Difference between revisions of "X Factory"

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==Judge Applicants' Reviews==
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{{JudgeComment3App
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|pachyscore = 4
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|pachy = Oh no, where did we go wrong...?
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Enemies on the first screen, invisible walls, spikes that are misplaced to where they appear to be, platforms that you can fall straight through...
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Everything seems to be placed randomly with no thoughts to them, the fans aren't placed strategically to provide any legitimate challenge. The terrain is absolutely messy and there are spikes just scattered around for no reason. Enemy selection has no continuity to it, one screen there's a Skelly Joe, the next screen there's a Snakey, and next there're the jumpy guys. Speaking of Snakey, they're all placed right at the bottom of the stage so you can't shoot them without using weapons, making the experience extra atrocious.
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Did I mention there are invisible blocks everywhere? The graphics actively misguides you to the point you have to use Wheel Cutter throughout to determine where solid grounds actually are. On top of that, there appears to be some instances where utilities are required to get over tall walls.
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Lastly, the "puzzle" to get the Energy Element is completely trial-and-error since you cannot tell where the spikes
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are. There are also no checkpoints so if you fail that, it's time to redo the whole stage again.
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Oh and, the music is not properly looped...
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also what are do even a "coptar" even?
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|samarioscore = 1
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|samario = What is this? When your first reaction is "Wha-- What am I LOOKING at?!", the expectations aren't really set very high.<br />
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To get the positive out of the way, at the *very* end of the level there's a single glimmer of a gimmick, with the magnet enemy being usable to align yourself with the path to the Energy Element.<br />
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That's the only positive. The rest of the level is littered with what seems to be signs of a zero-effort submission;<br />
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Upside-down fans with blow direction reversed compared to their orientation litter the entire stage, placed without any thought to "stage design".<br />
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The design, if you can even call it that, seems to be blocks and enemies placed at complete random.<br />
 +
Compounding this, the stage has a severe problem with fake spikes, fake blocks, invisible blocks, and invisible spikes; I'm fairly sure the auto-tiler wasn't removed for MaGMML3, so...?<br />
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There isn't a single checkpoint in the entire level, which makes dying to said invisible spikes extremely frustrating, especially with the forced weapon usage due to the broken collision.<br />
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To top it all off, the music doesn't even loop properly.
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|m-jacqscore = 82
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|m-jacq = Nice! Here’s a level that takes a stock puzzle platformer object (the Mr. X Stage 3 platforms) and uses it in several novel ways. It’s challenging, but without relying on enemy spam or excessive spikes or “gotcha” moments. The difficulty curve is perfect. Having an autoscroll section in lieu of a boss was brilliant (although, given that it takes the place of a boss fight, you really should have had a checkpoint before it). I certainly enjoyed playing it. But there were two problems here that really hurt.<br />
 +
First, while you did a great job using the Mr. X platforms, the other gimmicks in this level left something to be desired. The magnets are fine, for the most part, but I miscalculated several jumps because I wasn’t sure how far out their attraction stretched. But you also include four fire bars a single conveyor belt, which is rather odd. Why are these here if they’re going to show up on all of two screens?<br />
 +
But my largest problem here was the aesthetics. This stage is a visual overload: you have a very complicated tileset, married to an outright garish color palette. Blue and grey platforms over a background of pink and green stripes? That’s not just yucky looking, it’s distracting. There were several screens where it took me a few seconds to figure out what was foreground and what was background, which I should not have to do in a stage built around tricky platforming.<br />
 +
On the plus side, if my largest complaints are the color palette and a pointless conveyor belt, this should give you an idea how highly I thought of this level.
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}}
 
==Trivia==
 
==Trivia==
 
* Alongside [[City War]], this level is one of only two levels to appear in two different ''MaGMML'' games.
 
* Alongside [[City War]], this level is one of only two levels to appear in two different ''MaGMML'' games.
 +
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{{MaG24HMML}}
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{{MaGMML3Tier?}}

Revision as of 12:16, 4 March 2018

3rd: X Factory

Make a Good 24 Hour Mega Man Level, MaGMML3 Judge Application Levels

XFactoryScreen.png
No wonder the judges found this level attractive.


Overview

X Factory is the third place level in the Make a Good 24 Hour Mega Man Level contest. Receiving the enemies of Bitter B and Springhead and the gimmicks of Magnet Machines and X Platforms, ACESpark produced a difficult level where one must manipulate X Platforms while resisting the pull of Magnet Machines to proceed. It was later inserted into the MaGMML3 Judge Application Levels, also as the third level; at the time, ACE did so for the sake of having another level in the collection, but it proved to be a good test of prospective judges' responses to genuinely difficult levels (As opposed to, say, Coptar Man, which features artificial difficulty).

Strategy

Judge Applicants' Reviews

Judge Applicants' Comments
Pachy Pachy Pachy : 4 / 100
Oh no, where did we go wrong...?

Enemies on the first screen, invisible walls, spikes that are misplaced to where they appear to be, platforms that you can fall straight through...

Everything seems to be placed randomly with no thoughts to them, the fans aren't placed strategically to provide any legitimate challenge. The terrain is absolutely messy and there are spikes just scattered around for no reason. Enemy selection has no continuity to it, one screen there's a Skelly Joe, the next screen there's a Snakey, and next there're the jumpy guys. Speaking of Snakey, they're all placed right at the bottom of the stage so you can't shoot them without using weapons, making the experience extra atrocious.

Did I mention there are invisible blocks everywhere? The graphics actively misguides you to the point you have to use Wheel Cutter throughout to determine where solid grounds actually are. On top of that, there appears to be some instances where utilities are required to get over tall walls.

Lastly, the "puzzle" to get the Energy Element is completely trial-and-error since you cannot tell where the spikes are. There are also no checkpoints so if you fail that, it's time to redo the whole stage again.

Oh and, the music is not properly looped...

also what are do even a "coptar" even?

Samario Samario Samario : 1 / 100
What is this? When your first reaction is "Wha-- What am I LOOKING at?!", the expectations aren't really set very high.

To get the positive out of the way, at the *very* end of the level there's a single glimmer of a gimmick, with the magnet enemy being usable to align yourself with the path to the Energy Element.
That's the only positive. The rest of the level is littered with what seems to be signs of a zero-effort submission;
Upside-down fans with blow direction reversed compared to their orientation litter the entire stage, placed without any thought to "stage design".
The design, if you can even call it that, seems to be blocks and enemies placed at complete random.
Compounding this, the stage has a severe problem with fake spikes, fake blocks, invisible blocks, and invisible spikes; I'm fairly sure the auto-tiler wasn't removed for MaGMML3, so...?
There isn't a single checkpoint in the entire level, which makes dying to said invisible spikes extremely frustrating, especially with the forced weapon usage due to the broken collision.
To top it all off, the music doesn't even loop properly.

M-Jacq M-Jacq M-Jacq : 82 / 100
Nice! Here’s a level that takes a stock puzzle platformer object (the Mr. X Stage 3 platforms) and uses it in several novel ways. It’s challenging, but without relying on enemy spam or excessive spikes or “gotcha” moments. The difficulty curve is perfect. Having an autoscroll section in lieu of a boss was brilliant (although, given that it takes the place of a boss fight, you really should have had a checkpoint before it). I certainly enjoyed playing it. But there were two problems here that really hurt.

First, while you did a great job using the Mr. X platforms, the other gimmicks in this level left something to be desired. The magnets are fine, for the most part, but I miscalculated several jumps because I wasn’t sure how far out their attraction stretched. But you also include four fire bars a single conveyor belt, which is rather odd. Why are these here if they’re going to show up on all of two screens?
But my largest problem here was the aesthetics. This stage is a visual overload: you have a very complicated tileset, married to an outright garish color palette. Blue and grey platforms over a background of pink and green stripes? That’s not just yucky looking, it’s distracting. There were several screens where it took me a few seconds to figure out what was foreground and what was background, which I should not have to do in a stage built around tricky platforming.
On the plus side, if my largest complaints are the color palette and a pointless conveyor belt, this should give you an idea how highly I thought of this level.

PK PK PK : / 100
Flashman85 Flashman85 Flashman85 : / 100


Trivia

  • Alongside City War, this level is one of only two levels to appear in two different MaGMML games.
Make a Good 24 Hour Mega Man Level
Characters
Mega ManDr. Wily
Special Weapons
Water WaveTime SlowSuper ArmChill SpikeRush CoilRush Jet
Alternative Weapons
Hornet ChaserJewel SatelliteGrab BusterTriple BladeFlash StopperSlash ClawWheel CutterSakugarneWire AdaptorSuper ArrowMatch BlastSkeletup N' Pakkajoe
Entries
Air TrickBreaking GroundFlooded TempleNauseous GreenhousePollution ParkX Factory
Wily Castle
Abyss BalconyUp 'n' DuckWily 3
Robot Masters
Centaur ManMetal ManQuick ManToad ManTop Man
Fortress Guardians
Giga CountCloud DevilWily Machine Arc
Make a Good Mega Man Level 3 - Judge Application Levels
Stages
Midnight ManCoptar ManX FactorySpace CrusadeGate 303Universe City VMagnum Man
List of Bosses
DreadnoughtPlant ManGemini ManVolt ManVolt BossMagnum Man