Difference between revisions of "Donut Observation Center"

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{{Levelinfo  
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{{NeedsStrategy}}
|align= right
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{{Levelinfo
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|align=right
 
<!-- ===========Info============== -->
 
<!-- ===========Info============== -->
|rank = 17th
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|rank=17th
|image= [[File:Donnut.PNG|250px]]
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|image=[[File:Donnut.PNG|250px]]
|caption= Mmmmm...Donuts *drools*
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|caption=Mmmmm...Donuts *drools*
|game=[[Make a Good Mega Man Level 2]]
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|game=''[[Make a Good Mega Man Level 2]]''
|creator= Lobster King
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|creator=Lobster King
|composer= Drozerix
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|composer=Drozerix
|artist=  
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|artist=
|programmer =  
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|programmer=
 
<!-- ===========Scores============== -->
 
<!-- ===========Scores============== -->
<!--  
+
<!--
Judge Order Reminder:  
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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
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|gamenum=2
|judge1 = 42
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|judge1=42
|judge2 = 38
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|judge2=38
|judge3 = 30
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|judge3=30
|judge4 = 36
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|judge4=36
|judge5 = 42
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|judge5=42
|totalscore = 37.6
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|totalscore=37.6
 
<!-- ===========Stats============== -->
 
<!-- ===========Stats============== -->
|elements = 1
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|elements=1
|collectables = 3
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|collectables=[[File:Nickel.png|Just before Eddie.]][[File:Nickel.png|Pull lever after Eddie and walk.]][[File:Nickel.png|Time jump onto Tomahawk platform.]]
|enemies =  
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|enemies=
* Cannopeller
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*[[Cannopeller]]
* Pickelman Bull
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*[[Nitron]]
* Tatebo
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*[[Pickelman Bull]]
* Twin Cannon
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*[[Tatebo]]
* Yambow
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*[[Twin Cannon]]
 +
*[[Yambow]]
 +
|gimmicks=
 +
*[[Galaxy Man Portal]]
 +
*[[Lever]]
 +
*[[Ringman Platform]]
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*[[Scrolling Tiles]] (Solid, Spikes)
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*[[Tomahawk Platform]]
 +
|subbosses=
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*[[Tama]]
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|bosses=
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*[[Donut X]]
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|other=
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|music=Drozerix - Augmented Emotions<br>'''Donut X:''' Mega Man X6 - Blaze Heatnix
 +
|location=[[Tier 9 (MaGMML2)|Tier 9]]
 +
|previous=[[Misty Lake]]
 +
|next=[[Rad Gravity]]
 +
}}
 +
{{quote|mfw I didn't even play X6 and I still get PTSD from this level.|[[SnoruntPyro]]|excerpt from judge comment.|}}
 +
'''Donut Observation Center''' is the 17th place level in ''[[Make a Good Mega Man Level 2]]'', made by LobsterKing. This is a stage that relies mainly on gimmicks. The most prominent among these are Ring Man platforms. Other gimmicks include Galaxy Man portals, Tomahawk Man platforms, Drill Man switches and the moving blocks and spikes from Wily Castle in Mega Man 3. At the end lies the boss; Donut X, who's green cores must be shot at to be defeated.
  
|subbosses = Tama
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==Strategy==
|bosses = [[Donut X]]
 
|other =  
 
|music = Augmented Emotions
 
|location = [[Tier 9 (MaGMML2)|Tier 9]]
 
|previous = [[Misty Lake]]
 
|next = [[Rad Gravity]]
 
}}<br>
 
  
{{quote|mfw I didn't even play X6 and I still get PTSD from this level.|SnoruntPyro|in the judge comments.|}}
 
'''Donut Observation Center''' is the 17th place level in Make a Good Mega Man Level 2, made by Lobster King.
 
  
==Overview==
 
 
This is a stage that relies mainly on gimmicks. The most prominent among these are Ring Man platforms. Other gimmicks include Galaxy Man portals, Tomahawk Man platforms, Drill Man switches and the moving blocks and spikes from Wily Castle in Mega Man 3. At the end lies the boss; Donut X, who's green cores must be shot at to be defeated.
 
 
==Strategy==
 
 
==Reception==
 
==Reception==
 
{{JudgeComment2
 
{{JudgeComment2
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|enfunction = 4
 
|enfunction = 4
 
|enskip = No
 
|enskip = No
|garirry =  
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|garirry = Aside from the annoying boss at the end, this is a very enjoyable level. Some sections were slightly irritating, but the amount of checkpoints makes up for them. I really like how the assets were used, it's really interesting and it makes the stage fun to play. There's really nothing else for me to say, it's a really good level, boss could be better though.
 
|garirryscore = 36
 
|garirryscore = 36
 +
|gadesign = 10
 +
|gafun = 7
 +
|gacreativity = 10
 +
|gaaesthetics = 4
 +
|gafunction = 5
 +
|gadesignnote = Not bad. I think there are cases when some jumps are a bit specific, but the amount of checkpoints kinda makes up for it. Boss is frustrating though.
 +
|gafunnote = It was very enjoyable. Only exception is the boss, which is annoying as hell.
 +
|gacreativitynote = Nothing special, but it's still interesting. I liked how all the assets were combined and used. It is well done.
 +
|gaaestheticsnote = Looks good, but I don't like the music.
 +
|gafunctionnote = Works just fine.
 
|ace = ... did...did you just take one of the most reviled things in Mega Man history, only change its setup, and manage to make it FUN!? Oh. My.
 
|ace = ... did...did you just take one of the most reviled things in Mega Man history, only change its setup, and manage to make it FUN!? Oh. My.
 
First: I did not expect that end of stage section. I'm not spoilering it here, but colour me impressed.
 
First: I did not expect that end of stage section. I'm not spoilering it here, but colour me impressed.
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{{MaGMML2 Tier 9}}
 
{{MaGMML2 Tier 9}}
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 9 Stages]]
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{{MaGMML2}}
 +
[[Category:Make a Good Mega Man Level 2]][[Category:Stages]][[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 9 (MaGMML2)]][[Category:Make a Good Mega Man Level 2 Entries]]

Latest revision as of 23:39, 25 May 2021

MegaBusterWep.png I'll beam you out after I finish my soap opera.

This article is missing information on strategies. Please help out the wiki by adding these strategies to it!


17th : Donut Observation Center

Make a Good Mega Man Level 2

Donnut.PNG
Mmmmm...Donuts *drools*
"mfw I didn't even play X6 and I still get PTSD from this level."
SnoruntPyro, excerpt from judge comment.

Donut Observation Center is the 17th place level in Make a Good Mega Man Level 2, made by LobsterKing. This is a stage that relies mainly on gimmicks. The most prominent among these are Ring Man platforms. Other gimmicks include Galaxy Man portals, Tomahawk Man platforms, Drill Man switches and the moving blocks and spikes from Wily Castle in Mega Man 3. At the end lies the boss; Donut X, who's green cores must be shot at to be defeated.

Strategy[edit]

Reception[edit]

Judge Comments
snoruntpyro snoruntpyro snoruntpyro : 42 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
13 / 15 8 / 10 11 / 15 5 / 5 5 / 5 No



mfw I didn't even play X6 and I still get PTSD from this level. Man, this level is super neat! I really love the interactions you had between the different gimmicks. Fav setup is definitely the galaxy man teleporters + tile slide, it's reeally clever and well thought out. I really like the sections with portals and Drill Man switches too, I like how you just loop around a lot. I also really love the final stretch - the super long ring man platform + galaxy portal + switch setup is really fast paced and clever and I like it a lot. Probably the only part of the level I'm iffy on is the boss. I think it's a bit too finicky to time yourself just right to avoid getting hit with the galaxy man portals, I got hit a loooot by just messing up the timing. Plus it was kinda weird that the boss got easier as it went along? I still really like this level though, great job!! Also this level looks and sounds great too!!! <3

JupiHornet JupiHornet JupiHornet : 38 / 50
Design Fun Creativity Aesthetics Functionality
10 / 15 8 / 10 12 / 15 4 / 5 4 / 5



That was a weird level. For some reason it gave me Brutal Mario vibes. Anyway, I liked the use of the switches in the indoor section, but the outside section at the end was a bit crazy with all of the ring platforms. You have a few Galaxy Man portals laying around to save the player if they fall in a pit, which is nice. The boss was kind of annoying though, the two green things on the top were hard to hit unless you used its weakness (Triple Blade) from above.

Enjl Enjl Enjl : 30 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
7 / 15 6 / 10 10 / 15 3 / 5 4 / 5 No



This level proposes some interesting uses for teleporters, but unfortunately their presence in the level doesn't really shine next to all the other features it throws in. While the level is mostly consistent, it introduces concepts very rapidly, making it hard to use each of them to its fullest potential. I fell like due to the oversaturation of concepts the level occasionally felt a bit messy, even though it almost never got overwhelming with its enemy placement. There is also one instance in this level where I feel like the teleporters needed an indication as to where they would lead to: the first upwards section past spikes. I took a gamble by assuming the teleporters would lead to the other one in the room, which was the case, but wasn't clear at all. The boss of the level, to me, is its weakest point, mainly due to its small hitboxes and lack of detail on the HP bar. The way in which the targets are offset makes hitting them more precise than it needs to be. Aside from that it doesn't give the player much of a learning opportunity as they first come into the room, as the arena contains some elements the player can interact with, in addition to the boss.

Garirry Garirry Garirry : 36 / 50
Design Fun Creativity Aesthetics Functionality
10 / 15 7 / 10 10 / 15 4 / 5 5 / 5
Not bad. I think there are cases when some jumps are a bit specific, but the amount of checkpoints kinda makes up for it. Boss is frustrating though. It was very enjoyable. Only exception is the boss, which is annoying as hell. Nothing special, but it's still interesting. I liked how all the assets were combined and used. It is well done. Looks good, but I don't like the music. Works just fine.



Aside from the annoying boss at the end, this is a very enjoyable level. Some sections were slightly irritating, but the amount of checkpoints makes up for them. I really like how the assets were used, it's really interesting and it makes the stage fun to play. There's really nothing else for me to say, it's a really good level, boss could be better though.

ACESpark ACESpark ACESpark : 42 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
12 / 15 9 / 10 14 / 15 2 / 5 5 / 5 No



... did...did you just take one of the most reviled things in Mega Man history, only change its setup, and manage to make it FUN!? Oh. My. First: I did not expect that end of stage section. I'm not spoilering it here, but colour me impressed. Second: Your conveyance of everything was excellent. Everything was introduced well, and if any player was unfamiliar with any of these level objects, they won't be now. Third: Not only did you take these gimmicks... you merged them creatively, and are proof that, yes, even the dev-kit gimmicks can be used in ways Capcom never thought of. Fourth: Your checkpoint placement was ON POINT. I did not mind the instant-death introduced, because I did not have much level to actually backtrack through.. and in some cases, no level at all! Good!

There are issues though, I'm not sure what theme this level is going for, it's a bit nonsensical, and the lack any concrete theme of it is probably the biggest detriment to the stage, it also doesn't match anything, and honestly, a LOT of the objects and backgrounds clash. There's also quite a few misplaced tiles every so often, and the two areas of the stage.. don't.. really follow on with each other? Also - I have no idea what was up with that mini-boss placement, but you probably would've been better off without it... or to have at least modified it to be vaguely a threat. Your first two Noble Nickels were also.... devoid of challenge, which makes the third one a bit of a puzzler. Still, this is a bit of a nitpick! I think in future, work on your theming a bit better, so it isn't all random like this. Few new graphics, spruce up the gimmicks and music, (You probably should've taken the background as your hint and gone all circus on us!) we'd have something pretty close to Capcom level, endgame aside. This was a great stage though. Good stuff.



Make a Good Mega Man Level 2 - Tier 9
Entry Stages
Misty LakeDonut Observation CenterRad GravitySector Upsilon 6Truffle ManMount SabreGuts Man's AsteroidSheriff Man
List of Bosses
CirnoDonut XGroovity ManGravity ManMecha DragonCaptain ViridianTruffle ManKelbesqueGuts Man DuoSheriff Man
Tier Boss
Butter Nezumi
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