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Megaman Advance part.1

Posted: Thu Aug 15, 2019 3:13 pm
by megamer11
8 Robot Masters:
DRN = Doctor Rafael Numbers

Grinder Man DRN.001
Image

Sand Man DRN.002
Image

Nuclear Man DRN.003
Image

Artic Man DRN.004
Image

Gear Man DRN.005
Image

Nova Man DRN.006
Image

Storm man DRN.007
Image

Volt man DRN.008
Image

SRN = Secret Robot Masters:

Diamond man SRN.001
Image

Blaze man SRN.002
Image

ID:

Grinder: https://megamanmaker.com/?level=347105
Sand: https://megamanmaker.com/?level=347102
Nuclear: https://megamanmaker.com/?level=347103
Artic: https://megamanmaker.com/?level=347106
Gear: https://megamanmaker.com/?level=347115
Nova: https://megamanmaker.com/?level=347107
Storm: https://megamanmaker.com/?level=347117
Volt: https://megamanmaker.com/?level=347111

Diamond: https://megamanmaker.com/?level=347193
Blaze: https://megamanmaker.com/?level=347203

Re: Megaman Advance part.1

Posted: Fri Aug 16, 2019 3:39 pm
by Brazencoronet17
best game on the GBA

Grinder Man:
So the aesthetics are bland... and I don't care. Aesthetics are overrated. The level itself is honest and feels straight out of Mega Man. The E-tank at the bomb section felt too easy, and spine placement was unfair at times. Other than that this level was really fun! 85/100

Sand Man:
The platforming and enemy placement is creative and unique, despite its generic look. Everything fits really well and the level really just fits right. It's so full circle. You get the point but now. I feel like Ben K's introduction was poor, there were a couple precise jumps, freebie E-tank, and Skeleton Joes in a level without a charge shot isn't a good idea (though this can be forgiven, as the execution is good and they weren't too troublesome.) 92/100

Nuclear Man:
Was not a fan. The level feels reactionary, with trial and error and poor introductions. It feels like an MM4 level in my case (which is not a good thing IMO). The upsides are that it has better aesthetics and good enemy placement. 60/100

Ar(c)tic Man:
Probably my favorite, but not the best. But still good! Very fun. I liked the squid fights, and both the branching routes. Very good enemy placement and gimmicks, but suffers from some unfair spike placement and a poor cossack platform and falling platform introduction. 89/100

Re: Megaman Advance part.1

Posted: Fri Aug 16, 2019 7:03 pm
by megamer11
thanks, that helps me improve and, in my opinion, the best ones I did are Storm man, Diamond man and Gear man

Re: Megaman Advance part.1

Posted: Mon Aug 19, 2019 6:18 pm
by TheCreativeEye
Brazencoronet17 wrote:
Fri Aug 16, 2019 3:39 pm
So the aesthetics are bland... and I don't care. Aesthetics are overrated.
I'm sorry sir, but

what?

Re: Megaman Advance part.1

Posted: Mon Aug 19, 2019 7:07 pm
by Brazencoronet17
TheCreativeEye wrote:
Mon Aug 19, 2019 6:18 pm
Brazencoronet17 wrote:
Fri Aug 16, 2019 3:39 pm
So the aesthetics are bland... and I don't care. Aesthetics are overrated.
I'm sorry sir, but

what?
They suck, lowering the score of a level due to aesthetics is not good

Re: Megaman Advance part.1

Posted: Mon Aug 19, 2019 7:37 pm
by TheCreativeEye
Brazencoronet17 wrote:
Mon Aug 19, 2019 7:07 pm
TheCreativeEye wrote:
Mon Aug 19, 2019 6:18 pm
Brazencoronet17 wrote:
Fri Aug 16, 2019 3:39 pm
So the aesthetics are bland... and I don't care. Aesthetics are overrated.
I'm sorry sir, but

what?
They suck, lowering the score of a level due to aesthetics is not good
I can say the same about difficulty curves, give me an actual reason as to why people shouldn't consider aesthetics while judging levels other than "they suck"

Re: Megaman Advance part.1

Posted: Mon Aug 19, 2019 8:42 pm
by Brazencoronet17
TheCreativeEye wrote:
Mon Aug 19, 2019 7:37 pm
Brazencoronet17 wrote:
Mon Aug 19, 2019 7:07 pm
TheCreativeEye wrote:
Mon Aug 19, 2019 6:18 pm


I'm sorry sir, but

what?
They suck, lowering the score of a level due to aesthetics is not good
I can say the same about difficulty curves, give me an actual reason as to why people shouldn't consider aesthetics while judging levels other than "they suck"
Well, other than Air tile and mm1 Wily 3 tile, none of the tilesets make my eyes bleed. Even then they're not scorchers. Sure there are super ugly games like Top banana, but only games that look SUPER ugly am I repulsed. The Mega Man tilesets look fine, I don't care if it's 1 tile or just charge tile or something, the MMM tilesets are well made, so I find ZERO reasons to consider aesthetics. Did anyone care that Half Life or Sonic Adventure looked poor? Do they still care?

Re: Megaman Advance part.1

Posted: Mon Aug 19, 2019 9:24 pm
by DSN001
DRN are already exist. They are Dr.Right Numbers.

Re: Megaman Advance part.1

Posted: Tue Aug 20, 2019 10:47 am
by TheCreativeEye
Brazencoronet17 wrote:
Mon Aug 19, 2019 8:42 pm
TheCreativeEye wrote:
Mon Aug 19, 2019 7:37 pm
Brazencoronet17 wrote:
Mon Aug 19, 2019 7:07 pm


They suck, lowering the score of a level due to aesthetics is not good
I can say the same about difficulty curves, give me an actual reason as to why people shouldn't consider aesthetics while judging levels other than "they suck"
Well, other than Air tile and mm1 Wily 3 tile, none of the tilesets make my eyes bleed. Even then they're not scorchers. Sure there are super ugly games like Top banana, but only games that look SUPER ugly am I repulsed. The Mega Man tilesets look fine, I don't care if it's 1 tile or just charge tile or something, the MMM tilesets are well made, so I find ZERO reasons to consider aesthetics. Did anyone care that Half Life or Sonic Adventure looked poor? Do they still care?
I must say, this is a very well-made argument, but it still isn't an excuse for you to say "aesthetics are overrated" or "they suck"
As certain people like me really value aesthetics in levels and spend time coming up with decent-looking tile combinations, and due to them putting effort into aesthetics, they would like to see other people make good-looking levels too, right? I do agree with you on MM tilesets looking good, but by themselves, they look pretty bland, which is something people like me don't want to see.

Also half-life looked good for its time smh

Re: Megaman Advance part.1

Posted: Tue Aug 20, 2019 2:19 pm
by Brazencoronet17
TheCreativeEye wrote:
Tue Aug 20, 2019 10:47 am
Brazencoronet17 wrote:
Mon Aug 19, 2019 8:42 pm
TheCreativeEye wrote:
Mon Aug 19, 2019 7:37 pm


I can say the same about difficulty curves, give me an actual reason as to why people shouldn't consider aesthetics while judging levels other than "they suck"
Well, other than Air tile and mm1 Wily 3 tile, none of the tilesets make my eyes bleed. Even then they're not scorchers. Sure there are super ugly games like Top banana, but only games that look SUPER ugly am I repulsed. The Mega Man tilesets look fine, I don't care if it's 1 tile or just charge tile or something, the MMM tilesets are well made, so I find ZERO reasons to consider aesthetics. Did anyone care that Half Life or Sonic Adventure looked poor? Do they still care?
I must say, this is a very well-made argument, but it still isn't an excuse for you to say "aesthetics are overrated" or "they suck"
As certain people like me really value aesthetics in levels and spend time coming up with decent-looking tile combinations, and due to them putting effort into aesthetics, they would like to see other people make good-looking levels too, right? I do agree with you on MM tilesets looking good, but by themselves, they look pretty bland, which is something people like me don't want to see.

Also half-life looked good for its time smh
Then it's ENTIRELY subjective. What I mean is that no one has any right to lower the score due to the level looking bland. Which is why it makes zero sense to hold that against a level, and I have no idea why they are regarded so highly.