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, excerpt from judge comment.

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[edit]

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

Like with Plant Man, the strategy to fight Match Man primarily involves jumping over him as he's moving towards you, and preparing to jump over the projectile that he fires after each jump. (Also, like Plant Man, the best time to attack Match Man is when he's charging at you, since Match Man is invulnerable to attack while jumping.) As for dodging the fiery rain, try to stay close to the center for the 1st time, and try to stay close to either side of the room for the 2nd time. The only Noble Nickel can be found to the left after you climb the ladders from the first two rooms past the key door.

GunPowder Cellar
The only Noble Nickel.

Judge Comments[edit]

Judge Comments
Pyro SnoruntPyro Pyro : 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
Characters
Mega ManDr. LightDr. WilyZeroRollEddieKnight ManGalaxy Man
Special Weapons
Flash StopperSlash ClawJewel SatelliteHornet ChaserTriple BladeWheel CutterGrab BusterSakugarneRush CoilRush JetWire AdaptorSuper ArrowHaunt PumpkinBadge BarrierNeapolitan BombTruffle ClusterCyber DistorterForce BeamHazard TrapperMatch BlastLaunch RocketShuttle JetChomp ClawCarry
Entries
A Mega Man for All SeasonsAD 2101Airflow HubbleAlien TempleAncient TombAurora ManBeneath Sand and RockBiplane BayBlaze ManBoil ManBond ManBouncy CastleBut it Lacked the Depth to Convince Me That This Was Really HellCandy PanicCardinal ManChangeable CavernsChomp ManCity Under SiegeColorful HallCombust ManConveyor MayhemCossack's Other CitadelCrystal LabCursor CurseCyber ManDonut Observation CenterDragon Lab LairDuwangElec DamEnhanced MobilityEscape SequenceForce ManForgotten FortressFortified LabGigavolt ManGunpowder CellarGuts Man's AsteroidHaunt ManHoly Crap, Mega Man Can Airslide?Identity CrisisJoe Destruction Co.Joe ManJungle BaseJust an Ice LevelKomuso TempleLaunch Man & Shuttle ManLava FactoryMaze of Significantly Less DeathMegaLondoMisty LakeMix & MatchMount SabreNeopolitan ManNeon ManNitrogen ManOrbital StationPoorly Named LevelQuarantine WomanQuint StageQuirky Unconsistent Incomprehensible Nonsensical TrackRad GravityRuined LabRush CitySector Upsilon 6Sheriff ManShovel KnightSMB3Smed's Big Annoying Mess of a LevelSnow ManSomething OriginalSpiky SituationStarman RecreationTaco ManThe DampeningThe FallThe Stage Nobody Asked ForTruffle ManVolcanic FurnaceWily CoasterWily TowerYggdrasil
Wily Star II
Outer SpaceWater DuctsClassic CastleLever Oriental EnchantedInner SanctumUnobtainium MineReality Core
Tier X
Goblins n' GhastsNightwalk CastleMetallic OceanWily Fortress VRSo GoodMario LandCoyote ManHardcore ParkourDeep ThoughtsThe Quickening 2Swiss HotelStar RoadNull and Void
Secret Levels
City WarTwilight Lodge
Locations
Tier 1 - Ruined SimulationTier 2 - SewersTier 3 - ForestTier 4 - Train StationTier 5 - ArcadeTier 6 - Battle NetworkTier 7 - McWily'sTier 8 - Grand TowerTier 9 - Festival GroundsTier 10 - Rainbow RoadTier XWily Star IIDr. Light's LabEddie's ShopCostume ShopDojoChallenge TentChateau ChevaleresqueThe Pit of Pits
Tier Bosses
MilkOmbuds ManDoor ManThe Scorching DuoLord ElewoofroCheat ManGhost of Christmas FutureJet ManButter Nezumi
Robot Masters
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Other Entry Bosses
Air DevilBig Fire TellyDisco BallGiant MetallGreen Hot DogHall MasterKomuso Man?MixerlydiaMush KingJoe MobRed Hot DogSuper CannopellerTurbo RoostWarp Anomaly8 Centipeder TowerBoss WhopperBoundin' Crash ManBowserCaptain ViridianCATSCirnoCratorCreamCrusher JoeCursorDoc RobotDonut XGuts Man DuoFinal ToadGroovity ManKelbesqueKichonaNapalm ManPharaoh Man's RevengeAlienThe KidRomhack Top ManAir CapsuleAvoidance CherryDennisGangly Crash ManJoe Man R
Fortress Guardians
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Devkit Bosses
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Tier X Bosses
SkullderSkullder's RevengeExcalibur ManAir ManUnbeatable Air ManHolo WilyRonrezToad Man's RevengeCoyote ManGigabgyoVolt Man MK2Twin CannonsFire ManCopy HologramDie SignLiterally Just a BeeStone Butterfly
Secret Bosses
Quick ManGammaVolt Man the AssimilatorWishing StarThe MoonBirdoGlass Man
Super Bosses
Absolute ZEROKnight ManGalaxy Man
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
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Tier Boss
Ghost of Christmas Future
Other Goodies
Twilight Lodge