User:TheKman100/Crosshair Aware

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31st: Crosshair Aware

Make a Good Mega Man Level 3

MaGMML3-31-CrosshairAware.png
"Sniper, no sniping! Sniper, no sniping!"

Crosshair Aware is the 31st place entry in Make a Good Mega Man Level 3. It takes place in a city highrise at night, which Mega Man must traverse under threat of a persistent sniper.

Strategy

The level begins with simple platforming along a short hallway and ladder-climb section. Lyrics, Toss Machines, and a single Tondeall will aim toward Mega Man, but are spaced out enough to be easily destroyed or avoided. The Sniper Crosshairs first appear in the next room, likely locking onto Mega Man as the tight hallways and Wall Cannon slow him down. However, there is a short delay between the crosshairs locking on and the bullet actually exploding, which gives a sense of the leeway Mega Man will have as the crosshairs follow him further into the stage.

Judge Comments

Judge Comments
Mick Galbani Mick Galbani Mick Galbani : 66 / 100
Design Fun Creativity Aesthetics Functionality
27 / 35 16 / 25 4 / 15 11 / 15 8 / 10



Jet Man's theme remixed from MMU-as well as being a starry night city, and severely weakened Crosshair fire from SFR's Wily 2, all merged into a single level. With such strong inspiration from other fangames, this doesn't impress me on the creativity angle. Fortunately, it has enough unique set-ups in its gameplay that it doesn't lose out completely, there is substance beneath what's been done before. As a whole, these city rooftops make excellent use of their pieces. Personal props for having strong difficulty curves: each individual piece has a solid climb, and this happens without sacrificing the difficulty curve of the stage. The Girder platforms stand out the most in that regard: that second spike room is nice and simple, but the spikes give it that late-level threat it needed. Similarly, the crosshair itself is so simple that it works in basically any scenario, which lets it command a ton of valuable variety in its scenario design. The enemies are simple, but they make good partners for the crosshair, and I appreciate how everything here fits the theme of "aiming". I particularly like that Dachone was consistently something of a threat, normally that isn't the case. Even Tondeall managed to perform better here than it normally does, and I overall appreciate seeing a pushover be made into a fair challenge. The only real dud is Wall Blaster, it doesn't have as much of an impact on the level layout comparatively, and having its first appearance while also avoiding the crosshair seemed a little awkward to me. Ultimately, this is well-designed and fun to play. It's definitely not the most creative level in the contest, but it's still a well-crafted experience. Some personal favourites are the second Hyoey-mixing Drop Platforms and the Crosshair to great effect. And the final Autoscroll room-which is an excellent climax prior to the boss. But the rest of the level serves its purpose nicely, so there's very little to complain about. But... that doesn't mean there aren't issues beyond creativity, namely the boss and the camera. The sniper RM is a little awkward, owing to his really fast bullets and how easily you can prevent his desperation move. As for the camera, there's a few spots where it won't behave quite right, primarily the climbing room with the Drop Platform. *Please* fix the camera in the climbing room, devs, the way it jerks around on that one platform is literally painful... @-@

Shinryu Shinryu Shinryu : 73 / 100
Design Fun Creativity Aesthetics Functionality
24 / 35 17 / 25 10 / 15 12 / 15 10 / 10



judge2 = By my own admission, I tend to get bored very quickly when stages are too easy or have very simple enemy and room layouts. To an extent, this level would have fallen into this trap, had it not been for the main gimmick making things way more interesting. The crosshair gimmick technically isn't anything new, as Super Fighting Robot did something just like it with one of its Wily stages. So while I can't give it full marks for creativity, I can't exactly fault it for how engaging it makes the stage. Thanks to the inherent nature of the gimmick, you're pretty much always on the move and need to take care not to trip over enemies in the process. Granted, some of them are a bit more threatening than others\s Dachone in particular presents a nice challenge when used alongside the crosshair, while Tondeall...ok, in all fairness, it's very hard to make that particular enemy threatening. Though I always appreciate the effort to try to find ways to do so. Another thing I like is the general flow of the level design. There's a decent amount of "breather" areas in-between that lack the crosshair, but introduce new gimmicks. Said gimmicks then get used in tandem very nicely with the crosshair, especially by the end during the auto-scrolling segment. It's a really good way to structure things around the central mechanic here, as trying to introduce new stuff alongside the crosshair could have easily proved too hectic otherwise. That said, I did run into a few problems as well. The biggest of them was in the vertical room involving the crosshair and several Shadow Man platforms. The screen has a tendency to jerk upwards when you reach a certain height in this room, which really doesn't help while you're trying to platform. The other main issue I have is actually with the end boss, who I found to be a lot easier than the stage itself. I mainly blame this on him following a perfect pattern for all of his attacks each and every time. While this sort of thing works for mini-bosses, I think it's a bit detrimental to see it on a Robot Master. His desperation attack certainly spices things up, but it also comes with a caveat: You can outright skip it if you damage him enough during his regular pattern. Despite those issues, I still consider this to be an overall well put together and pretty fun level. Nice work!

Pachy Pachy Pachy : 76 / 100
Design Fun Creativity Aesthetics Functionality
25 / 35 17 / 25 11 / 15 13 / 15 10 / 10



Sniper! Oh no, the crosshair from Super Fighting Robot/Battle Network 4 strikes back! Actually, as long as you're moving, the crosshair usually has trouble keeping up, with the level layout also being more calm than where the similar mechanic was used in SFR. There's a few thrilling spots, though, with the drop platforms and shooting shielded enemies with the right timing, making you have to deal with the crosshair. Those sections are really fun. I also appreciate the generous checkpoint usage here. An unfortunate thing about the stage is that it's a bit on the short side. Along with the fact the crosshair is absent during some of the trickier sections, the main gimmick of the stage ends up feeling not as prominent as a result. The setting, while a fairly generic night city, is somewhat fitting for a robot master who is a sniper. I enjoy the vibrant color scheme. The boss can be intimidating at first, but his shots can be dodged and manipulated in your favor once you get the pattern. I like it!

Flashman85 Flashman85 Flashman85 : 70 / 100
Design Fun Creativity Aesthetics Functionality
23 / 35 18 / 25 12 / 15 11 / 15 6 / 10



With its interesting premise, steadily increasing complexity, reasonable length, suitable checkpoint placement, mostly solid and sensible construction, clean graphics, and listenable soundtrack, this level meets my expectations for a good Mega Man level. With further refinement, it could definitely exceed expectations. There's a clearly defined structure to the gameplay: introduce new hazards, combine them with an aggressive crosshair\s repeat. However, the level rushes its challenge arcs a little bit. Only a few of the introductions are pitched at the right difficulty for players who've never seen these hazards before, and it wouldn't hurt to cut one or two enemies from the roster (I vote Wall Blaster). Even so, the challenges are good. The speed and damage output of the crosshair gimmick are calibrated perfectly. Enemy placement is excellent, and any combat involving drop platforms is a highlight for me. The boss puts up a good fight, though his crosshairs should really come out at half health, and his departure from the arena should really be through the open ceiling rather than through a solid wall (or solid floor, if you stand too close to him because you hate winning). I'd like to see spikes that look more obviously like spikes, smoother transitions into the continuous scrolling and autoscrolling screens (the former is nauseatingly janky), and power-ups *between* checkpoints (given that checkpoints are just full health refills waiting to happen). I'd also like more integration of the aesthetics and main gimmick - more elements that look like they relate to the crosshair theme, or music that intensifies when the crosshair appears, or obvious visual boundaries between crosshair and non-crosshair areas (perhaps demonstrating that you're safe indoors and vulnerable outdoors, which is only partially true here). There's more I want from the level, but it's enjoyable nonetheless.

ACESpark ACESpark ACESpark : 72 / 100
Design Fun Creativity Aesthetics Functionality
23 / 35 18 / 25 10 / 15 12 / 15 9 / 10



This is very close to being a really good level, but there are few places with fairly significant difficulty spikes down to your enemy choice and placement. The vast majority of the enemies were fine, although the first few rooms seemed a bit busy introducing all of the enemies you were using in the stage at once, but the Dachone and Cyber Gabyoall were usually to the detriment of the level. The way the Cyber Gabyoall acted was a recurring nuisance, as it acts differently to most other Gabyoalls and you need to know how it works from the first encounter with it. The movement of the enemy is very finicky, especially as the crosshair gimmick punished you for waiting for good patterns. The bigger problem was the Dachone. The first encounter is usually lethal. It is placed in such a tricky spot to deal with when you do not know how it works - there are two versions of the enemy, the other of which does not have the leg armour but looks almost identical, so even if you know how the enemy works you don't know how to get rid of it in a pinch. The second encounter manages to be more dangerous, because it is much harder to hit safely and respawns if you move back even a little. There should have been a safe version of this enemy first to give the player a chance of understanding how to deal with it. The crosshair gimmick is very simple, but works well. It ensures that none of the screens it occurs on are dull, as the player has to be constantly aware of the crosshair and when it will fire next. The boss was a very welcome addition. It was a reasonable challenge on the first couple of attempts, but also easily masterable. I am also a fan of a stage gimmick coming back and working in a boss fight, which you implemented impressively here. Overall, I really like the way the whole level gelled. It looked good and the music was great, although the background was a little boring. A lot of the elements are fairly generic, but put together still feel like a solid traditionally themed Robot Master stage.



Notes

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Make a Good Mega Man Level 3 - Tier 13
Entry Stages
Pumpkin PatchesPick Your PoisonAlpine Weather InstituteCrosshair AwareUnderground RunaroundGlitz WomanBoost ManSpectrum ScienceStalks, Shoots, and LeavesDoorkmanLuminous Tower AscentDark Castle
List of Bosses
ChankeylierWood Man NiceLantern ManGravity ManPharaoh ManTop ManToad ManAir ManDust ManChoker OhmegaSniper ManMetall DaddyBlue Power PistonGlitz WomanPower PistonBoost ManPrism WomanPrism DevilNecrozmaYamato Man WDark Man 4Beam StackBeam Stack MK2Dark Matter CapsuleSlush Man
Tier Boss
Death Man
Make a Good Mega Man Level 3
Characters
Mega Man (Costumes) • Dr. LightErnest Will/Dr. WilyDr. RegalHunter WomanForge WomanPrestoElement ManCerberus ManBassProto ManMagic ManSheep Man
Special Weapons
Spark ChaserLaser TridentWater ShieldTornado BlowThunder BeamMagnetic ShockwaveIce WallBreak DashRush CoilRush JetRush BikeMagnet Beam
Contest Weapons
Mix TapeLantern FlarePrismatic LaserBeet TillerRec CanBanshee WailPropeller VortexElectro CableTrack ShoesRoyal GuardBait BobberPower Line
Entries
A piece of cake, but with aestheticsAbandoned MineAccess Corridor AlphaAir man's ultimate weaponAkudama Empire MothershipAlpine Weather InstituteAlraune WomanAn Ice Cave in RussiaAn Underwater Adventure? Wow!Arcade ArchivesArcaneMan -CHAOS TOWER- (CERN HQ Remains)Assault HuntBakery ManBallade's Square of DoomBanshee WomanBeat the Security SystemBeet ManBlizzard ResortBold and TrashBoost ManBright Man RemixCable WomanCall Me IshmaelCassette ManChaos Light CityCheckmateChemical IndustryCloud NineCrashMan SimulatorCreatively Named LevelCrest ManCrosshair AwareCrystal TowerCursed DarknessCutman's New WarehouseCycle FacilityDamp RuinsDangan FactoryDark CastleDecoy ManDevil FactoryDISCHARGEEEEDisobedience of Superior MachinesDoorkmanDunes of DischargeEscape From the Wily CityEvil Energy FacilityExplosives FactoryFairly Unfocused Newcomer's Bosses And Gimmicks StageFalling System CoreFight, Kikkoman! For Everlasting Sauce!Flamboyant CastleFoo ManForgotten FactoryFrenzy ReactorFroggy GravityFruit ForestGeek ManGet Wild, Get WetGilded ManGirder Man StageGlass FactoryGlitched up BetaGlitz WomanGrand Fire PalaceGrassy PlainsGravaqua2oGravity WumboGross IncandescenceGuitar ManHazard HydroHit the Jackpot!Hornet Man got a new StageHouse of FunHunter TowerI Hope I Lose: A Grand TaleIdentity ManInterspatial CompressionIrrigation IrritationIt Was Rated ArrJudgement ManJust a Water LevelLost Caverns of JungataLuminous Tower AscentMafia Man's Gambling PalaceMalware ManMagmatic Panicmechanical factoryMediocre Oil LevelMega Man DEVMetal Man Steals Other People's ConveyorsMetall Man's Metall FactoryMilitary Training GroundsMine explorationMint Candy MatrixMirror WomanMy First Megamix Level uwu xd lmao (dab)Ninja of the NightNot Delivering On PromisesNowhere yet everywhere: When the world may loopOperation: Narcissistic StratosphereOuter ReachesPick Your PoisonPipe ManPlataform HijinksPoudrin ManPropeller Woman in the City in the CloudsPumpkin PatchesQuintsMetFactoryRadium ManRec ManRed MountainRevenge of TricastleRobogardenRockbound FacilityRock FortressRuins of a Forbidden KingdomSecluded TerminalShape WomanSkull Sans Megatale 4Skull Secret ZoneSludge ManSolar InfernoSomewhere UndergroundSparks and SocketsSpectrum ScienceStalks, Shoots, and LeavesStalling for timeStep on the GasStolen CitadelSulfurific AbyssSuperheavy Samurai Big BenKSuzy LoveTechnical SupportTeetering Over the EdgeTemple of Light and DarkThe Actual Rock ManThe Cave Level That ExistsThe Haymay TrialsThe HeistThe hero as remixedThe Invincible Robot Army! Featuring Shoe Man!The King's LairThe Level Equivalent of An Old Man Rambling at YouThe Return of Veteran ZThe StormscraperThe Warped VoidThermal TundraTop Man 2: Spin or Go HomeTower of DimentionsToxic TroubleTrailblazerTreading The Wily Sewer SystemTrouble in the FortressUndead FortressUltimate LevelUnderground RunaroundUnguarded TreasureUp Down All AroundWalk-In FreezerWater Level? Ice Level?Weapon Data CenterWestern RailwaywetWide JoepenWily in space (Roll's rescue)Wily Rooms of WeaponsWily's Haunted CastleWilys RedemptionWily's Well-fortified RoomWhere no met has gone beforeWorking in the RainWorthless ManX6MemeY.M.C.A.You Don't Know the Drill
Bonus Levels
Space CrusadeJust a Judge LevelMagnum ManReel ManKing ManStatic Man
Wily Stadium
Chaos AssaultCross ArmadaThe Bronze YardBe the Smaller PersonThe Level With a Met PunArmory CatastropheThe Greatest Show of All Time
Tier X
Ancient Wastelands GateErm... Watt the Shock!Smashed Into PiecesSparkling Shrimp StewOlive BomberHI-R@SE BOTANIXMega Man in WonderlandNote WomanGenie's AlleySecret to No OneThermae ManDetergent DeterminationThe Quickening 3DDeserted Sector G-009Big Ugly Mess 2: Acting UnwiseHollow ElysiumReturn to Universe City VShrine of Nebula
Locations
Victor HeightsMagic Card CasinoLimestone PagodaTier 1Tier 2Tier 3Tier 4Tier 5Tier 6Tier 7Tier 8Tier 9Tier 10Tier 11Tier 12Tier 13Tier 14Tier 15Wily StadiumTier XNEO Pit of Pits
Tier Bosses
Regular JoeRepair ManMuscle JugglerMad ManPuzzle ManIce BusterBoki LamiraMirage ManPyre DuoSound ManWizard ManControl ManDeath ManPunch Donkey
Robot Masters
Aether ManAlraune WomanArcane ManAssault ManBanshee WomanBattery ManBeet ManBoost ManCable WomanCassette ManCelestial WomanDecoy ManDischarge ManFoo ManGeek ManGirder ManGlitch WomanGlitz WomanGuitar ManHex ManHodenkiIdentity ManLantern ManLunar WomanMafia ManMagnet Man SFMetall ManMirror WomanMooger ManOld ManPipe ManPoudrin ManPrism WomanPropeller WomanRadium ManRailway TeamRec ManRock ManRook ManRoyal ManSecret MelonShape WomanShoe ManSkull SansSludge ManSniper ManSolaire ManStall WomanThermal ManToken WomanTreasure ManWood Man NiceYamato Man W
Modified Devkit Robot Masters
Air Dab ManBakery Man DeltaBakery Man OmegaBakery Man ThetaBarrage ManBee ManBlackout ManBlue Bomber ManBlue Crash Man, But With 29 HealthBomber JoeCaptain N Guts ManCrest ManDRKMAN4.BATDark EnkerDarker ManDolt ManFake CycleGilded ManGlass Man CGravity JoeGravity Man SupremeHoney JoanJudgement ManMetal Man OverdriveMetool WomanMicro Quick ManMiner ManNeon Quick ManNight Air ManPerfect Solar ManPharaoh Man in the DarkPotted Plant ManQuick MontageRockman No Constancy QuickmanScorch Man V1Spark Man FlipSplash Woman OverdriveSuperheavy Samurai Big Ben KTemporal ManTempura ManTop Man GreenUranus MetVeteran Z
Entry Bosses
28 Devil CoresAdult WishAtlantisAtlasBaby WishBattle WindowsBeam StackBeam Stack MK2Blizzard BrigadiersBlizzard BehemothBlue Power PistonBubble CrabBuckyChangkeylierChoker OhmegaCompress JoeCopy RobotCrystal CoreDark Matter CapsuleDark WyvernDennis ReturnsD.E.VDigitigerDust DevilEgg CarrierFloating PointFractureGhost LightGrand TellowGuts Dozer NeoGwyndolinHeavyheintsThe InDestructiBallJoJo JoeJunk HunkKineMaster HandMecha SonicNamonaki RoboNecrozmaOrnstein & SmoughPipi CondorPrism DevilQuint's Met MachineRed DevilSovereign MachineSuper BlockSuper Lightning LordSYSTEMCORE.EXETrain TrioVanguardroidZombie DevilZ-Tank
Fortress Guardians
Regal MachineFalcon RockTengen TophammerKouker QugeMetilda McBossfaceNeko ManBassCerberus ManElement ManForge WomanHunter WomanPrestoWily Machine SPIREWily Jet
Devkit Bosses
Ice ManBomb ManFire ManAir ManBubble ManQuick ManFlash ManHeat ManWood ManPicopico-kunGuts DozerBoobeam TrapEnkerHard ManSpark ManKamegoro MakerDyna ManSonic ManDust ManMetall DaddyGiant SuzyPunkIron BallGyro ManStone ManDark Man 4BalladeHunter Type AHunter Type BBlizzard ManYamato ManRounder IIPower PistonMercurySaturnUranusGrey DevilDangan ManOil ManHornet ManMega Mech SharkHoney WomanCommando ManSolar Man
Grey Isles Bosses
Lava Stone ManKing LeonisStrongerGEORGESmall Fry SwarmEye of Btd'nhanDiabolicoQueen of HeartsNote WomanMist Man & Bowl ManAngler FishOnoxThermae ManSwaduronImpresariaVolt Man the AnnihilatorHard SplashShade SpamNadir DevilTop DummyGharial ManReturning Flash ArmorGreat CorePillar of Nebula
Bonus Bosses
DreadnoughtUsagi WomanHyper Plant ManMagnum ManReel ManKing ManNamahage ManStatic ManSlush Man
Arena Bosses
Break ManFake ManTerraCWU-01PYellow DevilGammaAlter ManVacant Avatar
Super Bosses
Returning Regular JoeNebula GreyMagic ManSheep ManErnest Will