Giree Stronghold ID:222870

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Dranius7
Posts: 324
Joined: Wed Aug 02, 2017 2:53 am

Giree Stronghold ID:222870

Post by Dranius7 » Sun May 27, 2018 12:21 am

Level Title: Giree Strongholdhttps://megamanmaker.com/?level=222870
ID: 222870
Length: short/medium (less than 40 screens)
Weapons: Mega-Buster (default), Wind Storm (locked), Search Snake (locked).
Boss: Top Man
Character: Mega Man (Slide enabled, MM4 Buster)
Optional Character: Proto Man (Proto Strike and Double Damage enabled)


Image

No real backstory for this one. Mega Man has detected Wily signals being transmitted from a purple and yellow structure. Dr. Light sends Mega Man and Proto Man to investigate.

There is an alternate path that crosses over the normal path. Stronghold defenses consist of Force Beams, Techyun, Pierobots, and the namesake of the level, Girees.
Image

Image
It is possible to collect both locked weapons, but not required to collect either of them.
At least two play-throughs are needed to see the whole level. Unless you use Royalguard's method in the red laser room

(EDIT: ADDED SOME IMAGES)
Last edited by Dranius7 on Sat Jun 09, 2018 11:29 pm, edited 5 times in total.

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Omegavsgamingthehack
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Re: Giree Stronghold ID:222870

Post by Omegavsgamingthehack » Sun May 27, 2018 12:22 am

Could you atleast post, one screen shot?
Blue eyes white dragon! White lightning!

RP:
DRWR RP

Dranius7
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Joined: Wed Aug 02, 2017 2:53 am

Re: Giree Stronghold ID:222870

Post by Dranius7 » Sun May 27, 2018 12:38 am

3 screenshots added.

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8JKN4
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Re: Giree Stronghold ID:222870

Post by 8JKN4 » Sun May 27, 2018 2:47 am

Okay here's my feedback:

1) Good level, with good decoration.

2) The level hits a good point with difficulty. It's not too hard for bad players (like me) that they can't beat it, while still presenting somewhat of a challenge for more skilled players.

3) The section where you have to quickly go through ladders and spikes before Red Force Beams fire at you was interesting and gave a good reward.

4) Unique boss chamber, with the Girees making it so you can't stay on ground during the whole fight (excluding the Top Spin) and the Crash Lifts making it harder, specially if you're using Proto Man.

5) The level has split paths and different characters, meaning completionists can go through the whole thing trying to complete it 100% without getting bored, plus Proto Man having both the Proto Strike and Double Damage activated presents a balanced gameplay.

TL;DR: The level is good and I upvoted it.
turnip

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Royalguard
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Re: Giree Stronghold ID:222870

Post by Royalguard » Sat Jun 09, 2018 2:19 pm

Dranius7 wrote:
Sun May 27, 2018 12:21 am
At least two play-throughs are needed to see the whole level.
Image
It does require exploiting a hard screen transition, but it is possible to see the whole level in one playthrough. ;)

Great level by the way.
Due to my current inability to play MMM in a satisfactory manner on either of my devices, I will be on hiatus from activity for an indefinite period of time.

Dranius7
Posts: 324
Joined: Wed Aug 02, 2017 2:53 am

Re: Giree Stronghold ID:222870

Post by Dranius7 » Sat Jun 09, 2018 11:22 pm

Royalguard wrote:
Sat Jun 09, 2018 2:19 pm
Dranius7 wrote:
Sun May 27, 2018 12:21 am
At least two play-throughs are needed to see the whole level.
It does require exploiting a hard screen transition, but it is possible to see the whole level in one playthrough. ;)

Great level by the way.
i didn't think about turning around mid-slide to do the red laser room in reverse. That makes a neat little extra challenge. Nice Find! Gives me some ideas for future levels with split paths.

i'll be editing the opening post to reflect this.
Thanks for liking it :)

8JKN4 wrote:
Sun May 27, 2018 2:47 am
Okay here's my feedback:

1) Good level, with good decoration.

4) Unique boss chamber, with the Girees making it so you can't stay on ground during the whole fight (excluding the Top Spin) and the Crash Lifts making it harder, specially if you're using Proto Man.

TL;DR: The level is good and I upvoted it.
Often i tend to overdue aesthetics, but i decided this time to keep it simple, limiting how many tile sets i used.

The boss room design was decided upon before the boss was. First i was going to use Skull Man, until i realized how horrible i am at fighting him. :oops: Then i tried Ring Man, Metal Man, and Crash Man. None of those really "clicked" like Top Man did.

Thanks for the upvote, i'm glad you liked it :)

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