Gunpowder Cellar

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32nd: Gunpowder Cellar

Make a Good Mega Man Level 2

Gunpowder-Cellar.png
The smell of gunpowder in the morning...or is it night?
"...this is a stage that could have been good, but ultimately ends up being a frustrating mess."
―Garirry, Judge Comment

Overview

Gunpowder Cellar is the 32nd place entry in Make a Good Mega Man Level 2. It's known for exploding barrels and rocks falling from the ceiling.

Strategy

Good luck. Also, the barrels can be destroyed by charged shots and Triple Blade.

C meirl.png
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Judge Comments
snoruntpyro snoruntpyro snoruntpyro : 32 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
9 / 15 6 / 10 8 / 15 4 / 5 5 / 5 No



Good level overall, though I do have a few issues with it. I'm not really sure if just having a ! sign was the best way to convey that rocks were going to fall at that spot, because it WILL catch you the first time you go through and it kept catching me because I kept thinking that the signs were decoration in my head. It doesn't help that they just seem to come out of the ceiling and there isn't really any logical hole or noticeable tube they'd come through. Other than that, the level was pretty good, though I kinda wish the barrels were used a bit more, like have them contain enemies or something. Some parts of the level felt a bit cluttered at times, namely the part where you have to grab the key, but most of it is pretty good. I like the boss fight, and it's learnable and fair, though I do think that the damage that the match oes to you is a bit much. Overall a solid level. ALSO I SAW THAT SMOL ISAAC

JupiHornet JupiHornet JupiHornet : 33 / 50
Design Fun Creativity Aesthetics Functionality
6 / 15 5 / 10 13 / 15 5 / 5 4 / 5



You nailed down the 'abandoned basement' vibe pretty well, but this level was kinda lacking in terms of design. The bottom area was really cramped, same with the vertical section. It wasn't really clear that the key was INSIDE a barrel, which confused me and made me backtrack when I didn't need to. The boss was unfair because it was nearly impossible to telegraph its attacks, and its weakness (Grab Buster) is a very slow weapon that usually fails to hit the boss in time because of its many, MANY periods of invincibility. Overall, this level had some potential, but it just...kind of missed the mark :/

Enjl Enjl Enjl : 23 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
5 / 15 3 / 10 5 / 15 5 / 5 5 / 5 No



I feel like this level got a bit carried away with its cellar theme there. The way this level is laid out makes the enemy positions not at all comfortable to deal with and the environment is overall claustrophobically cramped on many occasions. The matchstick boss is a neat idea considering the gunpowder theme and I like its pattern, though the final attack is something that the player can't predict unless they know it's coming. Overall I wish this level tried less to feel like a building and got more creative with its layout to compliment its enemy positions and not its general aesthetic.

Garirry Garirry Garirry : 32 / 50
Design Fun Creativity Aesthetics Functionality
6 / 15 6 / 10 11 / 15 4 / 5 5 / 5
Man, this level fails at the basics of level design. Many sections are filled with an overabundance of enemies that are hard to avoid, etc. It's also very bad at teaching the level itself. It was okay. I did have some fun but the stage is frustrating. Admitedly, it shines here. The idea is very good and I liked how it was done. Meh. Works just fine.



This level had potential to be good considering the fairly interesting idea for this stage, but there are so many issues that make it very mediocre. This stage fails at the basics of level design; every section is filled with too many enemies and obstacles that are nearly impossible to avoid. The fact that you need to stop to recharge your buster to destroy the barrels just makes this level more frustrating. The boss also has inconsistent attacks. So in short, this is a stage that could have been good, but ultimately ends up being a frustrating mess.

ACESpark ACESpark ACESpark : 35 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
10 / 15 8 / 10 7 / 15 5 / 5 5 / 5 No



This was fun enough, if not spectacular.

I guess my primary issues are a few 'this is irritating' moments. For example, this stage has an awful lot of areas where it isn't... actually obvious where to go. So many areas look like they should scroll to the next screen, but don't. It's rather annoying to travel up somewhere without say, a path, or even a reward for doing so. There are also quite a few areas where you could've benefited from, say, sticking in another Nickel rather than... bolts. It's a bit of a bummer to work to get somewhere only for there to be almost nothing waiting for you. I appreciate the one you stuck in there though. Final issue - this stage lets you spend the entire thing doing it buster only - up until the end which suddenly requires weapon usage. Erm.. why? Especially since it's on the main route. [POST JUDGING COMMENT: This was a glitch, and fixed post judging.]

There is one really major missed opportunity here - A lack of cartoon gunpowder line? This stage could've benefited with a gimmick somewhat like that if only to boost this from 'just solid' to 'great'. Your new asset wasn't really pushed far enough to be memorable, but at least the stage was designed around the fact they don't respawn, so kudos to that.

I liked most aspects of your Robot Master (I.. guess he's a Robot Master?), except for the fact he's randomly invincible whilst jumping. He doesn't look like he should be whilst doing that, and it's enough to throw the player off completely.



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