It's the 84th place level (created by pan the cake) of Make a Good 48 Hour Mega Man Level contest, beaten quickly with the use of special weapons while also not taking any damage.
(Back with some more 48H this week for not having anything new done on the MaGMML3 side of things; I'm still in the process of 100%-ing that game doing post-game stuff.)
Another example of a level that could've done more with much less filler. Not only it's really long, but neither it looks good with the mish-mash of MM1, MM3, MM6 and MM9 tilesets. To what I can give credit for, both Jewel Swings and Fire Pillars get regular use in different configurations, the rest is mostly generic enemy challenges.
With Rain Flush disabled, there are no weapons that can put out the Fire Pillars (Salt Water doesn't do it despite having WATER in its name, but I digress). Most of them are placed in a way they can't be dashed through safely with Tengu Blade, mainly at the backtracking section with the miniboss before the long swing corridor. I swear that part serves no other purpose than to pad out the stage even further with getting a key just to progress past that key door; the other key fetching section following it isn't as bad... just tedious.
At least it was fun to figure out how to not fall off of the introductory swing while also getting the key, but I'm not a fan of how the rest of the challenges involving them are handled. The big problem is the aforementioned swing corridor with its its sheer length you're needed to traverse (there's also the respawning enemies, but that only applies to Buster-only runs). Even with Energy Saver, you run out of Jet energy before you could reach the next checkpoint if you're only using Jet to try bypassing that section. There are spots with some easy jumps where it's slightly faster to go on foot to save some energy.
The Memory Response Cannon near the end is just... awful, I despise it even. Something that gets addressed in MaGMML3 is each button having their own distinct sound when they first light up; it's not implemented here yet, so there's only visual tells for the correct order. The room itself is so visually cluttered, I often find myself getting lost and confused inside it. The colour of the background clashes with the foreground tiles, one of the buttons is on top a Fire Pillar that might get covered up when it's about to light up, the middle button can only be accessed from the right side; it's simply a hassle going around hitting buttons, especially with less than ideal RNG like I had. It can give a pattern where the same button must be pressed more than twice, but that happening is somewhat rare.
The only appearance of Rounder II is in here, within a poorly thought-out arena: you can just stay on the side and they never hit you. Their small hitboxes on their sides don't matter as Flame Mixer straight up melts them due to their lack of I-Frames, however destroying both in one cycle might prove to be difficult task (their individual health being two halves under the same health bar), as you need to stay in their presence long enough for the shield to do enough damage before going for the orb. Where I messed up is not delaying my fall enough with the Element bouncing up before I could catch it mid-air, losing out on a few seconds.
10 сен 2024