Difference between revisions of "Aurora Man"

From Make a Good Mega Man Level Contest
Jump to: navigation, search
m (Added a link to Tier 8 in the info tab)
Line 114: Line 114:
 
{{Stub}}
 
{{Stub}}
 
{{Template:MaGMML2 Tier 8}}
 
{{Template:MaGMML2 Tier 8}}
 +
 +
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 8 Stages]]

Revision as of 10:34, 23 March 2018

22nd : Aurora Man

Make a Good Mega Man Level 2

Screenshot119.png
No doctor, it's just the northern lights.


Overview

Aurora Man is the 22nd place level in Make A Good Mega Man Level 2. The level consists mostly of Shadow Man Platforms and clever enemy placement. One of its strongest points was its custom tileset, while its lack of gimmicks brought down its score with certain judges.

Judge Comments
snoruntpyro snoruntpyro snoruntpyro : 39 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
12 / 15 8 / 10 9 / 15 5 / 5 5 / 5 No



Really nice level! The level has a very good difficulty curve and there's some very interesting and surprisingly difficult setups dealing with the Shadowman platforms. I love how they were used in tandem with the Crystal Joes - they present nice, rhythm...y...challenges. I think the one issue I really would have with the level is the two rooms where you drop down onto Shadowman platforms - I didn't get killed by the rooms, but I feel like I got lucky. It seems very easy for a player to be dropped down into spikes if they're not positioned exactly right, and it requires very quick reaction time to react to the fact that you're falling onto spikes as well as to immediately jump off the Shadowman platform. Other than that, the level is pretty good, and I love the aesthetics. Very solid level overall.

JupiHornet JupiHornet JupiHornet : 33 / 50
Design Fun Creativity Aesthetics Functionality
9 / 15 5 / 10 11 / 15 4 / 5 4 / 5



This level was...meh. The graphics were nice (aurora effect could use some work though) but there were some design flaws. A few sections dropped you into a room on top of platforms that open up underneath you while having to dodge enemy attacks. There wasn't really enough time to react without using the Flash Stopper. The rest of the level was pretty uneventful, although there were some nice platforming challenges with the red platforms.

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



Pretty nice and simple level! It does a fairly good job at introducing all of its elements and looks really nice. I feel like the enemy placement in this stage occasionally gets rather wacky, with areas near the middle of the level being more challenging than setups towards the end, but the challenges themselves are nice and fun to play through! I feel like the level was in its design somewhat limited by its city theme and that shaping the surrounding area based on the design would've allowed for some more creative segments overall. Still, fun level!

Garirry Garirry Garirry : 40 / 50
Design Fun Creativity Aesthetics Functionality
10 / 15 9 / 10 11 / 15 5 / 5 5 / 5
Really good! Enemy placement is good, the level is well built, and the amount of bad design is really, really small. Really fun level. Really liked going through it. A little empty I think, but not a serious issue. Generally the physical design of the level is really creative, an aurora-themed level is cool. If only there was a boss though. Absolutely fantastic. Choice of music is also great. Works just fine.



Absolutely fantastic stage! The level design is rock solid and it was ultimately a very enjoyable experience. Not to mention the visuals look absolutely marvelous. I would have liked if the level had a boss like the title suggests, but that's certainly no big deal, especially when we have a stage as good as this.

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



Another boss corridor, another lack of robot master. This was disappointing, especially with the level name, you really needed a boss! The main issue with this level is: It looked great, it sounded great... and that was it. There was so little interesting going on that it is overall quite forgettable. The fact that only one gimmick was used is also a real blow to the stage and didn't show much creativity there. There is a lot there in the devkit, use it! The only real highlight of the stage was the Noble Nickel. But one creative spot does not a creative stage make. The enemy selection was also all over the place with little cohesion, as if they were chosen at random at times. It got better as the stage went on, but it started off pretty meh. Very forgettable, not that fun, so I'm not terribly impressed, sorry. But still, the level wasn't BAD, just not terribly interesting.



Obligatory 'Steamed Hams' reference

ACESpark: Good lord, what is happening in there!?
SpoonyBardOL: Aurora Man?
ACESpark: A...?
ACESpark: Aurora Man? In 22nd place, with 34 points, in this part of Tier 8, localized entirely between Bouncy Castle and City Under Siege!?!
SpoonyBardOL: Yes!
ACESpark: ...
ACESpark: May I fight him?
SpoonyBardOL: ...No.

C meirl.png
Something's missing here... This article is a stub. Please help out the wiki by adding more content to it!
Make a Good Mega Man Level 2 - Tier 8
Entry Stages
But It Lacked the Depth to Convince Me That This is Really HellForce ManSmed's Big Annoying Mess of a LevelConveyor MayhemAurora ManBouncy CastleCity Under SiegeEscape SequenceBond Man
List of Bosses
Mecha DragonForce ManKomuso Man?Final ToadSuper CannopellerBig Fire TellyCrusher JoeNapalm Man MK 2Bond ManBoundin' Crash Man
Tier Boss
Jet Man
Other Goodies
Sanct