Difference between revisions of "Chroma Key"
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|pyro =The idea behind this stage was super neat, and I LOVED the mixture of the included tilesets (it looked great!), but the stage in general just didn't seem too terribly fun? Parts of it really felt like enemy spam, and while there were a couple neat things (like using the Hot Dog as a stage obstacle), it felt like enemies were kinda just slapped down, especially in the section with the snake miniboss. | |pyro =The idea behind this stage was super neat, and I LOVED the mixture of the included tilesets (it looked great!), but the stage in general just didn't seem too terribly fun? Parts of it really felt like enemy spam, and while there were a couple neat things (like using the Hot Dog as a stage obstacle), it felt like enemies were kinda just slapped down, especially in the section with the snake miniboss. | ||
|pyroscore = 58 | |pyroscore = 58 | ||
| + | |sppersonal = 13 | ||
| + | |spother = 9 | ||
| + | |spunique = 12 | ||
| + | |spcreativity = 10 | ||
| + | |spgraphics = 9 | ||
| + | |spmusic = 5 | ||
|cheez =There's a right way and a wrong way even for something like enemy spam. The right way in this case is to break up a constant stream of enemies with well-placed breathers- that way the game doesn't respawn, oh, say... a pair of ballistic green clowns every time the player backs away from anything. I at least loved the look of the first half, but then the level enters the jungle and loses what little focus it had. | |cheez =There's a right way and a wrong way even for something like enemy spam. The right way in this case is to break up a constant stream of enemies with well-placed breathers- that way the game doesn't respawn, oh, say... a pair of ballistic green clowns every time the player backs away from anything. I at least loved the look of the first half, but then the level enters the jungle and loses what little focus it had. | ||
|cheezscore = 33 | |cheezscore = 33 | ||
| + | |c8personal = 4 | ||
| + | |c8other = 2 | ||
| + | |c8unique = 11 | ||
| + | |c8creativity = 2 | ||
| + | |c8graphics = 5 | ||
| + | |c8music = 9 | ||
|duvi ="Enemy spam is fun, right, guys?" | |duvi ="Enemy spam is fun, right, guys?" | ||
|duviscore = 16 | |duviscore = 16 | ||
| + | |d0personal = 2 | ||
| + | |d0other = 2 | ||
| + | |d0unique = 1 | ||
| + | |d0creativity = 3 | ||
| + | |d0graphics = 5 | ||
| + | |d0music = 3 | ||
|mick =This is a unique concept! I didn't quite expect this sort of level, and it worked decently well... conceptually. However, there are definitely some issues with the level design itself. First is the absolutely insane Telly spam, if you wait for much longer than 3 seconds that room becomes basically unmanagable. The Power Massler near the end also kind of bugged me since it was almost impossible to no damage without weapons. I managed to work around these issues, but not everyone will, creating a bit of a problem with this level. Final Comment: Beyond the Time is a good song. | |mick =This is a unique concept! I didn't quite expect this sort of level, and it worked decently well... conceptually. However, there are definitely some issues with the level design itself. First is the absolutely insane Telly spam, if you wait for much longer than 3 seconds that room becomes basically unmanagable. The Power Massler near the end also kind of bugged me since it was almost impossible to no damage without weapons. I managed to work around these issues, but not everyone will, creating a bit of a problem with this level. Final Comment: Beyond the Time is a good song. | ||
|mickscore = 50 | |mickscore = 50 | ||
| + | |mgpersonal = 9 | ||
| + | |mgother = 7 | ||
| + | |mgunique = 8 | ||
| + | |mgcreativity = 9 | ||
| + | |mggraphics = 8 | ||
| + | |mgmusic = 9 | ||
|kyurem =The only part of this level I found interesting was the theming. The rest of the level was usually either rather dull, swamped with enemies that really didn’t need to be there, or in some cases, a mixture of both. | |kyurem =The only part of this level I found interesting was the theming. The rest of the level was usually either rather dull, swamped with enemies that really didn’t need to be there, or in some cases, a mixture of both. | ||
|kyuremscore = 36 | |kyuremscore = 36 | ||
| + | |mkpersonal = 5 | ||
| + | |mkother = 4 | ||
| + | |mkunique = 9 | ||
| + | |mkcreativity = 6 | ||
| + | |mkgraphics = 7 | ||
| + | |mkmusic = 5 | ||
}} | }} | ||
{{MaGMML Tier 2}} | {{MaGMML Tier 2}} | ||
[[Category:Make a Good Mega Man Level Stages]][[Category:Tier 2 Stages]] | [[Category:Make a Good Mega Man Level Stages]][[Category:Tier 2 Stages]] | ||
Revision as of 22:16, 22 November 2017
| 16th: Chroma Key | |||||||||||||||||||||
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| And this isn't even where the sadness begins! | |||||||||||||||||||||
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- "Enemy spam is fun, right, guys?"
- ―Duvi0, judge comment.
Overview
Chroma Key is the 16th place entry in Make a Good Mega Man Level. It's arranged in a color theme.
Strategy
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| Make a Good Mega Man Level - Tier 2 | |
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| Entry Stages | |
| Chroma Key • Midnight Snow • Sunset Siege • Sky Ziggurat | |
| Tier Bosses | |
| Dagger Man1 • Yoku Man1R | |
