Difference between revisions of "Poorly Named Level"
m (Fixed the skip vote) |
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|garirry = Seriously? Why does this level have such awful level design? I can't even count the amount of times extreme precision and timing was needed in order to get through the obstacles and enemies without taking damage, or even without dying. Not to mention the absolutely intolerable mini-boss and serious lack of checkpoints. It's a darn shame that good ideas and beautiful graphics are greatly overshadowed by the pitiful level design and endless frustration caused by trying to get through the stage. | |garirry = Seriously? Why does this level have such awful level design? I can't even count the amount of times extreme precision and timing was needed in order to get through the obstacles and enemies without taking damage, or even without dying. Not to mention the absolutely intolerable mini-boss and serious lack of checkpoints. It's a darn shame that good ideas and beautiful graphics are greatly overshadowed by the pitiful level design and endless frustration caused by trying to get through the stage. | ||
|garirryscore = 20 | |garirryscore = 20 | ||
| + | |gadesign = 1 | ||
| + | |gafun = 2 | ||
| + | |gacreativity = 7 | ||
| + | |gaaesthetics = 5 | ||
| + | |gafunction = 5 | ||
| + | |gadesignnote = Man this sucks. All movement has to be super-precise and the enemy placement is bottom-tier. Also there's a serious lack of checkpoints, and the mini-boss is hell. | ||
| + | |gafunnote = This is a frustrating level as all hell. Can't even describe it. | ||
| + | |gacreativitynote = It's a shame really, this level has some good ideas. Nothing spectacular, but it's alright. | ||
| + | |gaaestheticsnote = Looks good. | ||
| + | |gafunctionnote = Works just fine. | ||
|ace = I wonder how many people will actually attempt to take on the challenges you set them, or just use the weapons to bypass everything. | |ace = I wonder how many people will actually attempt to take on the challenges you set them, or just use the weapons to bypass everything. | ||
People are going to either love this stage or despise it. I'm leaning more to the latter, but that, admittedly, might be my personal distaste for the gimmick in question. | People are going to either love this stage or despise it. I'm leaning more to the latter, but that, admittedly, might be my personal distaste for the gimmick in question. | ||
Revision as of 18:16, 7 March 2018
| 52nd: Poorly Named Level | |||||||||||||||||||||
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| Arguably the most infamous room of the level | |||||||||||||||||||||
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- "I appreciate that you built a pretty good level out of the Tornado Man platforms (that I hate with a passion btw), but oh my god. Some of these rooms are. So. Much. Garbage."
- ―SnoruntPyro, saying words i guess
Overview
Poorly Named Level is the 52nd level in Make a Good Mega Man Level 2. It mainly revolves around the magnet platforms from Tornado Man's stage in Mega Man 9.
Strategy
Skip Status
This level was deemed skippable by the judges, due to level's high difficulty and the finicky nature of the Tornado Man platforms.
Judge Comments
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It is mentioned during the stage whether or not you could make the Tornado Man Platforms fun... well they're certainly competently executed, I'll give you that. Some of the situations they're stuck in though... not so much. Strangely enough, your biggest problem might just be the enemies used and the sheer number of them. The earliest screens of the stage are a bit crazy with the amount of Beaks placed, and you're on Platforms where very little control is given to the player to safely dodge stuff. It's all rather infuriating. Simply toning down the enemies could've made this more enjoyable. I think the early screens are amongst the worst of the stage, as the later segments start becoming much more tolerable, and better in design. (I even liked the spike crazy segment just past the checkpoint for what it's worth.) It's a crazy backwards difficulty curve. I have to admit, the first time through this I got rather annoyed, and shut off the game for a bit. The second time was a bit better. The opening areas really are rather rubbish compared to the later areas, and start the level on a bit of a sour note. Luckily the rest of the stage and general competence of everything makes up for it. The Noble Nickels were... sneaky as sin. I think the 2nd one probably should've had an altered or redrawn graphic to make it not so unlikely that it is hidden where it is, because even the 1st one will likely be bypassed the first time you go through the screen, and that one does have a recoloured graphic! Finally, hi dev-kit boss! |
Improved Version
Yoshiatom (the level's author) has announced that he is working on an improved version of the level, making the difficulty more balanced, reworking the more poorly designed rooms and making the enemy choices more focused. Because Yoshiatom is a self-admitted procrastinator, it could be a while before the improved version get released.
| Make a Good Mega Man Level 2 - Tier 4 | |
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| Entry Stages | |
| Alien Temple • Joe Destruction Co. • Neon Man • Jungle Base • Orbital Station • Shovel Knight • Poorly Named Level • Enhanced Mobility | |
| List of Bosses | |
| Alien • Neon Man • Whopper • Volt Man | |
| Tier Boss | |
| The Scorching Duo | |
