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76th: An Underwater Adventure? Wow!

Make a Good Mega Man Level 3

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Hey guess what? [INCOMPREHENSIBLE GLITCHING]


An Underwater Adventure? Wow! is the 76th place entry in Make a Good Mega Man Level 3. The level is split into two halves; the first has Mega Man approaching an underwater base, facing various aquatic enemies and going water tubes similar to the ones in Mega Man 11's Acid Man stage. The second half takes place inside the base itself, featuring heavy use of harmful, electrified water and Sheep Conveyors.

Strategy

Just don't get hit, dumbass.

Development

This level was worked on at some point.

Judge Comments

Judge Comments
Mick Galbani Mick Galbani Mick Galbani : 61 / 100
Design Fun Creativity Aesthetics Functionality
23 / 35 10 / 25 8 / 15 10 / 15 10 / 10



Underwater adventures, in many ways an old constant--and this one... it's not great. The water section is largely just... there. It's got some good moments: Like the Swim Balls actually doing things, the first token, and the water currents before the first midboss. However, the endless Pengs in the water current can get a bit annoying, and the first gas vents are hard to see when M-422A is drawing your attention. Most prominently, there's not a lot of checkpoints, which makes the second token more frustrating than it's worth.

Ironically, the level doesn't come into its own until it stops trying to be an underwater adventure. The marine base is a better time. Piledans and Birees handle quite well, and Machine Gun Joe is fair encouragement for weapon use. The Sheep Conveyors are also great at keeping the player's interest, and the electrocuted water works really well with Irucan and chase sequences. Unfortunately, Waltriot is either useless or aggravating, there's no middle ground. And that chase sequence? That's when the level peaks. While there's an interesting concept behind the room of Sheep Conveyors that obstruct your movement, the gameplay itself is kind of boring. And the final section? Good grief, the number of Irucans were just plain irritating. Not actually that deadly, just royally annoying.

The bosses are as much of a mixed bag as the level is. Kamegoro Maker is an effective midboss, and it makes a good optional challenge for goodies-though just an M-Tank seems a little small for a dual Kamegoro. The DOS Mega Man was a very unexpected ending, if not a tad jarring. But while he might be unfitting, he offers a fun variety in his fight. The problem is the Hybrid Octopus midboss. Constant swarm of enemies? Eh, the minions are manageable. Camons hitting your head while you're trying to climb platforms? That... can be irking. First instance of Sheep Conveyors in the entire stage? That's... not entirely fair to the player. The platforms last for barely any time at all? That's the point I break out the Thunder Beam and tear this thing a new one. That thing was infuriating, and sticks out like a sore thumb in an otherwise fine set of bosses.

Shinryu Shinryu Shinryu : 49 / 100
Design Fun Creativity Aesthetics Functionality
16 / 35 9 / 25 7 / 15 7 / 15 10 / 10



I can't say I was all that thrilled by this stage. There's some solid ideas, a few decently designed platforming challenges, and an interesting end boss, but by the end? Not much of this level really stuck out to me.

I think the biggest issue here is the stage's length. It goes on for a bit longer than it really should, with several segments that either feel like filler, or don't amount to much beyond throwing a couple of enemies your way. The only parts in the first half that really stood out to me were the water current segments, although I think that's mainly because they briefly caught me by surprise the first time around (until I realized they were indicated by the background tiles).

There was also the Octobulb Generator, which...to be fully honest here, I'm not a fan of either of the mini-bosses that fully make up this thing. The combination of them wasn't quite as bad as it could have been, but I didn't exactly enjoy the fight either. You have to run on the conveyor a bit longer than the standard Octobulb fight (if you want the platforms to even stay up for long enough so that you can get in some decent hits). The constantly respawning enemies make this process more tedious than it should be, since if they hit you, you've more or less already lost your chance to deal damage to the mini-boss.

The second half of this stage is a lot better by comparison, mostly thanks to there being more interesting gimmick usage. The Sheep Man conveyors in particular get some good usage in a few rooms. The one that has you dodging the Machine Gun Joe's bullets while trying to activate the lifts was rather fun, along with the hallway that repurposed the conveyors to be more like platforming obstacles. The electrified water sections would have been just as fine, but they often ended up being more annoying than not thanks to the Irucans (their respawn rate honestly feels a bit too fast). Essentially, the second half is somewhat of a mixed bag of good and not so good segments. Thankfully, the boss sticks out as one of the better moments. He's probably the best thing about the stage, even if he takes a bit of time to learn as he quickly changes phases and attack patterns.

Overall, it's a stage that's really rough around the edges, but I could also see it turning out great with some polishing.

Pachy Pachy Pachy : 56 / 100
Design Fun Creativity Aesthetics Functionality
14 / 35 11 / 25 9 / 15 12 / 15 10 / 10



An Entry Review? Wow!

You hoped you would win? I have bad news then...

YOU DIDN'T WIN.

This entry definitely feels like it took heavy inspiration from official games with its level design.

But it just somehow seems even more frustrating to play.

The enemy density is rather high throughout, with most of them being airborne and tricky to get by. Not to mention the sheer amount of instant-death spikes because it's a water stage, and all water stages are required to have as many spikes as possible, clearly.

Many of the enemies can infinitely spawn, too, which makes several sections much more frustrating than they should be due to the overall chaotic nature. And of course have to include the Octo-Battery miniboss with the respawning enemies on top, joy!

The worst offender would be the fact there are not enough checkpoints to compensate for the high difficulty. The only mercy the stage could've offered from this big ol' gauntlet of pain.

The only part I like about the stage is the usage of Sheep Man conveyors. That was a clever setup in the room with the Machine Gun Joes.

The other redeeming part of the entry is the fight with Mega Man DOS, definitely a funny twist on the whole copy robot deal. Mega Man DOS himself is also actually a fairly reasonable fight itself, compared to the stage, whew. Definitely a welcoming climax change.

Flashman85 Flashman85 Flashman85 : 70 / 100
Design Fun Creativity Aesthetics Functionality
21 / 35 19 / 25 11 / 15 11 / 15 8 / 10



Pardon me, but I believe you're looking for the Make Two Good Mega Man Levels Contest, which is down the hall. Splitting a level into radically different halves can work if there's a strong narrative, aesthetic, or gameplay connection--here we have a few recurring enemies and a level title that really only applies to the first half (unless "Wow!" is what we're calling the second half).

The first half is a fun romp; catchy music and funny secrets make a great first impression. Challenges gradually increase in novelty and difficulty--Kamegoro Maker, water spouts, and rushing water are especially clever here. Graphics are a curious mix of colors and textures, with a few problems that could impact gameplay clarity (eg, multiple spike styles, no visual cues for rushing water, background pillars that look like foreground). Octobulb, like many challenges in this level, borders on enemy spam and seems overly difficult for a no-damage buster-only run.

The second half feels more professional, with fully cohesive graphics and a commitment to developing two main gimmicks (Sheep conveyors and do-not-adventure-in-me water) in multiple creative ways. High points include the introduction of electrified water, the rising water area, the room of Birees, and the conveyors that power nothing and merely slow you down. The final stretch could've had a safer start (don't jump off that ladder!) and slightly slower rising/falling, plus it's over too quickly. Thematically nonsensical as he may be, I love the boss (and thank you for skipping the intro on a retry).

Across both halves, power-ups are needed more *between* checkpoints than *at* checkpoints. There's death/softlock potential accessing the first secret, and minor missing water collision around the M-Tank later. Flashing lights could use some restraint.

Either half would've been a fine entry; together, they compete against each other for the level's true focus and theme.

ACESpark ACESpark ACESpark : 61 / 100
Design Fun Creativity Aesthetics Functionality
18 / 35 11 / 25 11 / 15 13 / 15 8 / 10



One notable story involves Loyana later. He rather, struggled with part of the stage, and to be honest, this is an incredibly difficult level. Most of it is fair with challenging mechanics, but has a couple of incredible spikes in difficulty (both figuratively and literally!). This difficulty is compounded by a total lack of checkpoints.

The stage is aesthetically pleasing, and some of the challenges were really cool. I liked the use of Kamegoro Maker integrated into the level rather than as a boss - darn cool idea. The water rising tower was pretty fun, and as a whole the tokens were pretty good challenges (although the first one is a little hard to spot).

Beyond the difficulty, there are also several design issues. The water current direction has no indication; and there are a lot of enemies with weird movement patterns on screen at once, making it difficult to avoid them or the instant death spikes around. There is a lot going on in the level, and it could have really done with cutting a few of the enemy types and removing the conveyor gimmick entirely. I don't think it added anything to the level, other than frustration.

This leads nicely onto the mid-boss, Trying to avoid swearing, but you have taken what is already one of the hardest and most unintuitive mid-bosses in Mega Man 10 and ramped it up to fuc-- er... hecking insane levels.

This is the first time the player has encountered the Sheep Man conveyor in the stage. Those who have not seen this before will have no idea what to do in this room.\n\nCase in point: I got to see this first hand - Loyana hadn't played Mega Man 10, so... cue utter confusion. This was a real roadblock for him and I ended up having to show him the original fight. Oof.

Even to Mega Man veterans, it just looks like a normal conveyor meant to hamper movement, not an integral part of the boss fight.

The new inverted layout does not work with the spawn locations of the Little Pachipachis. In the original, the conveyor belts were on the sides, so the enemies did not spawn on top of you. In order to get off the belts, the player must jump off the conveyor belt, right into the natural path of the spawns. The block layout itself traps the player in if jumping was mis-timed, the blocks are not around for very long, and the random positioning of the Camon enemies means they can drop on your head even if you do everything else right, continuing to rub salt into the wound.\n\nTo summarise, this mid\dboss is appalling even when you know how the conveyors work.

Let's just say it took double digits minutes in attempts using the buster before giving up and using Thunder Beam, which bypasses the entire boss fight.

I am not quite sure what DOS Mega Man is doing here, and he has a few (smaller) issues himself. Mostly the Blade Launcher and Force Field phases. I'm not sure how dodgeable these are in close quarters, and Force Field in particular comes out with no warning. The rest of the weapons were decent enough.



Trivia

  • Did you know that if you put a hot dog in a flashlight, nothing happens?
Make a Good Mega Man Level 3 - Tier 9
Entry Stages
Ninja of the NightBold and TrashDevil FactoryRockbound FacilityThermal TundraGirder Man StageAn Underwater Adventure? Wow!An Ice Cave in RussiaMy First Megamix Level uwu xd lmao (dab)Walk-In FreezerWily Rooms of WeaponsBeat the Security System
List of Bosses
Night Air ManDolt Man28 Devil CoresUranusThermal ManGirder ManKamegoro MakerMooger ManGemini ManGravity ManIce ManBlue Crash Man, But With 29 HealthSuper BlockA Quick Montage
Tier Boss
Pyre Duo
Make a Good Mega Man Level 3
Characters
Mega Man (Costumes) • Dr. LightErnest Will/Dr. WilyDr. RegalHunter WomanForge WomanPrestoElement ManCerberus ManBassProto ManMagic ManSheep Man
Special Weapons
Spark ChaserLaser TridentWater ShieldTornado BlowThunder BeamMagnetic ShockwaveIce WallBreak DashRush CoilRush JetRush BikeMagnet Beam
Contest Weapons
Mix TapeLantern FlarePrismatic LaserBeet TillerRec CanBanshee WailPropeller VortexElectro CableTrack ShoesRoyal GuardBait BobberPower Line
Entries
A piece of cake, but with aestheticsAbandoned MineAccess Corridor AlphaAir man's ultimate weaponAkudama Empire MothershipAlpine Weather InstituteAlraune WomanAn Ice Cave in RussiaAn Underwater Adventure? Wow!Arcade ArchivesArcaneMan -CHAOS TOWER- (CERN HQ Remains)Assault HuntBakery ManBallade's Square of DoomBanshee WomanBeat the Security SystemBeet ManBlizzard ResortBold and TrashBoost ManBright Man RemixCable WomanCall Me IshmaelCassette ManChaos Light CityCheckmateChemical IndustryCloud NineCrashMan SimulatorCreatively Named LevelCrest ManCrosshair AwareCrystal TowerCursed DarknessCutman's New WarehouseCycle FacilityDamp RuinsDangan FactoryDark CastleDecoy ManDevil FactoryDISCHARGEEEEDisobedience of Superior MachinesDoorkmanDunes of DischargeEscape From the Wily CityEvil Energy FacilityExplosives FactoryFairly Unfocused Newcomer's Bosses And Gimmicks StageFalling System CoreFight, Kikkoman! For Everlasting Sauce!Flamboyant CastleFoo ManForgotten FactoryFrenzy ReactorFroggy GravityFruit ForestGeek ManGet Wild, Get WetGilded ManGirder Man StageGlass FactoryGlitched up BetaGlitz WomanGrand Fire PalaceGrassy PlainsGravaqua2oGravity WumboGross IncandescenceGuitar ManHazard HydroHit the Jackpot!Hornet Man got a new StageHouse of FunHunter TowerI Hope I Lose: A Grand TaleIdentity ManInterspatial CompressionIrrigation IrritationIt Was Rated ArrJudgement ManJust a Water LevelLost Caverns of JungataLuminous Tower AscentMafia Man's Gambling PalaceMalware ManMagmatic Panicmechanical factoryMediocre Oil LevelMega Man DEVMetal Man Steals Other People's ConveyorsMetall Man's Metall FactoryMilitary Training GroundsMine explorationMint Candy MatrixMirror WomanMy First Megamix Level uwu xd lmao (dab)Ninja of the NightNot Delivering On PromisesNowhere yet everywhere: When the world may loopOperation: Narcissistic StratosphereOuter ReachesPick Your PoisonPipe ManPlataform HijinksPoudrin ManPropeller Woman in the City in the CloudsPumpkin PatchesQuintsMetFactoryRadium ManRec ManRed MountainRevenge of TricastleRobogardenRockbound FacilityRock FortressRuins of a Forbidden KingdomSecluded TerminalShape WomanSkull Sans Megatale 4Skull Secret ZoneSludge ManSolar InfernoSomewhere UndergroundSparks and SocketsSpectrum ScienceStalks, Shoots, and LeavesStalling for timeStep on the GasStolen CitadelSulfurific AbyssSuperheavy Samurai Big BenKSuzy LoveTechnical SupportTeetering Over the EdgeTemple of Light and DarkThe Actual Rock ManThe Cave Level That ExistsThe Haymay TrialsThe HeistThe hero as remixedThe Invincible Robot Army! Featuring Shoe Man!The King's LairThe Level Equivalent of An Old Man Rambling at YouThe Return of Veteran ZThe StormscraperThe Warped VoidThermal TundraTop Man 2: Spin or Go HomeTower of DimentionsToxic TroubleTrailblazerTreading The Wily Sewer SystemTrouble in the FortressUndead FortressUltimate LevelUnderground RunaroundUnguarded TreasureUp Down All AroundWalk-In FreezerWater Level? Ice Level?Weapon Data CenterWestern RailwaywetWide JoepenWily in space (Roll's rescue)Wily Rooms of WeaponsWily's Haunted CastleWilys RedemptionWily's Well-fortified RoomWhere no met has gone beforeWorking in the RainWorthless ManX6MemeY.M.C.A.You Don't Know the Drill
Bonus Levels
Space CrusadeJust a Judge LevelMagnum ManReel ManKing ManStatic Man
Wily Stadium
Chaos AssaultCross ArmadaThe Bronze YardBe the Smaller PersonThe Level With a Met PunArmory CatastropheThe Greatest Show of All Time
Tier X
Ancient Wastelands GateErm... Watt the Shock!Smashed Into PiecesSparkling Shrimp StewOlive BomberHI-R@SE BOTANIXMega Man in WonderlandNote WomanGenie's AlleySecret to No OneThermae ManDetergent DeterminationThe Quickening 3DDeserted Sector G-009Big Ugly Mess 2: Acting UnwiseHollow ElysiumReturn to Universe City VShrine of Nebula
Locations
Victor HeightsMagic Card CasinoLimestone PagodaTier 1Tier 2Tier 3Tier 4Tier 5Tier 6Tier 7Tier 8Tier 9Tier 10Tier 11Tier 12Tier 13Tier 14Tier 15Wily StadiumTier XNEO Pit of Pits
Tier Bosses
Regular JoeRepair ManMuscle JugglerMad ManPuzzle ManIce BusterBoki LamiraMirage ManPyre DuoSound ManWizard ManControl ManDeath ManPunch Donkey
Robot Masters
Aether ManAlraune WomanArcane ManAssault ManBanshee WomanBattery ManBeet ManBoost ManCable WomanCassette ManCelestial WomanDecoy ManDischarge ManFoo ManGeek ManGirder ManGlitch WomanGlitz WomanGuitar ManHex ManHodenkiIdentity ManLantern ManLunar WomanMafia ManMagnet Man SFMetall ManMirror WomanMooger ManOld ManPipe ManPoudrin ManPrism WomanPropeller WomanRadium ManRailway TeamRec ManRock ManRook ManRoyal ManSecret MelonShape WomanShoe ManSkull SansSludge ManSniper ManSolaire ManStall WomanThermal ManToken WomanTreasure ManWood Man NiceYamato Man W
Modified Devkit Robot Masters
Air Dab ManBakery Man DeltaBakery Man OmegaBakery Man ThetaBarrage ManBee ManBlackout ManBlue Bomber ManBlue Crash Man, But With 29 HealthBomber JoeCaptain N Guts ManCrest ManDRKMAN4.BATDark EnkerDarker ManDolt ManFake CycleGilded ManGlass Man CGravity JoeGravity Man SupremeHoney JoanJudgement ManMetal Man OverdriveMetool WomanMicro Quick ManMiner ManNeon Quick ManNight Air ManPerfect Solar ManPharaoh Man in the DarkPotted Plant ManQuick MontageRockman No Constancy QuickmanScorch Man V1Spark Man FlipSplash Woman OverdriveSuperheavy Samurai Big Ben KTemporal ManTempura ManTop Man GreenUranus MetVeteran Z
Entry Bosses
28 Devil CoresAdult WishAtlantisAtlasBaby WishBattle WindowsBeam StackBeam Stack MK2Blizzard BrigadiersBlizzard BehemothBlue Power PistonBubble CrabBuckyChangkeylierChoker OhmegaCompress JoeCopy RobotCrystal CoreDark Matter CapsuleDark WyvernDennis ReturnsD.E.VDigitigerDust DevilEgg CarrierFloating PointFractureGhost LightGrand TellowGuts Dozer NeoGwyndolinHeavyheintsThe InDestructiBallJoJo JoeJunk HunkKineMaster HandMecha SonicNamonaki RoboNecrozmaOrnstein & SmoughPipi CondorPrism DevilQuint's Met MachineRed DevilSovereign MachineSuper BlockSuper Lightning LordSYSTEMCORE.EXETrain TrioVanguardroidZombie DevilZ-Tank
Fortress Guardians
Regal MachineFalcon RockTengen TophammerKouker QugeMetilda McBossfaceNeko ManBassCerberus ManElement ManForge WomanHunter WomanPrestoWily Machine SPIREWily Jet
Devkit Bosses
Ice ManBomb ManFire ManAir ManBubble ManQuick ManFlash ManHeat ManWood ManPicopico-kunGuts DozerBoobeam TrapEnkerHard ManSpark ManKamegoro MakerDyna ManSonic ManDust ManMetall DaddyGiant SuzyPunkIron BallGyro ManStone ManDark Man 4BalladeHunter Type AHunter Type BBlizzard ManYamato ManRounder IIPower PistonMercurySaturnUranusGrey DevilDangan ManOil ManHornet ManMega Mech SharkHoney WomanCommando ManSolar Man
Grey Isles Bosses
Lava Stone ManKing LeonisStrongerGEORGESmall Fry SwarmEye of Btd'nhanDiabolicoQueen of HeartsNote WomanMist Man & Bowl ManAngler FishOnoxThermae ManSwaduronImpresariaVolt Man the AnnihilatorHard SplashShade SpamNadir DevilTop DummyGharial ManReturning Flash ArmorGreat CorePillar of Nebula
Bonus Bosses
DreadnoughtUsagi WomanHyper Plant ManMagnum ManReel ManKing ManNamahage ManStatic ManSlush Man
Arena Bosses
Break ManFake ManTerraCWU-01PYellow DevilGammaAlter ManVacant Avatar
Super Bosses
Returning Regular JoeNebula GreyMagic ManSheep ManErnest Will