Combust Man (stage)

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For article on the boss, see Combust Man (Boss).
63rd: Combust Man

Make a Good Mega Man Level 2

...


"I did laugh at the boss, though, that was pretty funny."
―Pyro, part of the judge comment.

Overview

Combust Man is the 63th place entry in Make a Good Mega Man Level 2, created by Peterdun. The level is has relatively easy compared to the stages that came before it.

Strategy

The level is rather straight-forward in terms of design, with the occasional stray path to lead to a noble nickel. These are recognized by the distinct change in background colors. Also the boss dies in a single hit with any weapon of choice.

Judge Comments
snoruntpyro snoruntpyro snoruntpyro : 23 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
6 / 15 6 / 10 4 / 15 2 / 5 5 / 5 No



Honestly, it's pretty forgettable. For a level called "Combust Man" there is a strange, complete and utter lack of anything remotely related to fire, and the whole level is just some basic setups with Mets, New Shotmen, and Bounders. I was glad to see that Bounders were there because I was expecting a bunch of 5 and 6 enemies to not get used, but they weren't used like super interestingly or anything. There's a noticeable amount of challenges that seem laughably skippable, namely the New Shotman right at the start, and anything involving the Met Cannons. And this is probably one of the few levels where I'd just outright call the level ugly - the music is great, but the tiles in the background don't loop very well and when they get bright orange it's really eye searing. I did laugh at the boss, though, that was pretty funny. Overall, it's pretty average. There's clearly effort put into it, it's just that it doesn't really turn out too well.

JupiHornet JupiHornet JupiHornet : 13 / 50
Design Fun Creativity Aesthetics Functionality
2 / 15 4 / 10 3 / 15 1 / 5 3 / 5



It really didn't feel like a lot of thought was put into this stage's layout. You could literally avoid a lot of the enemies without any consequence. The graphics were really hard to look at, especially in the boss room. Speaking of the boss, I shot it once with the Mega Buster and it died (the boss seemed unfinished, but maybe it was intentional because it's called COMBUST Man???)

Enjl Enjl Enjl : 29 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
7 / 15 8 / 10 8 / 15 1 / 5 5 / 5 No



A fun little stage, though it could have done more with what it offers. The challenge in this level is fairly simple and it doesn't ramp up much, with the falling section at the end being mainly difficult due to its unpredictability. The Nickel sections, while providing a nice bonus challenge, are held back by their background palette which often obscures enemies that are placed in these rooms. I like the way Combust Man combusts when you shoot him, though. Pretty funny ending.

Garirry Garirry Garirry : 25 / 50
Design Fun Creativity Aesthetics Functionality
6 / 15 6 / 10 5 / 15 3 / 5 5 / 5
The problem is that this stage is too damn easy. The level design is boring and uninteresting. At least it's not bullshit though. Also Noble Nickels are all over the place It was boring. Not tedious or annoying, just boring. But I guess I did have a few moments of fun. Well I gotta give bonus points for creativity at least. Having a boss is extra points at least, but it doesn't do anything and dies in one hit. Other than that the stage does nothing interesting. Eyestraining, good music though. Works just fine.



Ehhhh… there's honestly little appeal in this stage. It's way too easy, the level just feels empty and boring most of the time. The graphics are eyestraining and nothing too impressive anyway. And while I always have to give some points for having a boss, in this case it's just a still sprite that does nothing and dies in one hit. I pretty much sum up this stage in one word: boring.

ACESpark ACESpark ACESpark : 23 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
6 / 15 5 / 10 5 / 15 2 / 5 5 / 5 No



Hm. This.. exists? Nice of you to make a custom tileset, it doesn't exactly look remotely in style, but that's forgivable. Less forgivable is assets that clearly should be animated, aren't. Pretty sure that was covered by the tutorials.

Your main issue is the lack of anything in this stage related to the Robot Master. This stage does nothing interesting. Props for using a minor gimmick at least, but you haven't really done much with them, and Count Bombs by themselves are so generic, levels usually have to use other gimmicks around them since they're so boring. (Look at any Mega Man stage that uses Count Bombs, such as Blizzard Man and Burst Man, they are never the only thing in the stage!) There's also a few areas where you can find yourself stuck either using weapons to get out or kill yourself, but these are limited to the Noble Nickels, so that's not too bad. As for the Nickels themselves, these are, quite frankly, the easiest collectables I have ever encountered. Much like the rest of the stage, no thought was put into them.

As I saw the boss corridor, I was not expecting anything to be waiting for me, and was ready for no climax to the stage what-so-ever. But...I have to praise you for that part. That was great!

Shame about the rest of the level.



Make a Good Mega Man Level 2 - Tier 3
Entry Stages
Chomp ManSMB3MegaLondoCombust ManThe DampeningTaco ManCandy PanicForgotten Fortress
List of Bosses
Chomp ManBowserCombust ManTaco ManMetal ManGangly Crash Man
Tier Boss & Other Goodies
Door ManJewel Man