Difference between revisions of "Changeable Caverns"

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|creator= [[TheMartianGeek]]
 
|creator= [[TheMartianGeek]]
 
|composer= Makoto Tomozawa<br>[[TheMartianGeek]]
 
|composer= Makoto Tomozawa<br>[[TheMartianGeek]]
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* [[Drillun]]
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*[[Drillun]]
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* [[Lyric]]
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* [[Molier]]
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*[[Molier]]
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* [[Pickelman Bull]]
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* [[Rock Thrown]]
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* [[Tondeall]]
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* [[Wall Blaster II]]
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|gimmicks=
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|music = Mega Man X - Armored Armadillo
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*[[Brightman Platform]] (green, red)
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|location = [[Tier 6 (MaGMML2)|Tier 6]]
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*[[Concrete Platform]]
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|previous = [[Wily Coaster]]
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*[[Crash Lift]]
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|next = [[Joe Man (stage)|Joe Man]]
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*[[Daidine]]
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*[[Drop Platform]]
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*[[Guts Lift]]
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*[[Tomahawk Platform]]
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|other=
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|music=Mega Man X - Armored Armadillo
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|location=[[Tier 6 (MaGMML2)|Tier 6]]
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|previous=[[Wily Coaster]]
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|next=[[Joe Man (stage)|Joe Man]]
 
}}
 
}}
 
{{quote|Pretty much all of this stage works, but on the goldilocks scale of level design, it sits just below the 'just right' in gimmick implementation.|[[ACESpark]]|excerpt from judge comment.}}
 
{{quote|Pretty much all of this stage works, but on the goldilocks scale of level design, it sits just below the 'just right' in gimmick implementation.|[[ACESpark]]|excerpt from judge comment.}}
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== Overview ==
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==Overview==
 
'''Changeable Caverns''' is the 41st place entry in ''[[Make a Good Mega Man Level 2]]'', created by TheMartianGeek. The level focuses on short platforming segments broken up by enemies, using almost every type of special platform gimmick available in the devkit.
 
'''Changeable Caverns''' is the 41st place entry in ''[[Make a Good Mega Man Level 2]]'', created by TheMartianGeek. The level focuses on short platforming segments broken up by enemies, using almost every type of special platform gimmick available in the devkit.
  
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== Strategy ==
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==Strategy==
 
Don't die. The easiest way to accomplish that is to get good at jumping.
 
Don't die. The easiest way to accomplish that is to get good at jumping.
  
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{{MaGMML2}}
 
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{{MaGMML2 Tier 6}}
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[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 6 (MaGMML2)]][[Category:Stages]]
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[[Category:Make a Good Mega Man Level 2]][[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 6 (MaGMML2)]]

Revision as of 14:46, 8 September 2018

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!


41th: Changeable Caverns

Make a Good Mega Man Level 2

MaGMML2-41-ChangeableCaverns.png
"Pretty much all of this stage works, but on the goldilocks scale of level design, it sits just below the 'just right' in gimmick implementation."
―ACESpark, excerpt from judge comment.

Overview

Changeable Caverns is the 41st place entry in Make a Good Mega Man Level 2, created by TheMartianGeek. The level focuses on short platforming segments broken up by enemies, using almost every type of special platform gimmick available in the devkit.

Strategy

Don't die. The easiest way to accomplish that is to get good at jumping.

Judge Comments
snoruntpyro snoruntpyro snoruntpyro : 35 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
13 / 15 8 / 10 6 / 15 4 / 5 5 / 5 No



Aw why did this have to end so quickly D: I really liked where it was going!! For a level that has a large majority of the special platforms in it it does a very good job at keeping focus and feeling coherent. It introduces each of the platform types safely and uses most in more dangerous setups later on. The difficulty curve is just very well done in general. The enemy challenges are pretty great, too - I really like how the Drilluns and Moliers were combined. But it felt like it ended just as it was starting to ramp up the difficulty!! I really wish there was more because I love what is actually here, it just feels like it got...cut off before it could be truly amazing.

JupiHornet JupiHornet JupiHornet : 17 / 50
Design Fun Creativity Aesthetics Functionality
4 / 15 5 / 10 1 / 15 3 / 5 4 / 5



Pretty forgettable level. It was mostly just rooms with enemies and then moving platforms over pits and that was it. The room with 3 Crash lifts is a bit glitchy, one of them randomly pushed me off for some reason.

Enjl Enjl Enjl : 32 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
8 / 15 9 / 10 7 / 15 4 / 5 4 / 5 No



This level is a lot of fun to play, but often misses out on aspects such as safety nets and ramping up the difficulty, with later sections sometimes being easier than early sections and the enemy setups not offering a lot of variety. A lot of the level's assets are taken for granted and while others are formally introduced, the others are often what will lead to the player's death. The guts lift section in particular is rather tricky for where it is placed in the level and I died a lot on it when I wasn't exploiting the lack of spike collision in that room to bypass it and explore other parts of the level. The open platforming segments are a nice but rompy challenge and definitely the highlight of this stage.

Garirry Garirry Garirry : 27 / 50
Design Fun Creativity Aesthetics Functionality
8 / 15 7 / 10 4 / 15 3 / 5 5 / 5
It's not that good. Generally there are a lot of sections which require you to either do precise movements or waiting for two moving obstacles to sync together. Despite that, it was a pretty enjoyable level. Aside from the bad sections, it ranks as decent for me. There's nothing particularly interesting here. It's just a regular cave level. Nothing that creative tbh. The tiles seem pretty lazily put, the background is all black… meh. Works just fine.



I feel like it could have been done better. The level just doesn't look nice. Some parts of the stage suffered from either bad enemy placement or having to deal with desynchronised moving obstacles. And overall it just feels generic. Nothing creative or interesting really. At least it was mostly enjoyable.

ACESpark ACESpark ACESpark : 34 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
12 / 15 8 / 10 7 / 15 2 / 5 5 / 5 No



Fun little stage, if too much on the safe side. Pretty much all of this stage works, but on the goldilocks scale of level design, it sits just below the "just right" in gimmick implementation. What I mean by that, is you don't go far enough with the gimmicks to be truly memorable, and it's all a little generic, with not much identity of its own other than "every platform gimmick".

That being said, there is actual thought behind your use and placement of said platforms, and nowhere does it feel half assed, it's just I feel a few more screens with repeated gimmicks and a slightly higher difficulty (not by much, just slightly) for the climax of your stage would've served you better. You also put in areas where Noble Nickels would've acted much better than... er.. bolts. This is just a poor design choice, as no one will attempt the additional challenges you propose because there is simply no point to it, the stakes aren't high enough.

Lastly - I kind of feel the Guts Man platform segment was... pointless. This bit also houses your weakest implementation of any of the gimmicks, as the player is left waiting for the platforms to sync up together. It's minor, but it would've been better to see the platforms return later in the stage with a different setup, rather than the "Hi I exist" cameo.

Noteworthy things about this stage - perfect theme and selection of enemies for a cavern setting, good music choice, and gimmicks are introduced very well. Props to the Shadow Man platform segment, I didn't even notice how clever your introduction of them was the first time through! It took a second playthrough for me to get it... but it's subtle but well done.

... one thing that's odd, there are a few spots in the level tiles that look.. unfinished, or are using a beta tilset? They keep showing up and it just looks bizarre.



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
Make a Good Mega Man Level 2 - Tier 6
Entry Stages
Wily Coaster • Changeable Caverns • Joe Man (stage) • Crystal Lab • Nitrogen Man • Duwang • Lava Factory • Just an Ice Level
List of Bosses
Joe Man • Joe Man R • Chill Man • Crash Man
Tier Boss
Cheat Man