MMMLCC 2017 Submission - Mines at Dusk

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My Traditional Category submission for the Mega Man Maker Level Creation Contest 2017, Mines at Dusk. It ended up 2nd place out of 53 Entries, with a score of 8.76, only 0.02 points behind the contest winner.

Dev Commentary: I wanted to create both a lonely, rocky wild west theme and a calmer cave section with this level. As such, the exterior sections of this level mostly consist of different enemy challenges, while the cave part is filled with perilous platforming challenges, though hopefully not too difficult for the average Mega Man player. Reason why I chose to go with this theme is rather simple. I was trying to make a standard Robot Master stage, and I simply had the most options to build something out of the many rock tiles in the editor. The level was actually originally called "Rocky Valley" because of that, but I wanted to include the Dusk setting in the name, which is why I took the name of one of Zatsupachi's Pit of Pits levels in MaGMML2, "Showdown at Dusk" and conveyed my setting along with it.
I've wanted the provided weapon arsenal to each have a purpose here, too. Fire Storm takes quick care of all the Spines and Bubble Bats, Crash Bomber demolishes Coltons and Hammer Joes, Hard Knuckle was a mistake, Ring Boomerang can be used to snatch pickups once in the stage, and Silver Tomahawk shreds Shield Attackers. Rush Coil and Jet are there for conveniece as well.
A lot of the elements in this stage are for decoration purposes, such as spikes you can't die to, Killer Bullets that can't hurt you (save for a few) and non-suspicios gaps. For as long as we don't have manual tiling in MMM, I needed some way to spruce it up, which is why the aesthetics may look awkward in some parts.
As for Stone Man, his primary weakness is obviously Crash Bomb, his secondary weakness is Hard Knuckle. I guess that was the most fitting? I prefer to fight him Buster-Only for a good challenge though. His battle arena is simple, yet manages to keep you on your toes, though it is possible he accidentally falls into a pit and dies. I did not want to fix this, though, because it actually takes effort to pull off, and it would be awkward to have him just jump around in the pit.
Ultimately, I'm happy with how this placed, given some of its obvious, glaring flaws (such as introducing all gimmicks at once, Hard Knuckle being unnecessary, some awkward enemy placement), and I do not regret submitting it the way it is now. If there is ever a MMMLCC 2018, which is likely, I'll definitely enter it again.







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