Cutman's New Warehouse

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152nd: Cutman's New Warehouse

Make a Good Mega Man Level 3

MaGMML3-152-CutmansNewWarehouse.png
Despite the new look, there are still many familiar foes.

Cutman's New Warehouse is the 152nd entry in Make a Good Mega Man Level 3. This level attempts to reimagine Cut Man's stage from the original Mega Man, reusing several enemies from the original iteration while also introducing some new elements. The biggest concern for Mega Man is avoiding instant death traps such as getting knocked into a pit by an assortment of defensive or out of reach enemies, as well as falling off of Guts Lifts into spikes.

Strategy

The opening section can be quite tricky due to the high concentration of enemies, each of which have often haphazard setups. In particular, the Bladers can overwhelm Mega Man while trying to deal with other enemies if not taken down beforehand. The Tornado Blow can be used to quickly kill most of them in a pinch, but the Water Shield also works as a passive defence against the Bladers. The onslaught of enemies slows down after entering the warehouse proper, though there are a number of tricky setups regardless. The Thunder Beam is a useful weapon here, as its three-way fire can target several enemies, and it can kill Octopus Batteries with one hit.

Past the first checkpoint is a long spike-covered floor with three Guts Lifts running above it. A ladder can be reached from the second lift, and leads to a room with Crash Lifts that can be climbed rather easily due to a lack of hazards. At the top of the screen is a Guts Lift and two sets of alternating Yoku Blocks, both leading to the first Trickster Token. Mega Man should take care not to re-enter the main path below without holding onto the ladder, as the Guts Lift does not start immediately under him; this can lead him falling onto the spikes and dying instantly.

Back on the main path, Mega Man eventually comes to a vertical scrolling area with two Flying Shells that continually respawn. Care must be taken to avoid their spreadshots, although the Water Shield may be used to block them entirely. The small gap that the second Flying Shell emerges from is a secret passage, leading to a room with Drop Platforms over spikes and another Flying Shell. The second and final Trickster Token rests on a platform high above. After the next checkpoint, the rest of the level is rather straightforward and can be handled with similar Special Weapon usage. Even the Big Eye guarding the boss door can be dodged rather easily due to the wide open nature of the screen. The level culminates in a battle against Cut Man.

Judge Comments

Judge Comments
Mick Galbani Mick Galbani Mick Galbani : 34 / 100
Design Fun Creativity Aesthetics Functionality
10 / 35 6 / 25 2 / 15 6 / 15 10 / 10



An attempt to revitalise Cut Man's level? I can see the idea, if nothing else. But for the purposes of the contest? This was flawed from the outset, as ideally, you'd make something that's more your own thing.

Putting aside the creativity weaknesses, this warehouse has a ton of enemies, and no idea what to do with half of them. I counted 17 different types of enemies here, and the only ones that consistently stuck out as semi-interesting were the Super Cutters and Flying Shells. The Suzies were a little different from normal, but mostly because they were placed in odd spots that made it harder to tell where they'd actually move. Everything else is simple challenges against a largely drab grey, which is neither fun, nor even that well designed.

The aesthetic in particular is a sticking point with me. I get that Cut Man's tiles can be awkward to work with, but those indents exist on his tileset because a pure grey wall isn't interesting to look at. It's not actually that bad at the start-which coincides with the level's stronger efforts to be interesting, but as the aesthetic takes a dive, so too does everything else. Considering we're talking about Mega Man 1 aesthetics, this managed to be especially weak.

I'll give credit to the Token rooms and the Flying Shell implementation. Those were actually kinda fun. The rest of it though... This needs work, for sure. I'd suggest picking a smaller selection of enemies, and finding ways to adjust their scenarios through terrain or grouping. Quality over quantity, that's my advice.

Shinryu Shinryu Shinryu : 23 / 100
Design Fun Creativity Aesthetics Functionality
5 / 35 3 / 25 2 / 15 3 / 15 10 / 10



This is a very...lacking level, to put it mildly.

A lot of the enemies are placed in basic configurations that pose little to no threat, with some exceptions for the first few screens (and really, most of it comes from the Bladers). I can only really name two parts of this stage that stood out to me in some way: The small section with two Metools and a rotating Super Cutter, and the vertical section with respawning Flying Shells. Both of these require a more thoughtful approach and quick reactions from the player in order to get through unscathed, at least in comparison to the rest of the level. I feel this stage would have been a lot better if it had focused more on moments like that.

What might have also helped is if the gimmicks had a greater presence here. Guts Lifts, Drop Platforms, and a single Footholder only appear for one section each before swiftly disappearing for good. It makes me wonder if there were more sections meant to include these gimmicks, but were never finished. Now that I think about it, that's a good way to sum up this stage: It feels unfinished. Nowhere is that more exemplified than in the backgrounds. What happened to the details here? Aside from drop shadows below the ceilings, the background is almost always a flat shade of gray once you get half-way through.

In short: If this had more sections like the ones featuring the Flying Shells or the Super Cutter, then this probably would have turned out to be a pretty decent stage. As it is now, it's just...very bland.

Pachy Pachy Pachy : 48 / 100
Design Fun Creativity Aesthetics Functionality
15 / 35 13 / 25 6 / 15 6 / 15 8 / 10



Out With the Old, In With the Old?!

It's a remix stage, I guess? More appropriately would be a reimagining stage. Or rather it's just a stage that happened to be featuring Cutman elements as well as some others.

It does some neat things like making the 8-way shot enemies relevant to the stage layout, otherwise mostly just resembles the original Cutman stage with not much added in, such as the Octopus Batteries or Shield Attacker barely putting up any threats.

However, one major difference from the original stage is that this is no longer really beginner-friendly with the additional more complicated gimmicks? That is the main problem I have for this stage, I am really not sure what the goal of this is. Is it trying to expand on using the existing stage as a base? Create a hard-mode version of the stage?

The Guts Lifts are a bit annoying in a sense they don't really sync with each other, so you end up with times where you have to wait on the same platform to cycle through until the next platform is in a better spot.

There's also a long stretch of the level that is just a grey background, which is not really aesthetically pleasing and uncannily resembles a default GameMaker room...

And a random lone Foot Holder that is just there.

To end things off is a regular unmodified Cutman fight, it is not really that exciting, and just further conflicts with whatever vision this entry was going for.

Flashman85 Flashman85 Flashman85 : 40 / 100
Design Fun Creativity Aesthetics Functionality
11 / 35 8 / 25 2 / 15 10 / 15 9 / 10



I would expect a fresh take on Cut Man to take place at a lumber mill with log and buzzsaw gimmicks; or incorporate the scissor enemies from MM9 and Challenger From the Future; or merge ideas from the NES, Game Boy, and Powered Up versions. I assume this level attempts the latter, but it's hard to tell.

The pleasant music, perfectly serviceable graphics, and disappointingly unremarkable boss fight are the only obvious ties to Cut Man. I see a number of assets that have appeared in at least one official version of Cut Man's level; however, I see many additional assets that don't seem to fit. A lack of focus is the big issue here.

We don't need two similar styles of moving platform and two similar styles of Sniper Joe. There are enough enemy types without throwing Batton and Scworm into the mix. Foot Holder and Yoku blocks might as well not be there. Forget how everything connects to Cut Man; I barely understand how one screen connects to the next.

Without a clear gameplay theme or sense of meaningful challenge progression, this feels like a general MM1 remix run amok. A few screens show some promise--the Metalls right before the first Guts platform are fine, Beak + Crash platform is decent, and Flying Shell + drop platform is nice and tricky. Most everything else is messy, uninteresting, or familiar to a fault. The room with three progressively easier MM2 Sniper Joes blocking hallways and guarding ladders hurts my soul.

If you clear out all the moving parts, the structure is pretty sturdy. The architecture is acceptable, with only one glaring flaw (hello, gaping pit where there should be a section divider). Importantly, checkpoints are the right distance apart. Aside from a major redesign of everything challenge-related, a couple power-ups are all the place really needs.

ACESpark ACESpark ACESpark : 37 / 100
Design Fun Creativity Aesthetics Functionality
12 / 35 7 / 25 2 / 15 6 / 15 10 / 10



This stage is, obviously enough, an attempted remake of one of the more basic stages of the original game and in an attempt to flesh out the stage, the final result is a grab bag of generic assets and enemies, placed with such frequency that there is never any time to breathe. That most of these enemies are incredibly tedious to kill removes any sense of flow that the original Cut Man stage had.

While I understand why you are using the original tileset, the first game's backgrounds have aged poorly, and as a result unless you expand and innovate on them the result is a fairly lifeless and ugly stage, especially the significant amount of bright, blank background.

The rooms with Crash Man platforms were used quite intelligently, and I do not mind the hidden offshoots with tokens, although a clearer visual cue for the second would have been nice. Honestly? I enjoyed the original 1987 stage more.



Make a Good Mega Man Level 3 - Tier 3
Entry Stages
Hunter Tower • Cutman's New Warehouse • Disobedience of Superior Machines • Revenge of Tricastle • DISCHARGEEEE • The Return of Veteran Z • Air man's ultimate weapon • I Hope I Lose: A Grand Tale • Gilded Man • Fruit Forest • Suzy Love • Glass Factory
Bonus Stages
Just a Judge Level
List of Bosses
Enker • Quint • Giant Suzy • Iron Ball • Punk • Hunter Type A • Hunter Type B • Ballade • Cut Man • Splash Woman Overdrive • Metal Man Overdrive • Toad Man • Discharge Man • Commando Man • Veteran Z • Z-Tank • Air Dab Man • Boobeam Trap • Gilded Man • Glass Man C • Scorch Man V1 • Usagi Woman • Hyper Plant Man
Tier Boss
Muscle Juggler
Make a Good Mega Man Level 3
Characters
Mega Man (Costumes) • Dr. Light • Ernest Will/Dr. Wily • Dr. Regal • Hunter Woman • Forge Woman • Presto • Element Man • Cerberus Man • Bass • Proto Man • Magic Man • Sheep Man
Special Weapons
Spark Chaser • Laser Trident • Water Shield • Tornado Blow • Thunder Beam • Magnetic Shockwave • Ice Wall • Break Dash • Rush Coil • Rush Jet • Rush Bike • Magnet Beam
Contest Weapons
Mix Tape • Lantern Flare • Prismatic Laser • Beet Tiller • Rec Can • Banshee Wail • Propeller Vortex • Electro Cable • Track Shoes • Royal Guard • Bait Bobber • Power Line
Entries
A piece of cake, but with aesthetics • Abandoned Mine • Access Corridor Alpha • Air man's ultimate weapon • Akudama Empire Mothership • Alpine Weather Institute • Alraune Woman • An Ice Cave in Russia • An Underwater Adventure? Wow! • Arcade Archives • ArcaneMan -CHAOS TOWER- (CERN HQ Remains) • Assault Hunt • Bakery Man • Ballade's Square of Doom • Banshee Woman • Beat the Security System • Beet Man • Blizzard Resort • Bold and Trash • Boost Man • Bright Man Remix • Cable Woman • Call Me Ishmael • Cassette Man • Chaos Light City • Checkmate • Chemical Industry • Cloud Nine • CrashMan Simulator • Creatively Named Level • Crest Man • Crosshair Aware • Crystal Tower • Cursed Darkness • Cutman's New Warehouse • Cycle Facility • Damp Ruins • Dangan Factory • Dark Castle • Decoy Man • Devil Factory • DISCHARGEEEE • Disobedience of Superior Machines • Doorkman • Dunes of Discharge • Escape From the Wily City • Evil Energy Facility • Explosives Factory • Fairly Unfocused Newcomer's Bosses And Gimmicks Stage • Falling System Core • Fight, Kikkoman! For Everlasting Sauce! • Flamboyant Castle • Foo Man • Forgotten Factory • Frenzy Reactor • Froggy Gravity • Fruit Forest • Geek Man • Get Wild, Get Wet • Gilded Man • Girder Man Stage • Glass Factory • Glitched up Beta • Glitz Woman • Grand Fire Palace • Grassy Plains • Gravaqua2o • Gravity Wumbo • Gross Incandescence • Guitar Man • Hazard Hydro • Hit the Jackpot! • Hornet Man got a new Stage • House of Fun • Hunter Tower • I Hope I Lose: A Grand Tale • Identity Man • Interspatial Compression • Irrigation Irritation • It Was Rated Arr • Judgement Man • Just a Water Level • Lost Caverns of Jungata • Luminous Tower Ascent • Mafia Man's Gambling Palace • Malware Man • Magmatic Panic • mechanical factory • Mediocre Oil Level • Mega Man DEV • Metal Man Steals Other People's Conveyors • Metall Man's Metall Factory • Military Training Grounds • Mine exploration • Mint Candy Matrix • Mirror Woman • My First Megamix Level uwu xd lmao (dab) • Ninja of the Night • Not Delivering On Promises • Nowhere yet everywhere: When the world may loop • Operation: Narcissistic Stratosphere • Outer Reaches • Pick Your Poison • Pipe Man • Plataform Hijinks • Poudrin Man • Propeller Woman in the City in the Clouds • Pumpkin Patches • QuintsMetFactory • Radium Man • Rec Man • Red Mountain • Revenge of Tricastle • Robogarden • Rockbound Facility • Rock Fortress • Ruins of a Forbidden Kingdom • Secluded Terminal • Shape Woman • Skull Sans Megatale 4 • Skull Secret Zone • Sludge Man • Solar Inferno • Somewhere Underground • Sparks and Sockets • Spectrum Science • Stalks, Shoots, and Leaves • Stalling for time • Step on the Gas • Stolen Citadel • Sulfurific Abyss • Superheavy Samurai Big BenK • Suzy Love • Technical Support • Teetering Over the Edge • Temple of Light and Dark • The Actual Rock Man • The Cave Level That Exists • The Haymay Trials • The Heist • The hero as remixed • The Invincible Robot Army! Featuring Shoe Man! • The King's Lair • The Level Equivalent of An Old Man Rambling at You • The Return of Veteran Z • The Stormscraper • The Warped Void • Thermal Tundra • Top Man 2: Spin or Go Home • Tower of Dimentions • Toxic Trouble • Trailblazer • Treading The Wily Sewer System • Trouble in the Fortress • Undead Fortress • Ultimate Level • Underground Runaround • Unguarded Treasure • Up Down All Around • Walk-In Freezer • Water Level? Ice Level? • Weapon Data Center • Western Railway • wet • Wide Joepen • Wily in space (Roll's rescue) • Wily Rooms of Weapons • Wily's Haunted Castle • Wilys Redemption • Wily's Well-fortified Room • Where no met has gone before • Working in the Rain • Worthless Man • X6Meme • Y.M.C.A. • You Don't Know the Drill
Bonus Levels
Space Crusade • Just a Judge Level • Magnum Man • Reel Man • King Man • Static Man
Wily Stadium
Chaos Assault • Cross Armada • The Bronze Yard • Be the Smaller Person • The Level With a Met Pun • Armory Catastrophe • The Greatest Show of All Time
Tier X
Ancient Wastelands Gate • Erm... Watt the Shock! • Smashed Into Pieces • Sparkling Shrimp Stew • Olive Bomber • HI-R@SE BOTANIX • Mega Man in Wonderland • Note Woman • Genie's Alley • Secret to No One • Thermae Man • Detergent Determination • The Quickening 3D • Deserted Sector G-009 • Big Ugly Mess 2: Acting Unwise • Hollow Elysium • Return to Universe City V • Shrine of Nebula
Locations
Victor Heights • Magic Card Casino • Limestone Pagoda • Tier 1 • Tier 2 • Tier 3 • Tier 4 • Tier 5 • Tier 6 • Tier 7 • Tier 8 • Tier 9 • Tier 10 • Tier 11 • Tier 12 • Tier 13 • Tier 14 • Tier 15 • Wily Stadium • Tier X • NEO Pit of Pits
Tier Bosses
Regular Joe • Repair Man • Muscle Juggler • Mad Man • Puzzle Man • Ice Buster • Boki Lamira • Mirage Man • Pyre Duo • Sound Man • Wizard Man • Control Man • Death Man • Punch Donkey
Robot Masters
Aether Man • Alraune Woman • Arcane Man • Assault Man • Banshee Woman • Battery Man • Beet Man • Boost Man • Cable Woman • Cassette Man • Celestial Woman • Decoy Man • Discharge Man • Foo Man • Geek Man • Girder Man • Glitch Woman • Glitz Woman • Guitar Man • Hex Man • Hodenki • Identity Man • Lantern Man • Lunar Woman • Mafia Man • Magnet Man SF • Metall Man • Mirror Woman • Mooger Man • Old Man • Pipe Man • Poudrin Man • Prism Woman • Propeller Woman • Radium Man • Railway Team • Rec Man • Rock Man • Rook Man • Royal Man • Secret Melon • Shape Woman • Shoe Man • Skull Sans • Sludge Man • Sniper Man • Solaire Man • Stall Woman • Thermal Man • Token Woman • Treasure Man • Wood Man Nice • Yamato Man W
Modified Devkit Robot Masters
Air Dab Man • Bakery Man Delta • Bakery Man Omega • Bakery Man Theta • Barrage Man • Bee Man • Blackout Man • Blue Bomber Man • Blue Crash Man, But With 29 Health • Bomber Joe • Captain N Guts Man • Crest Man • DRKMAN4.BAT • Dark Enker • Darker Man • Dolt Man • Fake Cycle • Gilded Man • Glass Man C • Gravity Joe • Gravity Man Supreme • Honey Joan • Judgement Man • Metal Man Overdrive • Metool Woman • Micro Quick Man • Miner Man • Neon Quick Man • Night Air Man • Perfect Solar Man • Pharaoh Man in the Dark • Potted Plant Man • Quick Montage • Rockman No Constancy Quickman • Scorch Man V1 • Spark Man Flip • Splash Woman Overdrive • Superheavy Samurai Big Ben K • Temporal Man • Tempura Man • Top Man Green • Uranus Met • Veteran Z
Entry Bosses
28 Devil Cores • Adult Wish • Atlantis • Atlas • Baby Wish • Battle Windows • Beam Stack • Beam Stack MK2 • Blizzard Brigadiers • Blizzard Behemoth • Blue Power Piston • Bubble Crab • Bucky • Changkeylier • Choker Ohmega • Compress Joe • Copy Robot • Crystal Core • Dark Matter Capsule • Dark Wyvern • Dennis Returns • D.E.V • Digitiger • Dust Devil • Egg Carrier • Floating Point • Fracture • Ghost Light • Grand Tellow • Guts Dozer Neo • Gwyndolin • Heavy • heints • The InDestructiBall • JoJo Joe • Junk Hunk • Kine • Master Hand • Mecha Sonic • Namonaki Robo • Necrozma • Ornstein & Smough • Pipi Condor • Prism Devil • Quint's Met Machine • Red Devil • Sovereign Machine • Super Block • Super Lightning Lord • SYSTEMCORE.EXE • Train Trio • Vanguardroid • Zombie Devil • Z-Tank
Fortress Guardians
Regal Machine • Falcon Rock • Tengen Tophammer • Kouker Quge • Metilda McBossface • Neko Man • Bass • Cerberus Man • Element Man • Forge Woman • Hunter Woman • Presto • Wily Machine SPIRE • Wily Jet
Devkit Bosses
Ice Man • Bomb Man • Fire Man • Air Man • Bubble Man • Quick Man • Flash Man • Heat Man • Wood Man • Picopico-kun • Guts Dozer • Boobeam Trap • Enker • Hard Man • Spark Man • Kamegoro Maker • Dyna Man • Sonic Man • Dust Man • Metall Daddy • Giant Suzy • Punk • Iron Ball • Gyro Man • Stone Man • Dark Man 4 • Ballade • Hunter Type A • Hunter Type B • Blizzard Man • Yamato Man • Rounder II • Power Piston • Mercury • Saturn • Uranus • Grey Devil • Dangan Man • Oil Man • Hornet Man • Mega Mech Shark • Honey Woman • Commando Man • Solar Man
Grey Isles Bosses
Lava Stone Man • King Leonis • Stronger • GEORGE • Small Fry Swarm • Eye of Btd'nhan • Diabolico • Queen of Hearts • Note Woman • Mist Man & Bowl Man • Angler Fish • Onox • Thermae Man • Swaduron • Impresaria • Volt Man the Annihilator • Hard Splash • Shade Spam • Nadir Devil • Top Dummy • Gharial Man • Returning Flash Armor • Great Core • Pillar of Nebula
Bonus Bosses
Dreadnought • Usagi Woman • Hyper Plant Man • Magnum Man • Reel Man • King Man • Namahage Man • Static Man • Slush Man
Arena Bosses
Break Man • Fake Man • Terra • CWU-01P • Yellow Devil • Gamma • Alter Man • Vacant Avatar
Super Bosses
Returning Regular Joe • Nebula Grey • Magic Man • Sheep Man • Ernest Will