Rush City

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71st: Rush City

Make a Good Mega Man Level 2

Screenshot135.png
Huah!


"Drako and I were just saying, it takes a special kind of talent to make a stage that's both boring AND frustrating."
―HatredElemental, during the Wave Bike segment

Overview

Rush City is the 71st place entry in Make a Good Mega Man Level 2. It's a rather short stage mostly built of monotonous red bricks from a Duke Nukem tileset.

Judge Comments
snoruntpyro snoruntpyro snoruntpyro : 21 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
5 / 15 4 / 10 3 / 15 4 / 5 5 / 5 No



The level just feels very...empty. Like, there's some ideas here, but there's just not much going on in general. The only real difficult part is the part with Bladers, and that's really only because Bladers are hell to deal with. The wave bike section is sometimes unfair because Rider Joes can surprise you out of nowhere and knock you into pits. Other than that, there's...not much happening. I guess there's a tiny bit of a difficulty curve but the level seems so sparse that I feel like I'm just grasping at straws. I wish there was just more in general here!

JupiHornet JupiHornet JupiHornet : 9 / 50
Design Fun Creativity Aesthetics Functionality
1 / 15 2 / 10 3 / 15 1 / 5 2 / 5



This level didn't feel like much effort was put into it. I basically flew over an empty section with Rush Jet (you're actually meant to jump down but it looks like a pit so I flew over it, it was mostly flat with some Crystal Joes) fell down two screens, fought some enemies and that was it. In the optional Wave Bike section, there's no indication whatsoever that those gray blocks actually kill you.

Enjl Enjl Enjl : 13 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
2 / 15 2 / 10 3 / 15 1 / 5 5 / 5 No



This level was kinda over before it started, and sadly it didn't really have any clear direction. The challenges presented are janky and seem unfinished, and the "optional" bonus section that ends in a not-so-optional exit is something that could've been easily made the main gimmick of the level. This level needed both more focus and more testing to be substantial in any way, unfortunately.

Garirry Garirry Garirry : 21 / 50
Design Fun Creativity Aesthetics Functionality
5 / 15 4 / 10 4 / 15 3 / 5 5 / 5
It's honestly pretty bad. Nothing too shocking but most sections have enemies come out of nowhere to attack you, I remember one very specific jump, and the bike section is unfair. It was okay I guess. Nothing spectacular here, and it was boring. I don't see anything interesting here. I think there's some ideas here, but that's a stretch Eyestraining, visuals aren't even that good to begin with. Works just fine.



It could have been better... the level design is pretty bad with all the enemies being extermely unpredictable, one jump being overly precise, and the Wave Bike section being highly unfair with ridiculous enemy placement. Also, the visuals are pretty bad. Other than that... there's just nothing interesting to say here? It's a pretty bland level.

ACESpark ACESpark ACESpark : 15 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
5 / 15 4 / 10 2 / 15 1 / 5 3 / 5 No



It comes to something when the bare minimum is applied to enemy layouts. This is done here.

For a generic level... that might just be the worst tileset selection I have ever seen. As in, it looks like a placeholder. I'm sure not even the game this is taken from looked this boring. (Duke Nukem right?) Nothing really happens in this stage. There is a wave bike section at the end.Which was alright, and a decent enough challenge, just enough to wake the player up, it's the sole reason you are getting any ""fun"" score whatsoever, Even this is bungled a bit. Specifically - why place spikes without actually using a spike tile? Why? I don't get it, why make the block graphically indistinguishable from a regular block?! Especially one you've already encountered! This is just.. confusing.

That is also the most laughably poor attempt at a boss fight I have ever seen, period. Worst enemy to select for your endgame. There were actual bosses in the dev-kit. And even much better mid-bosses. I really think you should've just made the wave-bike segment the actual endgame, and not tried to make it optional. Because now players will have to go through your stage twice, just to pick up both elements, with nothing changing in-between.

Yeah, no, this was fairly poor. And dull mostly. Very dull.


Trivia

  • This Level originally tied with Yggdrasil and had to have its score adjusted. Four of the five Judges voted in favor of Rush City to win the tie, the only Judge to vote for Yggdrasil was JupiHornet as "While Yggdrasil was a level with awesome and unique concepts, but unbelievably terrible execution, this level doesn't seem like much effort was put into it at all".
Make a Good Mega Man Level 2 - Tier 2
Entry Stages
Wily TowerAirflow HubbleYggdrasilRush CityGigavolt ManDragon Lab LairColorful HallSomething Original
List of Bosses
Volt ManKomuso ManQuintMecha DragonGuts ManCratorCreamKichonaColor Man
Tier Boss
Ombuds Man
Other Goodies
Gordon Freeman