Difference between revisions of "Donut Observation Center"

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(Added judge comments and scores for 4 judges)
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==Strategy==
 
==Strategy==
 +
==Reception==
 +
{{JudgeComment2
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|pyro = 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
 +
|pyroscore = 42
 +
|spdesign = 13
 +
|spfun = 8
 +
|spcreativity = 11
 +
|spaesthetics = 5
 +
|spfunction = 5
 +
|spskip = No
 +
|jupi = 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.
 +
|jupiscore = 38
 +
|jhdesign = 10
 +
|jhfun = 8
 +
|jhcreativity = 12
 +
|jhaesthetics = 4
 +
|jhfunction = 4
 +
|enjl = 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.
 +
|enjlscore = 30
 +
|endesign = 7
 +
|enfun = 6
 +
|encreativity = 10
 +
|enaesthetics = 3
 +
|enfunction = 4
 +
|enskip = No
 +
|garirry =
 +
|garirryscore =
 +
|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.
 +
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.
 +
|acescore = 42
 +
|asdesign = 12
 +
|asfun = 9
 +
|ascreativity = 14
 +
|asaesthetics = 2
 +
|asfunction = 5
 +
|asskip = No
 +
}}
  
 
{{MaGMML2 Tier 9}}
 
{{MaGMML2 Tier 9}}
 
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 9 Stages]]
 
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 9 Stages]]

Revision as of 00:26, 7 March 2018

17th : Donut Observation Center

Make a Good Mega Man Level 2

Donnut.PNG
Mmmmm...Donuts *drools*



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

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 : / 50
Design Fun Creativity Aesthetics Functionality
/ 15 / 10 / 15 / 5 / 5
{{{gacreativitynote}}} {{{gaaestheticsnote}}} {{{gafunctionnote}}}



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