Difference between revisions of "Airflow Hubble"

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|rank = 73rd
 
|rank = 73rd
 
|image= [[File:Hubble.png|250px]]
 
|image= [[File:Hubble.png|250px]]
|caption= The sole checkpoint
+
|caption= The sole checkpoint...
 
|game=[[Make a Good Mega Man Level 2]]
 
|game=[[Make a Good Mega Man Level 2]]
 
|creator= Concord_butterfly
 
|creator= Concord_butterfly
Line 20: Line 20:
 
|judge1 = 24
 
|judge1 = 24
 
|judge2 = 18
 
|judge2 = 18
|judge3 = 12
+
|judge3 = 10
 
|judge4 = 14
 
|judge4 = 14
 
|judge5 = 1
 
|judge5 = 1
Line 47: Line 47:
 
|other = * Garriry's least favorite
 
|other = * Garriry's least favorite
 
* Skippable
 
* Skippable
|music = Unopened- Sonata Arctica (8bit)
+
|music = Unopened - Sonata Arctica (8bit)
 
|location = Tier 2
 
|location = Tier 2
 
|previous = [[Wily Tower]]
 
|previous = [[Wily Tower]]
 
|next = [[Yggdrasil]]
 
|next = [[Yggdrasil]]
 
}}
 
}}
{{quote|Contains no message|Sign at the start| Showing this levels quality}}
+
{{quote|Contains no message|Sign at the start| Showing this level's quality.}}
 
== Overview ==
 
== Overview ==
Airflow Hubble is the 73rd place level in Make A Good Mega Man Level 2. It contains guts lifts, numerous spikes, and only a single checkpoint (not even in the boss hallway). It is notorious for its usage of respawning enemies (mostly Apache Joes), Guts Lifts that attempt to hide their holes for dropping th player, and either very punishing situations or very questionable enemy placement.
+
Airflow Hubble is the 73rd place entry in Make A Good Mega Man Level 2. It contains Guts Man lifts, numerous spikes, and only a single checkpoint halfway through the stage (not even in the boss hallway). It is notorious for its usage of respawning enemies (mostly Apache Joes), Guts Lifts that attempt to hide their holes for dropping the player, and either very punishing situations or very questionable enemy placement.
  
  
Line 63: Line 63:
 
|pyro = A very, very meh level. A lot of the enemies placed here can be easily avoided, and there's large chunks of level where every challenge is just laughably skippable. There's this long vertical drop with a bunch of enemies that you can just find a hole in near the top and fall down the entire shaft and never get hit. There's a room with like 3 crystal joes that you can just get out of before they can fire. There's a Metall gumball machine miniboss that you can just snipe from a ladder with no danger whatsoever. The only real parts of the level that are threatening are the parts that are really obnoxious - the beginning part with Apache Joes and the part with the guts lifts. Apache Joe part speaks for itself, and the Guts Lift part just has annoying jumps due to Lyrics and weirdly placed drop lines. The fan part at the end is okay. Then there's a Quint fight and then the level's over. Uhh...yeah.
 
|pyro = A very, very meh level. A lot of the enemies placed here can be easily avoided, and there's large chunks of level where every challenge is just laughably skippable. There's this long vertical drop with a bunch of enemies that you can just find a hole in near the top and fall down the entire shaft and never get hit. There's a room with like 3 crystal joes that you can just get out of before they can fire. There's a Metall gumball machine miniboss that you can just snipe from a ladder with no danger whatsoever. The only real parts of the level that are threatening are the parts that are really obnoxious - the beginning part with Apache Joes and the part with the guts lifts. Apache Joe part speaks for itself, and the Guts Lift part just has annoying jumps due to Lyrics and weirdly placed drop lines. The fan part at the end is okay. Then there's a Quint fight and then the level's over. Uhh...yeah.
 
|pyroscore = 24
 
|pyroscore = 24
 +
|spdesign = 5
 +
|spfun = 5
 +
|spcreativity = 5
 +
|spaesthetics = 4
 +
|spfunction = 5
 +
|spskip = No
 
|jupi = This level was badly designed all the way through. At the beginning, you put like 3 Copter Joes, one of those missile guys, a line of Mets, and 2 of those laser-shooting space walkers...it's all too much and basically requires weapons, which isn't good. During the indoor portion, it's too hard to see the split in the Guts Man platform lines (it's not very visible, there are blue squares instead of black ones) when you're focusing on avoiding enemy attacks. Most of the fans weren't attached to any other blocks and looked out of place. The screen scrolls in the Quint boss fight because the StopScroll objects weren't placed correctly. Honestly, I don't think this level was designed with other players in mind. My advice to you would be to have other people test your level before you submit it!
 
|jupi = This level was badly designed all the way through. At the beginning, you put like 3 Copter Joes, one of those missile guys, a line of Mets, and 2 of those laser-shooting space walkers...it's all too much and basically requires weapons, which isn't good. During the indoor portion, it's too hard to see the split in the Guts Man platform lines (it's not very visible, there are blue squares instead of black ones) when you're focusing on avoiding enemy attacks. Most of the fans weren't attached to any other blocks and looked out of place. The screen scrolls in the Quint boss fight because the StopScroll objects weren't placed correctly. Honestly, I don't think this level was designed with other players in mind. My advice to you would be to have other people test your level before you submit it!
  
|jupiscore = 16
+
|jupiscore = 18
 +
|jhdesign = 3
 +
|jhfun = 1
 +
|jhcreativity = 8
 +
|jhaesthetics = 3
 +
|jhfunction = 3
 
|enjl = I'm having serious issues taking this level seriously in any regard. It's so... random, inconsistent and messy. In some sections it doesn't even work properly with, for instance, the Met Dispenser despawning when you leave and re-enter the screen. Every element in this level looks to be placed with so little thought to gameplay that I have to wonder whether it was even tested at all. Enemies repeatedly respawn in places where you have to take a moment and concentrate, many obstacles are unfairly placed, others are completely useless. There's no flow, no coherency and overall I just didn't have fun playing through this stage.
 
|enjl = I'm having serious issues taking this level seriously in any regard. It's so... random, inconsistent and messy. In some sections it doesn't even work properly with, for instance, the Met Dispenser despawning when you leave and re-enter the screen. Every element in this level looks to be placed with so little thought to gameplay that I have to wonder whether it was even tested at all. Enemies repeatedly respawn in places where you have to take a moment and concentrate, many obstacles are unfairly placed, others are completely useless. There's no flow, no coherency and overall I just didn't have fun playing through this stage.
  
|enjlscore = 12
+
|enjlscore = 10
 +
|endesign = 1
 +
|enfun = 0
 +
|encreativity = 3
 +
|enaesthetics = 2
 +
|enfunction = 4
 +
|enskip = Yes
 
|garirry = Is this level even finished? I'm asking this because,  the level design is AWFUL. The amount of enemies there is is ridiculous and they happen to be perfectly placed in order to make the experience as uncomfortable as possible. Other than that, most of the level is extremely empty with overly long passages and dead ends, not to mention the forced weapon usage, as well as cases where weapon usage is optional but will let you skip over painful sections. Also, there is a severe lack of checkpoints. [] Why did this level need to happen? Even the most basic stuff like graphics seemed to go downhill after a few screens, not to mention the level is a bit buggy. This is an infuriating level to play through and it could have been much, MUCH better.
 
|garirry = Is this level even finished? I'm asking this because,  the level design is AWFUL. The amount of enemies there is is ridiculous and they happen to be perfectly placed in order to make the experience as uncomfortable as possible. Other than that, most of the level is extremely empty with overly long passages and dead ends, not to mention the forced weapon usage, as well as cases where weapon usage is optional but will let you skip over painful sections. Also, there is a severe lack of checkpoints. [] Why did this level need to happen? Even the most basic stuff like graphics seemed to go downhill after a few screens, not to mention the level is a bit buggy. This is an infuriating level to play through and it could have been much, MUCH better.
  
 
|garirryscore = 14
 
|garirryscore = 14
 +
|gadesign = 1
 +
|gafun = 2
 +
|gacreativity = 4
 +
|gaaesthetics = 3
 +
|gafunction = 4
 +
|gadesignnote = What is this shit? There's so many enemies placed at random and inconvenient spots it's irritating as hell. Obstacles aren't any better. Forced weapon usage. I could go on.
 +
|gafunnote = Man, this level gets annoying fast. There is some enjoyment but it's very limited.
 +
|gacreativitynote = Eh. Nothing stood out at all here.
 +
|gaaestheticsnote = I think it started well, then went downhill.
 +
|gafunctionnote = Contains bugs.
 
|ace =
 
|ace =
 
[[File:MaGMML2-AirflowHubble.png|450px]]
 
[[File:MaGMML2-AirflowHubble.png|450px]]
  
 
|acescore = 1
 
|acescore = 1
 +
|asdesign = 0
 +
|asfun = 0
 +
|ascreativity = 0
 +
|asaesthetics = 0
 +
|asfunction = 1
 +
|asskip = Yes
 
}}
 
}}
 +
 +
==Trivia==
 +
* After the judging had finished, ACESpark had stated that "Looking back at it, even I don't think this deserves a 1", stating he would assign it 3 additional points in a rejudging.
 +
 
{{MaGMML2 Tier 2}}
 
{{MaGMML2 Tier 2}}
 
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 2 Stages]][[Category:Stages without Collectables]] [[Category:Skippable Levels]]  [[Category:Least Favorites]]
 
[[Category:Make a Good Mega Man Level 2 Stages]][[Category:Tier 2 Stages]][[Category:Stages without Collectables]] [[Category:Skippable Levels]]  [[Category:Least Favorites]]

Revision as of 15:58, 19 February 2018

73rd: Airflow Hubble

Make a Good Mega Man Level 2

Hubble.png
The sole checkpoint...
"Contains no message"
―Sign at the start, Showing this level's quality.

Overview

Airflow Hubble is the 73rd place entry in Make A Good Mega Man Level 2. It contains Guts Man lifts, numerous spikes, and only a single checkpoint halfway through the stage (not even in the boss hallway). It is notorious for its usage of respawning enemies (mostly Apache Joes), Guts Lifts that attempt to hide their holes for dropping the player, and either very punishing situations or very questionable enemy placement.


Strategy

The stage is will typically be too difficult for the average player, as well as most seasoned players. Thus, it is advised to skip it. Those that attempt it will NEED to use weapons to bypass certain sections. Two big offenders being the wall near the beginning, and the sections with Guts Lifts over spikes. The former requires either Super Arrow or Wheel Cutter to reach the top, and the latter needing Sakugarne for safety measures. Surprisingly, the stage gets easier once the checkpoint is actually reached. The stage gives up on the Guts Lifts for a fan section in the second half (not without one last one that's very tough though), and having an unmodified fight with Quint at the end.

Judge Comments
snoruntpyro snoruntpyro snoruntpyro : 24 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
5 / 15 5 / 10 5 / 15 4 / 5 5 / 5 No



A very, very meh level. A lot of the enemies placed here can be easily avoided, and there's large chunks of level where every challenge is just laughably skippable. There's this long vertical drop with a bunch of enemies that you can just find a hole in near the top and fall down the entire shaft and never get hit. There's a room with like 3 crystal joes that you can just get out of before they can fire. There's a Metall gumball machine miniboss that you can just snipe from a ladder with no danger whatsoever. The only real parts of the level that are threatening are the parts that are really obnoxious - the beginning part with Apache Joes and the part with the guts lifts. Apache Joe part speaks for itself, and the Guts Lift part just has annoying jumps due to Lyrics and weirdly placed drop lines. The fan part at the end is okay. Then there's a Quint fight and then the level's over. Uhh...yeah.

JupiHornet JupiHornet JupiHornet : 18 / 50
Design Fun Creativity Aesthetics Functionality
3 / 15 1 / 10 8 / 15 3 / 5 3 / 5



This level was badly designed all the way through. At the beginning, you put like 3 Copter Joes, one of those missile guys, a line of Mets, and 2 of those laser-shooting space walkers...it's all too much and basically requires weapons, which isn't good. During the indoor portion, it's too hard to see the split in the Guts Man platform lines (it's not very visible, there are blue squares instead of black ones) when you're focusing on avoiding enemy attacks. Most of the fans weren't attached to any other blocks and looked out of place. The screen scrolls in the Quint boss fight because the StopScroll objects weren't placed correctly. Honestly, I don't think this level was designed with other players in mind. My advice to you would be to have other people test your level before you submit it!

Enjl Enjl Enjl : 10 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
1 / 15 0 / 10 3 / 15 2 / 5 4 / 5 Yes



I'm having serious issues taking this level seriously in any regard. It's so... random, inconsistent and messy. In some sections it doesn't even work properly with, for instance, the Met Dispenser despawning when you leave and re-enter the screen. Every element in this level looks to be placed with so little thought to gameplay that I have to wonder whether it was even tested at all. Enemies repeatedly respawn in places where you have to take a moment and concentrate, many obstacles are unfairly placed, others are completely useless. There's no flow, no coherency and overall I just didn't have fun playing through this stage.

Garirry Garirry Garirry : 14 / 50
Design Fun Creativity Aesthetics Functionality
1 / 15 2 / 10 4 / 15 3 / 5 4 / 5
What is this shit? There's so many enemies placed at random and inconvenient spots it's irritating as hell. Obstacles aren't any better. Forced weapon usage. I could go on. Man, this level gets annoying fast. There is some enjoyment but it's very limited. Eh. Nothing stood out at all here. I think it started well, then went downhill. Contains bugs.



Is this level even finished? I'm asking this because, the level design is AWFUL. The amount of enemies there is is ridiculous and they happen to be perfectly placed in order to make the experience as uncomfortable as possible. Other than that, most of the level is extremely empty with overly long passages and dead ends, not to mention the forced weapon usage, as well as cases where weapon usage is optional but will let you skip over painful sections. Also, there is a severe lack of checkpoints. [] Why did this level need to happen? Even the most basic stuff like graphics seemed to go downhill after a few screens, not to mention the level is a bit buggy. This is an infuriating level to play through and it could have been much, MUCH better.

ACESpark ACESpark ACESpark : 1 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
0 / 15 0 / 10 0 / 15 0 / 5 1 / 5 Yes



MaGMML2-AirflowHubble.png



Trivia

  • After the judging had finished, ACESpark had stated that "Looking back at it, even I don't think this deserves a 1", stating he would assign it 3 additional points in a rejudging.
Make a Good Mega Man Level 2 - Tier 2
Entry Stages
Wily TowerAirflow HubbleYggdrasilRush CityGigavolt ManDragon Lab LairColorful HallSomething Original
List of Bosses
Volt ManKomuso ManQuintMecha DragonGuts ManCratorCreamKichonaColor Man
Tier Boss
Ombuds Man
Other Goodies
Gordon Freeman