Difference between revisions of "Conveyor Mayhem"

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{{Levelinfo  
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{{Levelinfo
|align= right
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|align=right
 
<!-- ===========Info============== -->
 
<!-- ===========Info============== -->
|title= Conveyor Mayhem
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|title=Conveyor Mayhem
|rank = 23rd
+
|rank=23rd
|image= [[File:MaGMML2-23-ConveyorMayhem.png]]
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|image=[[File:MaGMML2-23-ConveyorMayhem.png]]
|caption= Where should I go next?
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|caption=Where should I go next?
|game=[[Make a Good Mega Man Level 2]]
+
|game=''[[Make a Good Mega Man Level 2]]''
|creator= [[Thoron]]
+
|creator=[[Thoron]]
|composer= RushJet1
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|composer=RushJet1
|artist=  
+
|artist=
|programmer =  
+
|programmer=
 
<!-- ===========Scores============== -->
 
<!-- ===========Scores============== -->
<!--  
+
<!--
Judge Order Reminder:  
+
Judge Order Reminder:
 
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem
 
MaGMML1: 1: Pyro, 2: Cheez, 3: Duiv0, 4: Mick/Blackmore, 5: Mr Kyurem
 
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark
 
MaGMML2: 1: Pyro, 2: Jupi, 3: Enjl, 4: Garirry, 5: ACESpark
 
-->
 
-->
|gamenum = 2
+
|gamenum=2
|judge1 = 41
+
|judge1=41
|judge2 = 34
+
|judge2=34
|judge3 = 29
+
|judge3=29
|judge4 = 30
+
|judge4=30
|judge5 = 34
+
|judge5=34
|totalscore = 33.6
+
|totalscore=33.6
 
<!-- ===========Stats============== -->
 
<!-- ===========Stats============== -->
|elements = 2
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|elements=2
|collectables = 5 [[Noble Nickel|Noble Nickels]]
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|collectables=[[File:Nickel.png|Bottom of the first large chamber, far to the left.]][[File:Nickel.png|TBD]][[File:Nickel.png|TBD]][[File:Nickel.png|TBD]][[File:Nickel.png|TBD]]
|enemies =  
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|enemies=
* B Bitter
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*[[B Bitter]]
* Camon
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*[[Camon]]
* [[Cannon Joe]]
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*[[Cannon Joe]]
* Fire Boy
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*[[Fire Boy]]
* Fire Camon
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*[[Fire Camon]]
* Fire Cannopeller
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*[[Fire Cannopeller]]
* Fire Ratton
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*[[Fire Ratton]]
* [[Fire Telly]]
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*[[Fire Telly]]
* Garyoby
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*[[Garyoby]]
* [[Hammer Joe]]
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*[[Hammer Joe]]
* Helipon
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*[[Helipon]]
* Hothead
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*[[Hothead]]
* Metall Dance
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*[[Metall Dance]]
* Pierobot
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*[[Pierobot]]
* Ratton
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*[[Ratton]]
* Shield Attacker
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*[[Shield Attacker]]
* Shield Cannopeller
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*[[Shield Cannopeller]]
* Shield Guarder
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*[[Shield Guarder]]
* Twin Cannon
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*[[Twin Cannon]] (Normal, Upside-down)
* Wall Basher
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*[[Wall Basher]]
* Wall Blaster II
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*[[Wall Blaster II]]
|subbosses =
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|gimmicks=
* [[Big Fire Telly]]
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*[[Conveyor]] (MM2)
* [[Super Cannopeller]]
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*[[Crash Lift]]
|bosses =
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*[[Destroyable Block]] ([[Wheel Cutter]])
* [[Napalm Man]]
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*[[Falling Platform]] (MM5, recolored)
* [[Crusher Joe]]
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*[[Fire Block]]
|other =  
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*[[Fire Pillar]]
|music = Mega Man 3 - Shadow Man
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*[[Guts Lift]] (Normal, Active)
|location = [[Tier 8 (MaGMML2)|Tier 8]]
+
*[[Moving Ladder]]
|previous = [[Smed's Big Annoying Mess of a Level]]
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*[[Press]] (Normal, Sideways)
|next = [[Aurora Man]]
+
|subbosses=
 +
*[[Big Fire Telly]]
 +
*[[Super Cannopeller]]
 +
|bosses=
 +
*[[Napalm Man]]
 +
*[[Crusher Joe]]
 +
|other=
 +
|music=Mega Man 3 - Shadow Man
 +
|location=[[Tier 8 (MaGMML2)|Tier 8]]
 +
|previous=[[Smed's Big Annoying Mess of a Level]]
 +
|next=[[Aurora Man]]
 
}}
 
}}
 
{{quote|[[Mega Man]], I've detected two Robot Master signatures from this robotics factory. If you can defeat them, we'll be able to shut down this place and cripple Dr. Wily's current schemes of world domination.|[[Doctor Thomas Light|Dr. Light]]|In-level comment box.}}
 
{{quote|[[Mega Man]], I've detected two Robot Master signatures from this robotics factory. If you can defeat them, we'll be able to shut down this place and cripple Dr. Wily's current schemes of world domination.|[[Doctor Thomas Light|Dr. Light]]|In-level comment box.}}
==Overview==
 
 
'''Conveyor Mayhem''' is the 23rd place entry in ''[[Make a Good Mega Man Level 2]]''. It is a huge, maze-like stage with branching paths, and an emphasis on conveyor belts, moving platforms, and spikes. [[Rush Coil]] and [[Rush Jet]] are also disabled, but the spikes throughout the level only deal 7 points of damage to [[Mega Man]] instead of killing him instantly.
 
'''Conveyor Mayhem''' is the 23rd place entry in ''[[Make a Good Mega Man Level 2]]''. It is a huge, maze-like stage with branching paths, and an emphasis on conveyor belts, moving platforms, and spikes. [[Rush Coil]] and [[Rush Jet]] are also disabled, but the spikes throughout the level only deal 7 points of damage to [[Mega Man]] instead of killing him instantly.
  
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==Trivia==
 
==Trivia==
 +
*Dr. Light's message at the beginning of the level suggests that, since Rush is disabled, you should use your other utilities more. This is a hint that each of the level's bosses is weak to a weapon that is primarily used as, if not doubles as, a utility; [[Big Fire Telly]] is easily damaged by [[Wire Adaptor]], [[Super Cannopeller]] is hurt by [[Super Arrow]], [[Napalm Man|Napalm Man MK2]] is weak to [[Wheel Cutter]] and [[Crusher Joe]] is vulnerable to [[Sakugarne]]
 
*During the judging period, the Super Cannopeller fight was skippable. It is unknown why this happened, as it was fixed in the final game.
 
*During the judging period, the Super Cannopeller fight was skippable. It is unknown why this happened, as it was fixed in the final game.
 +
*During [[Garirry|Garirry's]] initial run through the level, several glitches occurred that strongly affected his opinion on the level. When the glitches were revealed to be a result of an error during distribution of game files and weren't originally in the level, Garirry changed his score and revised his judge comment. As his judge notes weren't designed for public viewing, they were never updated to reflect this, hence the notes being much more critical than the actual score and comment.
 +
*The non-lethal spikes used by the level (and their editor graphics, normally unseen in gameplay) are included in the [[Megamix Engine]] and all games using it, where they are known as Damage Spikes.
 +
**The same thing applies to [[Press|Side Presses]], which the Megamix Engine includes in addition to the regular ones from Mega Man 2.
  
 
{{MaGMML2 Tier 8}}
 
{{MaGMML2 Tier 8}}
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 8 (MaGMML2)]][[Category:Stages]]
+
{{MaGMML2}}
 +
[[Category:Make a Good Mega Man Level 2]][[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 8 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Entries]]

Latest revision as of 21:19, 19 April 2022

23rd : Conveyor Mayhem

Make a Good Mega Man Level 2

MaGMML2-23-ConveyorMayhem.png
Where should I go next?
"Mega Man, I've detected two Robot Master signatures from this robotics factory. If you can defeat them, we'll be able to shut down this place and cripple Dr. Wily's current schemes of world domination."
Dr. Light, In-level comment box.

Conveyor Mayhem is the 23rd place entry in Make a Good Mega Man Level 2. It is a huge, maze-like stage with branching paths, and an emphasis on conveyor belts, moving platforms, and spikes. Rush Coil and Rush Jet are also disabled, but the spikes throughout the level only deal 7 points of damage to Mega Man instead of killing him instantly.

Strategy[edit]

The level starts with two rooms with several different enemies (including a unique fire variant of Ratton), and introduces moving ladders. The room after these two is gigantic, consisting of several moving ladders, Guts Lifts, conveyor belts, and unique variants of Cannopellers, among other things. The room also splits into two paths. One path can be accessed by breaking a Wheel Block past the first two Fire Cannopellers, then climbing up an area with a moving ladder and a Guts Lift. The other path (the alternate route) can be accessed by dropping down the gap that the first Fire Cannopeller is over, then holding left to avoid falling into a pit. Both paths can also be accessed using a moving ladder at the bottom of the room.

The second room of the first main route has another fork. One path drops Mega Man straight down, while the other is a detour where Mega Man must make his way to the bottom while avoiding spikes and riding on moving ladders and a Crash Lift, with a Noble Nickel available at the bottom. Both paths lead to the Big Fire Telly. After the Big Fire Telly is defeated, Mega Man can continue into a room with four Shield Cannopellers, two of which are guarding a Fire Boy and a large screw, with the other two guarding a Hothead and the entry into the next room. Mega Man must ride Guts Lifts and moving ladders to make it to a lower room, where he must ride a Guts Lift along segmented tracks. Partway through the ride is a moving ladder, which can be used to either carefully maneuver between spikes to grab a Noble Nickel, or go through a boss gate leading to Napalm Man. Riding the Guts Lift all the way to the end will lead back to a side-area in the above room with Shield Attackers, Presses, Camons, and Fire Camons, leading to a Noble Nickel otherwise blocked off by a Shield Guarder. The Nickel can also be obtained without taking the path by using Wheel Cutter or Super Arrow to reach the Shield Guarder, then attacking it with Slash Claw.

The alternate route is behind a Slash Block, and the entry to the route has a Noble Nickel next to it. The first room of the alternate route is a long stretch focusing mainly on conveyor belts and Fire Cannopellers, with a split path at the very end. Both paths lead to the same room, but the upper path allows Mega Man to grab some screws he would otherwise need Hornet Chaser to access. The area below includes a series of horizontal Presses, followed by a battle against the Super Cannopeller. After the Super Cannopeller is defeated, Mega Man must choose between two paths.

The right path is a large room with Guts Lifts, moving ladders, and Presses all being utilized. Partway through, a room on the right guarded by a Cannon Joe can be found, leading to another boss gate with Napalm Man behind it. Continuing to the end of the path will lead to a Noble Nickel.

The left path begins with a vertical room Mega Man must climb up while avoiding horizontal Presses, Camons, and a Wall Blaster II. The room above it is an area where Mega Man must shoot Twin Cannons to avoid being knocked off Guts Lifts and an incredibly fast moving platform. The end of this room is a boss gate leading to Crusher Joe.

Judge Comments[edit]

Judge Comments
snoruntpyro snoruntpyro snoruntpyro : 41 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
12 / 15 8 / 10 13 / 15 4 / 5 4 / 5 No



This is a really cool level!! I love how the enemies gimmicks are like, modifications of existing engine assets? Moving ladders on rails instead of moving platforms on rails, guts lifts that only activate when you touch them, a bunch of fire themed versions of enemies, sideways crushers - it's all really cool and I love it. I love the open rooms, they feel like a lot of fun to get through, though they do sometimes have lag issues and the scrolling is a teensey bit janky. The level has a bunch of alternate paths and stuff and I like it a lot because it allows to expand on each of its gimmicks but not have any one playthrough of the level be terribly long. I wouldn't call any gimmick in this level underused - they're all introduced, used in more difficult situations, and combined for a very interesting experience. I really like how the sideways crushers and the moving ladders were combined. Honestly I really like the moving ladders in general, they're used really well and the super fast ones are hilarious. The 'modifications of existing stuff' theme also carries into the minibosses, with a fire Mega Telly and a really dumb looking (in a good way) Giant Cannopeller With a Crusher And A Smol Cannon On Top. Both of them are pretty fun, though I think it's too easy for the Mega Telly to corner you and I think the crusher shooting out for the other miniboss could use more telegraphing. The Napalm Man fight is cool and a funny reference to MaGMML1, though I'm not a huge fan of the other boss mostly because he has his shield up in front and there's a small hitbox you can actually hit him in, and I don't think his attacks are as well telegraphed so it takes some trial and error to actually get the boss down. But overall this level is suuper fun and I just really love how it plays <3

JupiHornet JupiHornet JupiHornet : 34 / 50
Design Fun Creativity Aesthetics Functionality
10 / 15 5 / 10 13 / 15 3 / 5 3 / 5



This level was HUGE with 3 possible routes, and took me about 40 minutes to fully beat. It was so much fun at first! I really liked the custom assets you used, especially the moving ladders. However, some of them seemed to have no real use besides being an annoyance (spike cannon). The Cannon miniboss is completely skippable, not sure if that's intentional or not. The Crusher Joe battle was pretty hectic, and towards the end he started to move way too fast. The upgraded Napalm Man was pretty cool. Also, the Noble Nickels are insanely hard to get. You really went all-out with the moving ladders ;-;

Enjl Enjl Enjl : 29 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
8 / 15 6 / 10 9 / 15 3 / 5 3 / 5 No



A very open level! It's so open I even got lost a few times. I like how this level spreads out into different paths, each leading to a reward or a goal. The execution on this, however, I have to question. As a result of the abundancy of paths there are some Nickels that aren't really worth the effort. I'm a big fan of the flavour text on the bosses, especially the text that happens when the player dies. I encountered some glitches in this level, too, unfortunately. A pit of lava lead me into nothingness and a skippable miniboss. The more straightforward sections of the level I found really fun to play through, but the more open sections were often really stressful and finnicky when trying to platform around between spikes and lava.

Garirry Garirry Garirry : 30 / 50
Design Fun Creativity Aesthetics Functionality
5 / 15 7 / 10 11 / 15 4 / 5 3 / 5
I don't know where to even start. So much precision, patience, crappy spots with limited visibility of obstacles, extreme timing, I'm sorry but this SUCKS. Fucking hell! This is so frustrating. I hated this stage at all, nothing here was enjoyable. (This was from prior to stage re-evaluation and was accidentally left unchanged) At least there's something here... good ideas. In fact, excellent ideas. AWFUL execution. Great. This level's MAIN GIMMICK IS BROKEN. WHAT THE FUCK!



The biggest problem with this stage is the mediocre level design. Most of it is filled with enemies that are very hard to avoid and require precise timing or patience. Also, there are many cases where you have to make extremely precise jumps from platform to platform. Additionally, this level has many minor bugs and oversights. Putting that aside, I still mostly had fun with this level, and I really liked the ideas used in this stage.

ACESpark ACESpark ACESpark : 34 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
11 / 15 9 / 10 14 / 15 0 / 5 0 / 5



Your most lacking quality was the aesthetics. This stage was ugly. There were *several* graphical glitches (this combination has led to you losing score in both Aesthetics and are also docking your Functionality score, because it's clear these are custom asset programming issues!) [SOME OF THIS WAS FIXED POST JUDGING] and the resized graphics were, quite frankly, hideous.

But, to be fair, this is not an art compo!

The other issue is the sheer number of routes does lead itself to not every path being equally given attention - some were better than others, and guts-platform/ladder combo ... leads itself to potential desync issues and makes certain areas more awkward than others. The stage feels like its held together with duct tape, and its easily possible to glitch through your main gimmick. You missed a few pits too, causing me to reset, as a result of so many issues, you threw away your entire Aesthetic and Functional score. [PIT ISSUE FIXED POST JUDGING]

With the critique aside, the level itself was pretty damn awesome! You used the pre-existing graphical assets in creative ways and graphics aside, the new gimmicks worked brilliantly. Fun times were had, I particularly like how simple but effective the moving ladder is!

The bosses had a few niggles here and there: Crusher Joe needed more of a tell for his main attack (I liked his second attack though!), the Propeller boss was pretty awkward to fight (and.. glitched out on me, so he was skippable, I'm not sure this was your fault though), I really liked Big Telly though.

The main Robot Master was pretty good though! Just align your sprites properly in the future. As an aside, props for putting Health Bars on the mid-bosses! All in all, consider this a win.



Trivia[edit]

  • Dr. Light's message at the beginning of the level suggests that, since Rush is disabled, you should use your other utilities more. This is a hint that each of the level's bosses is weak to a weapon that is primarily used as, if not doubles as, a utility; Big Fire Telly is easily damaged by Wire Adaptor, Super Cannopeller is hurt by Super Arrow, Napalm Man MK2 is weak to Wheel Cutter and Crusher Joe is vulnerable to Sakugarne
  • During the judging period, the Super Cannopeller fight was skippable. It is unknown why this happened, as it was fixed in the final game.
  • During Garirry's initial run through the level, several glitches occurred that strongly affected his opinion on the level. When the glitches were revealed to be a result of an error during distribution of game files and weren't originally in the level, Garirry changed his score and revised his judge comment. As his judge notes weren't designed for public viewing, they were never updated to reflect this, hence the notes being much more critical than the actual score and comment.
  • The non-lethal spikes used by the level (and their editor graphics, normally unseen in gameplay) are included in the Megamix Engine and all games using it, where they are known as Damage Spikes.
    • The same thing applies to Side Presses, which the Megamix Engine includes in addition to the regular ones from Mega Man 2.
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
Make a Good Mega Man Level 2
Characters
Mega Man (Costumes) • Dr. LightDr. WilyZeroRollEddieKnight ManGalaxy Man
Special Weapons
Hornet ChaserJewel SatelliteGrab BusterTriple BladeFlash StopperSlash ClawWheel CutterSakugarneRush CoilRush JetWire AdaptorSuper Arrow
Alter Weapons
Haunt 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 RoadWily Star IITier XDr. 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
Alter ManBoil ManBond ManChomp ManColor ManCombust ManCyber ManForce ManHaunt ManJoe ManLaunch Man & Shuttle ManMatch ManNeapolitan ManNeon ManQuarantine WomanSheriff ManSpiked-Wall ManTaco ManTruffle Man
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
VanguardMecha Bubble ManBtd'nhanRiplingsAutobounceSuper DachoneSeven ForceHolo DragonChimerabot 1Chimerabot 2Chimerabot 3Chimerabot 4Chimerabot 5Wily Machine SWORDmegaman sprite gameWily Core
Devkit Bosses
Cut ManGuts ManMetal ManCrash ManTop ManGemini ManPharaoh ManToad ManGravity ManPlant ManCentaur ManSplash WomanChill ManVolt ManKomuso ManMecha DragonQuint
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