Difference between revisions of "Gate 303"

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Revision as of 18:47, 13 May 2018

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

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Gate 303

MaGMML3 Judge Application Levels

Gate303Icon.png
Behold! The title drop!
"Gate 303 was designed to exist. I'm amazed people get as much out of the level as they do."
ACESpark on Gate 303

Overview

Gate 303 is the fifth level in the MaGMML3 Judge Application Levels. As stated above, ACE designed it to be a completely unremarkable, uninteresting level; however, it contains a glaring oversight that significantly alters how players approached it, and judges who caught this were certainly noted for their astuteness during the judge-selection process. The first half of it contains platforming challenges revolving around Guts Lifts suspended over Electric Arcs, and the second half contains a myriad of different enemies and minibosses, some of which hold keys that are required to unlock the titular gate at the end of the level.

Strategy

  • In the second section, the Pandeeta, the Kaminari Goro, the Docron spawner, the Hot Dog, and the Big Snakey are the key-holding enemies. However, all these enemies will respawn when scrolled back onscreen, and players can use this to get infinite keys from a single enemy.
  • Gemini Man will begin the battle against him in his second phase.

Judge Comments

Judge Applicants' Comments
Pachy Pachy Pachy : 35 / 100
Well, it's a really short stage that ends with a very small boss gauntlet, with rather strange music choice.

The theme of the level is straight-forward: Go through a session of elecbeam traps, shoot the miniboss guarding a key at the end of it, then proceed. At first I thought the approach of killing the miniboss right in front of the gate seems a bit strange (Maybe to prevent players from damage boosting everything?), then at the last session, random selected enemies start to drop keys too, to open the 5 gates at "Gate 303".

This could have been a very neat concept if the player were to be assigned a task to scavenger hunt for the keys, but as the current stage goes, you only have to kill all the enemies on a linear path to get everything needed.

Nothing much to say about the stage otherwise, a lot of the enemies don't really pose a threat (some even very happily scroll themselves off the screen), and it just seems like you wanted to fit every minibosses into one level.

Try not to make your levels feel too linear, adding in more platforming and enemy challenges could also help spice up the player's experience.

Samario Samario Samario : 58 / 100
This stage is really a good example of a stage that could have used a bit more playtesting. It has a fine gimmick in the combination of the Elec Man zapper and Guts lifts, as well as a seperate one in the section where you must collect 5 keys from enemies and midbosses in order to open the titular Gate 303 and access the boss.

This all sounds fine, in theory. The main problem, and this is quite a severe one, is that enemies that hold keys *respawn*. Due to how keys work, this allows you to obtain an infinite amount of keys from a single enemy. This infinite key trick leads to other odd effects, such as the key hovering over Mega Man waiting to be collected if you already have 7 keys, as well as allowing you to skip Gemini Man completely as the Energy Element is within the room, but guarded by a key door. Plant Man cannot be skipped similarly as the boss doors lock. The only other minor issue is the unfitting midboss selection, which seems to be "all of them". It could have done with some edits of other midbosses to fit the theme.

M-Jacq M-Jacq M-Jacq : 25 / 100
Good level design doesn’t require flashy gimmicks, which is good news for Gate 303, because its main gimmick boils down to “destroy enemies to progress.” Oh, there are some MM1 gimmicks in the first half of the level, but they’re used so sparingly that they may as well not even be there.

Now, the thing that makes the level infuriating rather than merely “meh” is its boss fights. Now, I can forgive the lack of a boss corridor, meaning that when you die you respawn inside the first boss room. And I can ignore that putting two Robot Master fights one after the other without a health refill or checkpoint in between is a lazy way to add artificial difficulty. No, here’s what astonished me. In the room before that, with the five keys, one of the enemies that drops keys is a Docron Spawner… which can respawn. So you can just keep killing and respawning it to get an arbitrarily large number of keys, which you can use to skip the Gemini Man fight altogether. Uh… whoops? I’m kind of glad such a glaring oversight is in the stage, because otherwise I’d have very little to say here.

PK PK PK : 49 / 100
I can see why you would want to use keys to lock the next part of the stage. But making that your main ,,gimmick’’ seems a bit weird, especially considering that you used some other gimmicks for no real reason, other than to have them there. The whole key thing isn’t really that bad for the first few screens, as the enemy with the key is close to the actual door. But for the last one, I can see it getting quite annoying if you choose to skip fighting enemies, just to realize that you need to backtrack to grab all the keys. Enemy selection in itself seems a bit weird, with a lot of enemies being used only once. In general, the stage feels quite short, so maybe only using one boss at the end except of 2, and replacing the second one with another level section might have been a better choice. Oh yeah, we get 2 devkit bosses here, with no real health regeneration between the 2. Plant Man also seems kinda unfit for the room you put him in, as he can easily corner you in the right hand side of the room. The 2 bosses add nothing original to the level, so you might as well not have had them there, or at the very least, only one.
Flashman85 Flashman85 Flashman85 : / 100


Trivia

The first half of the stage was designed by ACESpark as the intro level for a cancelled fangame. Said fangame is also the source of the tileset for his Null and Void level.

Make a Good Mega Man Level 3 - Judge Application Levels
Stages
Midnight ManCoptar ManX FactorySpace CrusadeGate 303Universe City VMagnum Man
List of Bosses
DreadnoughtPlant ManGemini ManVolt ManVolt BossMagnum Man