Elec Dam

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47th: Elec Dam

Make a Good Mega Man Level 2

ElecDam (2).PNG
Shocking, isn't it?


"There was a running joke among us judges that this level was agreeably the most average in the contest. This is because all of our scores for this level were within 3 points of each other."
―JupiHornet, during his playthrough of this entry.

Overview

Elec Dam is the 47th place level in Make A Good Mega Man Level 2. Borrowing from Shock Man's stage in the fan game Mega Man Rock Force or Volteel Biblio's stage from Mega Man Zero 3, the main gimmick of this stage is the water which is periodically electrified, damaging Mega Man if he happens to be standing in it.

Judge Comments
snoruntpyro snoruntpyro snoruntpyro : 27 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
8 / 15 6 / 10 5 / 15 4 / 5 4 / 5 No



Oh hey it's that one gimmick from Rock Force. Unfortunately, it doesn't really...do anything with it. The enemy types it chooses to use are some of the beefy, annoying ones (Hammer Joes, Komasuboros, and Fan Fiends), and the timer for the electric water is really slow, so the level just kinda amounts to button mashing against tanky enemies and doing the occasional jump to avoid getting shocked. It's not really the best, and there really isn't any creative setups with the electric water at all. It just kind of exists there as a mild hindrance. There's really not much else to this level, really - just button mashing against enemies. The music is nice, though.

JupiHornet JupiHornet JupiHornet : 29 / 50
Design Fun Creativity Aesthetics Functionality
7 / 15 5 / 10 10 / 15 4 / 5 3 / 5



Not a very interesting level. The "shock" gimmick in the water was kinda cool, but it wasn't introduced well or used in an interesting way, like the one in Shock Man's stage in Rock Force. I didn't realize it was there until I got hit by it.

Enjl Enjl Enjl : 28 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
8 / 15 6 / 10 6 / 15 4 / 5 4 / 5 No



A fairly decent level centered around the flashing water mechanic it introduces early on. I think it was pretty fun, but could convey its ideas to the player better and use its resources in a more organised manner. Basically what I mean is how the level makes a few assumptions about the player which cannot always be guaranteed. On my first playthrough I completely missed the flash of water in the safe room in which it is introduced, only to then be surprised by it on the next screen while I was fending off a Hammer Joe in the water. In addition to this I feel like the level consistently drops a few too many enemies on the player at a time, with the first screens already using two tanky ones in synergy with each other and later screens almost ambushing the player with four at once. It can be quite overwhelming. As a result, I often found myself sticking to the edge of a room while taking care of the enemies currently on screen, but in some areas this became a problem, as I got hit by the water from the adjacent screen which I was already past, but which had a hitbox extending into the screen I was on. Overall, nice idea, but it needed more ideas mixed with the core concept to mix its challenges up.

Garirry Garirry Garirry : 26 / 50
Design Fun Creativity Aesthetics Functionality
7 / 15 6 / 10 4 / 15 4 / 5 5 / 5
Nothing interesting here. Most of the stage is designed decently, but some sections can have an excess of enemies, or enemies placed in bad spots. Eh. It was boring. Nothing too bad, but it's not interesting at all. I… don't know. Nothing here stood out at all. Could be better. Works just fine.



There's not a lot of bad things about this level, but there's even less good things. I just feel that it offers absolutely nothing new or interesting and it just gets boring most of the time. The one fairly original gimmick isn't interesting, and the level design is mostly just empty and boring, and occasionally has too many enemies in one area. I don't know what else to say here. It's okay at best, honestly.

ACESpark ACESpark ACESpark : 27 / 50
Design Fun Creativity Aesthetics Functionality Skip Teleporter?
8 / 15 6 / 10 7 / 15 4 / 5 2 / 5 No



That stage was certainly there. It existed. Ok, so, reusing Rock Force's Shock Man gimmick was absolutely fine - but you really didn't use it to any degree of quality. One stretch was interesting towards the end of the level - leaving me with nowhere to go but time a jump out of the water - this was good. Wanted to see more clever sections like that! I think in this case, implementing another devkit gimmick might've been good for you. Then combo the bunch of them a bit better. This wasn't bad, but very very average across the board. In other nitpicks, the colour scheme was bizarre and somewhat clashing, although the tileset looked great otherwise, and there were several missing collision tiles in the middle of the stage, and it is possible to get stuck. The enemy selection was also pretty mixed, and several screens were very crowded. Overall, it's not bad, but very average, and I doubt many will remember this stage at all.



Trivia

  • This stage is often regarded as the 'most average stage' in the contest by the judges, suggesting that it is the unofficial midpoint in the entries.
Make a Good Mega Man Level 2 - Tier 5
Entry Stages
Holy Crap, Mega Man Can Airslide?Maze of Significantly Less DeathVolcanic FurnaceElec DamQuint StageA Mega Man for All SeasonsAD 2101Starman Recreation
List of Bosses
Romhack Top ManMetal ManTop ManQuintKomuso ManCATS
Tier Boss
Lord Elewoofro