Difference between revisions of "Conveyor Mayhem"

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|gafunction = 3
 
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|gadesignnote = I don't know where to even start. So much precision, patience, crappy spots with limited visibility of obstacles, extreme timing, I'm sorry but this SUCKS.
 
|gadesignnote = I don't know where to even start. So much precision, patience, crappy spots with limited visibility of obstacles, extreme timing, I'm sorry but this SUCKS.
|gafunnote = Fucking hell! This is so frustrating. I hated this stage at all, nothing here was enjoyable.
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|gafunnote = Fucking hell! This is so frustrating. I hated this stage at all, nothing here was enjoyable. (This was from prior to stage re-evaluation and was accidentally left unchanged)
 
|gacreativitynote = At least there's something here... good ideas. In fact, excellent ideas. AWFUL execution.
 
|gacreativitynote = At least there's something here... good ideas. In fact, excellent ideas. AWFUL execution.
 
|gaaestheticsnote = Great.
 
|gaaestheticsnote = Great.

Revision as of 14:30, 11 May 2018

23rd: Conveyor Mayhem

Make a Good Mega Man Level 2

MaGMML2-23-ConveyorMayhem.png
Where should I go next?
"Mega Man, I've detected two Robot Master signatures from this robotics factory. If you can defeat them, we'll be able to shut down this place and cripple Dr. Wily's current schemes of world domination."
Dr. Light, In-level comment box.

Overview

Conveyor Mayhem is the 23rd place entry in Make a Good Mega Man Level 2. It is a huge, maze-like stage with branching paths, and an emphasis on conveyor belts, moving platforms, and spikes. Rush Coil and Rush Jet are also disabled, but the spikes throughout the level only deal 7 points of damage to Mega Man instead of killing him instantly.

Strategy

The level starts with two rooms with several different enemies (including a unique fire variant of Ratton), and introduces moving ladders. The room after these two is gigantic, consisting of several moving ladders, Guts Lifts, conveyor belts, and unique variants of Cannopellers, among other things. The room also splits into two paths. One path can be accessed by breaking a Wheel Block past the first two Fire Cannopellers, then climbing up an area with a moving ladder and a Guts Lift. The other path (the alternate route) can be accessed by dropping down the gap that the first Fire Cannopeller is over, then holding left to avoid falling into a pit. Both paths can also be accessed using a moving ladder at the bottom of the room.

The second room of the first main route has another fork. One path drops Mega Man straight down, while the other is a detour where Mega Man must make his way to the bottom while avoiding spikes and riding on moving ladders and a Crash Lift, with a Noble Nickel available at the bottom. Both paths lead to the Big Fire Telly. After the Big Fire Telly is defeated, Mega Man can continue into a room with four Shield Cannopellers, two of which are guarding a Fire Boy and a large screw, with the other two guarding a Hothead and the entry into the next room. Mega Man must ride Guts Lifts and moving ladders to make it to a lower room, where he must ride a Guts Lift along segmented tracks. Partway through the ride is a moving ladder, which can be used to either carefully maneuver between spikes to grab a Noble Nickel, or go through a boss gate leading to Napalm Man. Riding the Guts Lift all the way to the end will lead back to a side-area in the above room with Shield Attackers, Presses, Camons, and Fire Camons, leading to a Noble Nickel otherwise blocked off by a Shield Guarder. The Nickel can also be obtained without taking the path by using Wheel Cutter or Super Arrow to reach the Shield Guarder, then attacking it with Slash Claw.

The alternate route is behind a Slash Block, and the entry to the route has a Noble Nickel next to it. The first room of the alternate route is a long stretch focusing mainly on conveyor belts and Fire Cannopellers, with a split path at the very end. Both paths lead to the same room, but the upper path allows Mega Man to grab some screws he would otherwise need Hornet Chaser to access. The area below includes a series of horizontal Presses, followed by a battle against the Super Cannopeller. After the Super Cannopeller is defeated, Mega Man must choose between two paths.

The right path is a large room with Guts Lifts, moving ladders, and Presses all being utilized. Partway through, a room on the right guarded by a Cannon Joe can be found, leading to another boss gate with Napalm Man behind it. Continuing to the end of the path will lead to a Noble Nickel.

The left path begins with a vertical room Mega Man must climb up while avoiding horizontal Presses, Camons, and a Wall Blaster II. The room above it is an area where Mega Man must shoot Twin Cannons to avoid being knocked off Guts Lifts and an incredibly fast moving platform. The end of this room is a boss gate leading to Crusher Joe.

Judge Comments

Judge Comments
snoruntpyro snoruntpyro snoruntpyro : 41 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
12 / 15 8 / 10 13 / 15 4 / 5 4 / 5 No



This is a really cool level!! I love how the enemies gimmicks are like, modifications of existing engine assets? Moving ladders on rails instead of moving platforms on rails, guts lifts that only activate when you touch them, a bunch of fire themed versions of enemies, sideways crushers - it's all really cool and I love it. I love the open rooms, they feel like a lot of fun to get through, though they do sometimes have lag issues and the scrolling is a teensey bit janky. The level has a bunch of alternate paths and stuff and I like it a lot because it allows to expand on each of its gimmicks but not have any one playthrough of the level be terribly long. I wouldn't call any gimmick in this level underused - they're all introduced, used in more difficult situations, and combined for a very interesting experience. I really like how the sideways crushers and the moving ladders were combined. Honestly I really like the moving ladders in general, they're used really well and the super fast ones are hilarious. The 'modifications of existing stuff' theme also carries into the minibosses, with a fire Mega Telly and a really dumb looking (in a good way) Giant Cannopeller With a Crusher And A Smol Cannon On Top. Both of them are pretty fun, though I think it's too easy for the Mega Telly to corner you and I think the crusher shooting out for the other miniboss could use more telegraphing. The Napalm Man fight is cool and a funny reference to MaGMML1, though I'm not a huge fan of the other boss mostly because he has his shield up in front and there's a small hitbox you can actually hit him in, and I don't think his attacks are as well telegraphed so it takes some trial and error to actually get the boss down. But overall this level is suuper fun and I just really love how it plays <3

JupiHornet JupiHornet JupiHornet : 34 / 50
Design Fun Creativity Aesthetics Functionality
10 / 15 5 / 10 13 / 15 3 / 5 3 / 5



This level was HUGE with 3 possible routes, and took me about 40 minutes to fully beat. It was so much fun at first! I really liked the custom assets you used, especially the moving ladders. However, some of them seemed to have no real use besides being an annoyance (spike cannon). The Cannon miniboss is completely skippable, not sure if that's intentional or not. The Crusher Joe battle was pretty hectic, and towards the end he started to move way too fast. The upgraded Napalm Man was pretty cool. Also, the Noble Nickels are insanely hard to get. You really went all-out with the moving ladders ;-;

Enjl Enjl Enjl : 29 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
8 / 15 6 / 10 9 / 15 3 / 5 3 / 5 No



A very open level! It's so open I even got lost a few times. I like how this level spreads out into different paths, each leading to a reward or a goal. The execution on this, however, I have to question. As a result of the abundancy of paths there are some Nickels that aren't really worth the effort. I'm a big fan of the flavour text on the bosses, especially the text that happens when the player dies. I encountered some glitches in this level, too, unfortunately. A pit of lava lead me into nothingness and a skippable miniboss. The more straightforward sections of the level I found really fun to play through, but the more open sections were often really stressful and finnicky when trying to platform around between spikes and lava.

Garirry Garirry Garirry : 30 / 50
Design Fun Creativity Aesthetics Functionality
5 / 15 7 / 10 11 / 15 4 / 5 3 / 5
I don't know where to even start. So much precision, patience, crappy spots with limited visibility of obstacles, extreme timing, I'm sorry but this SUCKS. Fucking hell! This is so frustrating. I hated this stage at all, nothing here was enjoyable. (This was from prior to stage re-evaluation and was accidentally left unchanged) At least there's something here... good ideas. In fact, excellent ideas. AWFUL execution. Great. This level's MAIN GIMMICK IS BROKEN. WHAT THE FUCK!



The biggest problem with this stage is the mediocre level design. Most of it is filled with enemies that are very hard to avoid and require precise timing or patience. Also, there are many cases where you have to make extremely precise jumps from platform to platform. Additionally, this level has many minor bugs and oversights. Putting that aside, I still mostly had fun with this level, and I really liked the ideas used in this stage.

ACESpark ACESpark ACESpark : 34 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
11 / 15 9 / 10 14 / 15 0 / 5 0 / 5



Your most lacking quality was the aesthetics. This stage was ugly. There were *several* graphical glitches (this combination has led to you losing score in both Aesthetics and are also docking your Functionality score, because it's clear these are custom asset programming issues!) [SOME OF THIS WAS FIXED POST JUDGING] and the resized graphics were, quite frankly, hideous.

But, to be fair, this is not an art compo!

The other issue is the sheer number of routes does lead itself to not every path being equally given attention - some were better than others, and guts-platform/ladder combo ... leads itself to potential desync issues and makes certain areas more awkward than others. The stage feels like its held together with duct tape, and its easily possible to glitch through your main gimmick. You missed a few pits too, causing me to reset, as a result of so many issues, you threw away your entire Aesthetic and Functional score. [PIT ISSUE FIXED POST JUDGING]

With the critique aside, the level itself was pretty damn awesome! You used the pre-existing graphical assets in creative ways and graphics aside, the new gimmicks worked brilliantly. Fun times were had, I particularly like how simple but effective the moving ladder is!

The bosses had a few niggles here and there: Crusher Joe needed more of a tell for his main attack (I liked his second attack though!), the Propeller boss was pretty awkward to fight (and.. glitched out on me, so he was skippable, I'm not sure this was your fault though), I really liked Big Telly though.

The main Robot Master was pretty good though! Just align your sprites properly in the future. As an aside, props for putting Health Bars on the mid-bosses! All in all, consider this a win.



Trivia

  • During the judging period, the Super Cannopeller fight was skippable. It is unknown why this happened, as it was fixed in the final game.
Make a Good Mega Man Level 2 - Tier 8
Entry Stages
But It Lacked the Depth to Convince Me That This is Really HellForce ManSmed's Big Annoying Mess of a LevelConveyor MayhemAurora ManBouncy CastleCity Under SiegeEscape SequenceBond Man
List of Bosses
Mecha DragonForce ManKomuso Man?Final ToadSuper CannopellerBig Fire TellyCrusher JoeNapalm Man MK 2Bond ManBoundin' Crash Man
Tier Boss
Jet Man
Other Goodies
Sanct