Cossack's Other Citadel

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30th: Cossack's Other Citadel

Make a Good Mega Man Level 2

MaGMML2-30-CossacksOtherCitadel.png
Always good to come home for a visit.
"It was like a mashup of the 4 Cossack stages, but...it didn't really do anything more than that."
JupiHornet, summing up the level in his judge comment.

Overview

Cossack's Other Citadel is the 30th place entry in Make a Good Mega Man Level 2, created by Big Fish. The setting, as the name suggests, is an abridged version of Dr. Cossack's Citadel from Mega Man 4, combining the tilesets from all four Citadel stages into one level.

Strategy

Judge Comments
snoruntpyro snoruntpyro snoruntpyro : 36 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
12 / 15 7 / 10 8 / 15 4 / 5 5 / 5 No



tfw you decide to make imorms visible always to make them more fair and then someone makes them invisible anyways. Very good design in general - the whole level has a nice difficulty curve, and each of its gimmicks are used in good setups and then all combined in the end. I don't really have much to say about the level besides the fact that it's just really well designed. Strongest parts are definitely the autoscroll parts - I adore the unorthodox usage of shield attackers here, and the giant chains of Birees are hilarious. The room with Birees and ladders is also one that I really like - it's just some simple, but well designed setups with a single enemy. Really solid level overall; I like it a lot.

JupiHornet JupiHornet JupiHornet : 27 / 50
Design Fun Creativity Aesthetics Functionality
8 / 15 5 / 10 7 / 15 3 / 5 4 / 5



Welp, that level existed. It was like a mashup of the 4 Cossack stages, but...it didn't really do anything more than that. It was a pretty boring level, to be honest. Also, in that autoscrolling section, there are 2 Shield Attackers that are literally impossible to avoid without the Flash Stopper, and the last room scrolls because a StopScroll object is missing.

Enjl Enjl Enjl : 33 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
10 / 15 6 / 10 9 / 15 3 / 5 5 / 5 No



I really like the start to this level. It presents all of its challenges one-by-one and builds on top of them through mutation of the setups. Sadly, my enjoyment with this level pretty much stopped as I went into the autoscroll sections. The first one if very easy and leaves a lot of room for interesting things that can be done with enemies, even without making it too cramped. The second one can be rather unfair if you don't see the enemies coming in time. Also where did the snow go?

Garirry Garirry Garirry : 25 / 50
Design Fun Creativity Aesthetics Functionality
6 / 15 6 / 10 5 / 15 4 / 5 4 / 5
First half is not too bad, enemies are still placed alright, but in the second half it just becomes absolutely irritating. It was kinda boring. Some sections get really annoying. Nothing stands out. It's just not interesting. Too similar to the original and doesn't use the concepts in an interesting way. Looks alright but music is poorly rendered and cut. Has a few bugs.



This stage is honestly mediocre. There's really nothing that stands out here and there's a lot of problems. Regarding level design, I actually think the first half is okay, but the second half is just filled with unfair enemy placement everywhere, not to mention the rain which just makes things even more difficult. Also the music choice is fine but it's so low-quality it hurts my ears. Oh, and that last room has the camera not implemented well for some reason.

ACESpark ACESpark ACESpark : 36 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
13 / 15 8 / 10 7 / 15 3 / 5 5 / 5 No



The biggest critique of your stage is a lack of challenge, and the first few rooms are a little meh in design (the Imorm enemy does not get used very well here, unfortunately). But for using only some very basic gimmicks, this one worked. The tileset is put together fine, the enemy variety hits the best balance, overall this was quite good. It felt like an official Mega Man stage through and through, and that's what we like to see. Your standout room was the final one, but worth noting is the fact you actually took conveyance into account - everything got introduced, and introduced well, even if I was not aware of these gimmicks and enemies from previous games (I am, but let's get hypothetical) you introduced them in such a fashion that the player could get used to them. And then you used everything in that last room to the best way possible. Even Shield Attackers. My word, you used Shield Attackers well. Good stuff mate. Only things really that could've improved the stage without changing the concept is perhaps a better choice in music, (and looping it correctly for a start) as it's a tad predictable, and maybe give it a bit more bite towards the end. One more, harder room, and I think you'd have NAILED what you were going for. You also gave just enough of a hint that your stage was ending, without making me anticipate a boss fight that would never come, so that is appreciated.



Make a Good Mega Man Level 2 - Tier 7
Entry Stages
Biplane BayBlaze ManGunpowder CellarCursor CurseCossack's Other CitadelFortified LabSpiky SituationRuined Lab
List of Bosses
Toad ManMatch ManVolt ManCursorThe KidAvoidance CherryHealthy Giant MetoolDoc Robot MK2Wishing Star
Tier Boss
Ghost of Christmas Future
Other Goodies
Twilight Lodge