554964 - Crush Castle - Created by El_veneze_man
Recorded times for : 554964 - Crush Castle
Runner | Runner PB | Total play time | Total deaths | Minimum clear deaths | |
cctheowl | 3m 22s643 | 3m 22s643 | 0 | 0 | |
arand0mgi | 4m 8s456 | 4m 8s456 | 0 | 0 | |
el_veneze_man | 5m 50s175 | 5m 50s175 | 0 | 0 |
Comments
Posted by : el_veneze_man -
Hey iwillwin, thank you for your oppinion, you actually got me by surprise tho, I genuily thought that my level was worth all those upvotes that I've been seeing, but yes, you are right about the lenght and pacing, I always try to make my levels a bit extended, since I like it that way, and try to make a simple introductions to all the upcomming mechanics at the beggining, since I always keep in mind that there might be many players that are not familiarized with all the game in general. However, this always gets out of my hands, since I'm always inspired to exploit at maximum all the possibly fun and challenging mechanics that can be done for the level, and so my levels end up having that tendency of being way to long, hell, even my first 3 levels are incredibly long and their checkpoints are incredibly far away.
Am actually new around Megaman games and it's community, (Although I always knew about the Blue Bomber's existence, but anyways, that's no excuse BTW) and so I decided to study and analyze Megaman's level design and all before starting posting levels, but about enemies variety, it's actually not that true, in an average Megaman levels there are around 4 or 5 different enemies, in this level I decided do make use of 4 of them, plus some traps that can work as pseudo-enemies.
BTW I totally noticed Knightman boss it's totally messed up, but don't worry about that, I'll prevent that from happening ever again, I did something similar with Pharaohman in another level but that seemed to have worked a bit, I guess.
I don't have anything else to say except maybe that you should maybe give a little bit more of respect on your own comments if you have interest on helping the community and the level creators on giving them advices to be better. I'm not willing to give up creating new levels, or at least until some point in my life, and I'll always keep in mind others oppinions to become a better Maker. Once again, thank you.
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Hey iwillwin, thank you for your oppinion, you actually got me by surprise tho, I genuily thought that my level was worth all those upvotes that I've been seeing, but yes, you are right about the lenght and pacing, I always try to make my levels a bit extended, since I like it that way, and try to make a simple introductions to all the upcomming mechanics at the beggining, since I always keep in mind that there might be many players that are not familiarized with all the game in general. However, this always gets out of my hands, since I'm always inspired to exploit at maximum all the possibly fun and challenging mechanics that can be done for the level, and so my levels end up having that tendency of being way to long, hell, even my first 3 levels are incredibly long and their checkpoints are incredibly far away.
Am actually new around Megaman games and it's community, (Although I always knew about the Blue Bomber's existence, but anyways, that's no excuse BTW) and so I decided to study and analyze Megaman's level design and all before starting posting levels, but about enemies variety, it's actually not that true, in an average Megaman levels there are around 4 or 5 different enemies, in this level I decided do make use of 4 of them, plus some traps that can work as pseudo-enemies.
BTW I totally noticed Knightman boss it's totally messed up, but don't worry about that, I'll prevent that from happening ever again, I did something similar with Pharaohman in another level but that seemed to have worked a bit, I guess.
I don't have anything else to say except maybe that you should maybe give a little bit more of respect on your own comments if you have interest on helping the community and the level creators on giving them advices to be better. I'm not willing to give up creating new levels, or at least until some point in my life, and I'll always keep in mind others oppinions to become a better Maker. Once again, thank you.
Posted by : iwillwin -
Crush Castle. Yeah, something needs to be crush; you. This level starts off promising but, my goodness, the length and pacing are like a cow trying to run through molasses. You repeat the same tired gimmick over and over and over and over and over and over and- OH MY GOD MAKE IT STOP! I know that this type of repeating the same gimmick, but now it's on a pedstool, now it's above you, now it's below you, is in the mega man level making meta... But it's boring, oh my goodness, it's boring. Mega Man was known for it's ENEMY VARITEY, not to mention it's PACING (the hint, your stage is paced like a dog puking up it's own dinner oh my goodness you don't have A CLUE about P-A-C-I-N-G). Have difficult screens at the end, introduce it gradually like a an oven turning up and up and up and up, and OH MY GODNESS, HOT HOT HOT HOOOOTT... Do you get it!? This stage is like an undercoooked pizza; some spots are cold at the end, some spots are hot. The diffuclty could be bettter, oh man, why couldn't you do it BEETTER?! Oh, and the Knight Man boss at the end was cheesable. Simply stand under the platform and bomb his tush using the wrap... What a pathetic JOKE! The visuals are bland, the layouts could be okay but are sequenced like a turd coming out of an orcs, Oh my goodness you ge the point.
You may have the upvotes to fool the average player, but anyone with taste will understand how subpar this level truly is. Do better laypouts, better sequacning, better dicfficulyty rampups, mauybe it could be asomething DECENT... Nah, it'd be OK at best. Do better. If you can't do better, quit level design forever. "Hey, you're being an ass". Hey, got a stall to clean up?
1
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Crush Castle. Yeah, something needs to be crush; you. This level starts off promising but, my goodness, the length and pacing are like a cow trying to run through molasses. You repeat the same tired gimmick over and over and over and over and over and over and- OH MY GOD MAKE IT STOP! I know that this type of repeating the same gimmick, but now it's on a pedstool, now it's above you, now it's below you, is in the mega man level making meta... But it's boring, oh my goodness, it's boring. Mega Man was known for it's ENEMY VARITEY, not to mention it's PACING (the hint, your stage is paced like a dog puking up it's own dinner oh my goodness you don't have A CLUE about P-A-C-I-N-G). Have difficult screens at the end, introduce it gradually like a an oven turning up and up and up and up, and OH MY GODNESS, HOT HOT HOT HOOOOTT... Do you get it!? This stage is like an undercoooked pizza; some spots are cold at the end, some spots are hot. The diffuclty could be bettter, oh man, why couldn't you do it BEETTER?! Oh, and the Knight Man boss at the end was cheesable. Simply stand under the platform and bomb his tush using the wrap... What a pathetic JOKE! The visuals are bland, the layouts could be okay but are sequenced like a turd coming out of an orcs, Oh my goodness you ge the point.
You may have the upvotes to fool the average player, but anyone with taste will understand how subpar this level truly is. Do better laypouts, better sequacning, better dicfficulyty rampups, mauybe it could be asomething DECENT... Nah, it'd be OK at best. Do better. If you can't do better, quit level design forever. "Hey, you're being an ass". Hey, got a stall to clean up?
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