Enhanced Mobility

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51st: Enhanced Mobility

Make a Good Mega Man Level 2

MaGMML2-51-EnhancedMobility.png
Now you're thinking with portals!

Overview

Enhanced Mobility is the 51st place entry in Make a Good Mega Man Level 2, created by Trainman2177WS. The stage's gimmick is using Galaxy Man portals as one-way boost pads that propel you upwards.

Strategy

The first part of the stage is mostly just to get used to the Galaxy portals' new physics, so you should be fine. The second screen has two paths to take, but they both lead to the same place: a vertical climbing section, where you must fling through a Galaxy portal network while avoiding spikes. There are two paths to take here: an upper path to the left and a lower one to the right. Taking the upper path then heading left leads right to first of the stage's two Energy Elements... it's literally right on the next screen. But don't grab it just yet, because the first Noble Nickel is just below, guarded by some Fire Tellies. Grab the Nickel then climb back up and grab the Element. Part one down.

Whew! That was quick, wasn't it? Now let's go do the rest of the stage, shall we? Head back in and make your way back to the vertical section and this time take the lower path. The first of the stage's two Jet Sled sections is just beyond here, but before you jump on the Sled, jump over it and head a bit to the right to grab the second Noble Nickel. Actually, you're probably better off skipping the Sled altogether: the section is very short, has little enemies and all the jumps are perfectly manageable on foot. However you choose to go, just make your way to the right and jump down.

This next bit is just a straight platforming section with a random assortment of enemies; just make your way left. At the end is a spike drop that uses Galaxy portals to alternatively protect and hinder you. Remember that it's easy to accidentally land back in the portal you just popped out of while trying to fall past it, potentially trapping you in a loop of jumping in and out of the same portal over and over, then correcting your trajectory too much and then landing into spikes, but it's very doable. Once you reach the bottom you'll fall into an actual teleporter portal that takes you to another straight platforming section with random enemies. Again, make your way to the left.

At the end of this section is another Jet Sled section, this one much longer, packed with enemies and with jumps you can't clear easily without utilities, so you might be better served taking the Sled this time. Just remember to stick to the lower path and spam the fire button, because most of the enemies are near the very edge of the platforms and getting hit will mess up your jump. The last part of the level is another vertical climbing section with the portals, this time longer and more densely packed with spikes. There are two paths you can take to start your ascent, but you should stick to the left starting point, because the right one has a part where it's impossible to avoid the death spikes. This segment can feel very narrow and intimidating at points, but the portals are so close together, and are so generous about where you can enter them, that it's easy to correct your course. At the very top is the second Energy Element, but remember to jump out to the right after the second-to-last portal to pick up the final Noble Nickel before you reach it. After that, ride the portal network back to the top and collect the Element.

Judge Comments
snoruntpyro snoruntpyro snoruntpyro : 29 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
6 / 15 6 / 10 8 / 15 4 / 5 5 / 5 No



This level starts off amazing and ends amazing but the middle of it is just kind of bleh. I really love your unorthodox usage of the Galaxy Man portals - the ending shaft is really fun and creative and I <3 it. I wish the whole level was built around it, though, because the rest of the level is less than great. There's long stretches of level which just seem to be every enemy ever placed down everywhere, and they'll just hit you over and over and kill you and it's just not fun. The sled sections are also pretty dumb because not only do they lack any sign commands, they're also incredibly short and the second one will mainly just consist of you getting hit by the enemy spam over and over. Also, that second exit is entirely pointless. The level really gets brought up, though, by the amazing final section. It's soooo good <3. I just wish the whole level was built around it, though, because when the level loses focus it just kinda falls apart!!

JupiHornet JupiHornet JupiHornet : 21 / 50
Design Fun Creativity Aesthetics Functionality
5 / 15 5 / 10 8 / 15 1 / 5 2 / 5



This level was a bit of a disaster, both in terms of design and aesthetics. It really felt like blocks and enemies were just placed wherever and then left there. The sled slections were completely skippable, and it was honestly easier to fly over them and shoot enemies with Rush Jet than to actually use the sled, because those sections were very hard to memorize without dying several times due to the many enemies. I don't think that part was tested enough. The part at the end with all the galaxy portals was cool, but it was sometimes unfair because you couldn't see what was above you.

Enjl Enjl Enjl : 28 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
7 / 15 7 / 10 7 / 15 3 / 5 4 / 5 No



This level exists in a weird state between interesting teleporter setups and enemy spam, the latter of which also bleeds in the second of this level's snowboarding segments. I really enjoyed the spike fall and spike rise segments, but the rest of the level strikes me as something that could've been much more if it adhered more closely to the teleporter boost gimmick. There's a lot of undiscovered potential here, but the problem is exactly that: It's undiscovered in this level. I also got killed by a random screen border that one time. I assume there were spikes on the other end.

Garirry Garirry Garirry : 31 / 50
Design Fun Creativity Aesthetics Functionality
11 / 15 6 / 10 5 / 15 4 / 5 5 / 5
The level itself is well done. Enemies are placed in a fairly good quantity, however their placement means they can be annoying to dodge (particulary the insane amounts of enemies per room who shoot stuff in an arc). The selection of enemies is lackluster though, and there is one section with crappy enemy spam. There are split pathways, but they are way too short. Overall it's decent, but nothing too special. The stage isn't frustrating, so at least that's good. However, the enemy placement can be a bit of a nuisance. The problem is the level is too damn short. It doesn't ruin the level, but it makes it feel like the fun ends WAY too early. The teleporter moments were fun (that one with the spikes was awesome!) but the other teleporters just seem useless and feel like wasted potential. The creativity of this level is pretty mediocre to be honest. I appreciate the teleporter mechanics and a "jump-mayhem" around spikes is a cool idea, but the rest is just generic. Generic not as in bad, just okay. No issues here. Tiles are placed correclty, nothing sticks out as painful to the eyes, and the music used is a pretty nice remix. Works just fine.



I'd say this level is alright, but it suffers from bad enemy placement, considering how many enemies there are who shoot hard-to-avoid projectiles. Not to mention the little enemy variety. Besides that, the level is just way too short, with split paths only being one screen long each. Anyway, I liked the teleporter gimmick, and I had a short period of fun in that vertical spikes section. Overall, it's not a bad level for what it is, but it could be better.

ACESpark ACESpark ACESpark : 20 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
5 / 15 6 / 10 4 / 15 3 / 5 2 / 5 No



.... pfft, Oh deary me. Playtesting your own level you see, is a good thing, as about half of the gimmicks in this stage are utterly pointless. As in, you can skip using most of them. This includes the Frost Man Sled. Both of them. Without weapons or utilities. I actually completed the two areas that use Jet Sleds - without the Jet Sled. I'm sorry, but that is hilarious. I went back to play both segments with the Jet Sled afterwards, and they're not exactly improved by the gimmick, especially with the enemy spam of the second one. (Also, I think Pandeeta has a bit too much health for the Sled segment, really.)

Secondly - most of the Galaxy Man Teleporters can also be outright skipped without even using weapons. This is a bit silly. This stage wants to do two paths - which is weird, because of the paths is incredibly short, so short in fact it doesn't really warrant existing (like, it feels short enough to only have a Noble Nickel in it.), the other has some thought put behind it and is a decent length at least.

Enemy selection in the stage was - frankly - spotty. There are many instances of only a single enemy of a type showing up in the stage, usually without thought to their placement. It's all a hodgepodge, and really doesn't help the level any, mostly because many of these are really badly placed. The single random Cocco is an example of an enemy that shouldn't sit where it is, as it is more nuisance than challenge. The tileset appears to be random blocks placed all over the place. At no point does this level seem coherent, which makes it fairly ugly to look at.

I'll give you praise where you deserve it - your checkpoint placement was great, and the final room on the long path, whilst silly, was a very clever way of using the Galaxy Man Teleporters. The spike drop earlier in the level was also well handled. Everything else was a bit lackluster, in most cases, and rubbish in others, and the fact so much of the level can be played by outright ignoring segments is ridiculous.



Make a Good Mega Man Level 2 - Tier 4
Entry Stages
Alien TempleJoe Destruction Co.Neon ManJungle BaseOrbital StationShovel KnightPoorly Named LevelEnhanced Mobility
List of Bosses
AlienNeon ManWhopperVolt Man
Tier Boss
The Scorching Duo