Magnes Trials / ID: 84169

Showcase your own levels here. Make sure to provide the level ID, a description and at least one screenshot
Post Reply
User avatar
Minoru Leonardo
Posts: 156
Joined: Mon Jul 17, 2017 5:42 pm
Location: Area C
Contact:

Magnes Trials / ID: 84169

Post by Minoru Leonardo » Wed Aug 02, 2017 8:02 am

Magnes Trials
ID: 84169

Description:
Yet another level created with focus on a weapon. Probably my fifth level so far.

This level focus solely on the Magnet Missile and its ability to switch targets upwards or downwards. Combat, platforming and a fair bit of puzzles will be found in this level among 3 E-Tanks (2 of them hidden). This level is fairly long and the first half focus on puzzles with the second being more combat oriented-- using the advantage of the Magnet Missile will be vital to triumph over everything.

Any feedback on enemy placement or any problems found with the level design/anything will be more than welcome so I can fix it and improve on this map and maybe future ones.

Image


Other levels created by me:
Fortress of Envy
Kairos Core
Last edited by Minoru Leonardo on Fri Aug 18, 2017 3:53 am, edited 3 times in total.
  1. Mount Springs [ID: - WIP -]
  2. Flying Kick Falls [ID: 75358]
  3. Ambersand Fortress [ID: 178033]
  4. Kyanite Veins [ID: - WIP -]
  5. Magnes Trials [ID: 84169]
  6. Kairos Core [ID: 382134]
  7. Boreas Bluff [ID: - WIP -]
  8. Petrol Quarry [ID: 379389]

User avatar
KamenSensei
Posts: 95
Joined: Tue Jul 25, 2017 9:34 pm
Location: Space

Re: Magnes Trials / ID: 84169

Post by KamenSensei » Wed Aug 02, 2017 8:24 am

I loved this level. The "puzzles" were cool. I put it in quotes since it wasn't really a puzzle but more just waiting to get the enemy in the right spot. I really liked the escort part, where you have to clear the way so that the Peterchy is in the right spot to clear the last block. The combat tower at the end got pretty hectic too. It made me really concerned about positioning, so good call on the flying enemies in that section. I had to hop back and forth sometimes so that the Magnet Missile would actually hit properly. It's always cool to see a tech demo type level for a weapon. It makes me consider them in a new light.

Thanks for the level. Keep sharing them! :D

User avatar
Minoru Leonardo
Posts: 156
Joined: Mon Jul 17, 2017 5:42 pm
Location: Area C
Contact:

Re: Magnes Trials / ID: 84169

Post by Minoru Leonardo » Wed Aug 02, 2017 8:43 am

KamenSensei wrote:
Wed Aug 02, 2017 8:24 am
I loved this level. The "puzzles" were cool. I put it in quotes since it wasn't really a puzzle but more just waiting to get the enemy in the right spot. I really liked the escort part, where you have to clear the way so that the Peterchy is in the right spot to clear the last block. The combat tower at the end got pretty hectic too. It made me really concerned about positioning, so good call on the flying enemies in that section. I had to hop back and forth sometimes so that the Magnet Missile would actually hit properly. It's always cool to see a tech demo type level for a weapon. It makes me consider them in a new light.

Thanks for the level. Keep sharing them! :D
Thanks a lot! I'm actually really happy you liked both the "escort mission" and the tower segments. For the first I was actually worried it'd be the most criticized part of the level since it's so easy to kill the Peterchy accidentally and in the tower I tried to make sure not to place enemies (especially the Telly makers) where they wouldn't pester you too much. It's good to know the enemy placement seems fair too.

I really like making levels focused on a single weapon, and having people enjoying it inspires me to create more.

Thanks again for the review! :D
Last edited by Minoru Leonardo on Thu Aug 03, 2017 2:01 am, edited 1 time in total.
  1. Mount Springs [ID: - WIP -]
  2. Flying Kick Falls [ID: 75358]
  3. Ambersand Fortress [ID: 178033]
  4. Kyanite Veins [ID: - WIP -]
  5. Magnes Trials [ID: 84169]
  6. Kairos Core [ID: 382134]
  7. Boreas Bluff [ID: - WIP -]
  8. Petrol Quarry [ID: 379389]

User avatar
KamenSensei
Posts: 95
Joined: Tue Jul 25, 2017 9:34 pm
Location: Space

Re: Magnes Trials / ID: 84169

Post by KamenSensei » Wed Aug 02, 2017 8:46 am

Minoru Leonardo wrote:
Wed Aug 02, 2017 8:43 am

For the first I was actually worried it'd be the most criticized part of the level since it's so easy to kill the Peterchy accidentally
To be honest, I totally iced him at first, but then I got to the end and realized I was supposed to be escorting him. I just can't turn off that killer instinct sometimes, I guess. He's pretty easy to respawn :lol:

User avatar
Minoru Leonardo
Posts: 156
Joined: Mon Jul 17, 2017 5:42 pm
Location: Area C
Contact:

Re: Magnes Trials / ID: 84169

Post by Minoru Leonardo » Wed Aug 02, 2017 8:56 am

KamenSensei wrote:
Wed Aug 02, 2017 8:46 am
To be honest, I totally iced him at first, but then I got to the end and realized I was supposed to be escorting him. I just can't turn off that killer instinct sometimes, I guess. He's pretty easy to respawn :lol:
Ah, yes, truth be told even I did that a few times upon entering that room. :roll: Something about that little eyeball drives people to shoot it on sight. It was that what made me put the treadmills forward too because I then realized how slow that enemy is and how annoying it would be to wait and wait if you accidentally ended despawning it as well.
  1. Mount Springs [ID: - WIP -]
  2. Flying Kick Falls [ID: 75358]
  3. Ambersand Fortress [ID: 178033]
  4. Kyanite Veins [ID: - WIP -]
  5. Magnes Trials [ID: 84169]
  6. Kairos Core [ID: 382134]
  7. Boreas Bluff [ID: - WIP -]
  8. Petrol Quarry [ID: 379389]

Pyhrrous
Posts: 56
Joined: Mon Jul 17, 2017 7:37 pm

Re: Magnes Trials / ID: 84169

Post by Pyhrrous » Wed Aug 02, 2017 11:11 pm

I really liked the level! It's very creative with the use of Magnet Missile puzzles, and I feel like the aforementioned Peterchy escort was one of the more unique segments, as was the part where you needed the Super Ball Machine Jr. to aim a M.Missile.

No major criticisms here, but I kind of feel that the tiles used look a bit cluttered in some spots, between the wide variance in colours and use of animated Bright Man terrain. It definitely looks evocative of a power plant or some other thing, which I can tell was the intent.

User avatar
Minoru Leonardo
Posts: 156
Joined: Mon Jul 17, 2017 5:42 pm
Location: Area C
Contact:

Re: Magnes Trials / ID: 84169

Post by Minoru Leonardo » Sat Aug 05, 2017 5:01 am

Pyhrrous wrote:
Wed Aug 02, 2017 11:11 pm
I really liked the level! It's very creative with the use of Magnet Missile puzzles, and I feel like the aforementioned Peterchy escort was one of the more unique segments, as was the part where you needed the Super Ball Machine Jr. to aim a M.Missile.
I'm glad you liked it, Pyhrrous. I came with that idea on a whim, so I wasn't sure how people would react to it. So far so good I guess. :)
Pyhrrous wrote:
Wed Aug 02, 2017 11:11 pm
No major criticisms here, but I kind of feel that the tiles used look a bit cluttered in some spots, between the wide variance in colours and use of animated Bright Man terrain. It definitely looks evocative of a power plant or some other thing, which I can tell was the intent.
Yeah, looking back I think I went a bit overboard with the tiles and overdesigned the level too much. But I was coming from a single-tile design I hated, so I hope this thing wasn't too hard to look at.
  1. Mount Springs [ID: - WIP -]
  2. Flying Kick Falls [ID: 75358]
  3. Ambersand Fortress [ID: 178033]
  4. Kyanite Veins [ID: - WIP -]
  5. Magnes Trials [ID: 84169]
  6. Kairos Core [ID: 382134]
  7. Boreas Bluff [ID: - WIP -]
  8. Petrol Quarry [ID: 379389]

User avatar
Royalguard
Posts: 4076
Joined: Mon Jul 24, 2017 1:20 pm
Location: Ontario, Canada
Discord: RoyalGuard#1135

Re: Magnes Trials / ID: 84169

Post by Royalguard » Sun Aug 20, 2017 7:18 pm

Amazing and creative use of Magnet Missile for puzzle solving. I love this level.

The escort mission segment was my favourite puzzle.

User avatar
Minoru Leonardo
Posts: 156
Joined: Mon Jul 17, 2017 5:42 pm
Location: Area C
Contact:

Re: Magnes Trials / ID: 84169

Post by Minoru Leonardo » Tue Aug 22, 2017 4:59 pm

Royalguard wrote:
Sun Aug 20, 2017 7:18 pm
Amazing and creative use of Magnet Missile for puzzle solving. I love this level.

The escort mission segment was my favourite puzzle.
I'm glad you liked it! Your feedback is always appreciated, Royalguard.
  1. Mount Springs [ID: - WIP -]
  2. Flying Kick Falls [ID: 75358]
  3. Ambersand Fortress [ID: 178033]
  4. Kyanite Veins [ID: - WIP -]
  5. Magnes Trials [ID: 84169]
  6. Kairos Core [ID: 382134]
  7. Boreas Bluff [ID: - WIP -]
  8. Petrol Quarry [ID: 379389]

D3R3ZZ3D
Posts: 17
Joined: Sun Aug 13, 2017 6:43 am

Re: Magnes Trials / ID: 84169

Post by D3R3ZZ3D » Thu Aug 24, 2017 3:11 am

That was really rad!
impressive use of a weapon and using enemies to progress through barriers, that must have taken quite a bit thinking.
great job!

Post Reply

Who is online

Users browsing this forum: No registered users and 8 guests