Under normal circumstances, I'd be trying to come up with faults for the stage. Areas that bothered me. And there is only one: The boss should not have been made optional, because nothing about him hints that he is too hard for the average player, because frankly he isn't, and it would've ended a traditional run of the stage on a much higher note.

.... that is about it. I can't even nitpick. This was stunning.

Not only were the dev-kit assets used well - they were used creatively. This is not just a solid stage, it's creative, and manages to create a very good balance between minor puzzle elements / precision platforming and timing.

It would appear there is a right way to do forced weapon usage after all! You could've gone with just using Mega Man's graphics there.. but you didn't. You went above and beyond. Fantastic stage.


Trivia

  • As suggested by the skins for each of the robot masters, the level had inspiration from the Day in the Limelight series of games.
C meirl.png
Something's missing here... This article is a stub. Please help out the wiki by adding more content to it!
Make a Good Mega Man Level 2 - Tier 10
Entry Stages
Boil ManKomuso TempleLaunch Man & Shuttle ManCyber ManBeneath Sand and RockQuarantine WomanNeapolitan ManHaunt ManThe Stage Nobody Asked ForIdentity Crisis
List of Bosses
Boil ManAir CapsuleKomuso ManLaunch & Shuttle ManCyber Man8 Centipeder TowerQuarantine WomanNeapolitan ManHaunt ManSpiked-Wall ManPharaoh Man's RevengeAlter Man
Extra Bosses
The MoonBirdoGlass Man