Mega Maker thread! Post levels, rate levels, insult people, you know the drill.
I'll start: 28139
It's my first, so be gentle.
>>384256839
ok anon
>>384257195
Go to Enter ID under misc, don't search.
>>384257475
yeah I figured it out, I'm playing it now.
>>384256839
Id : 9792
Use buster only for challenge mode
Have a bump
>>384257949
Giving this one a try, its good so far.
>>384257949
Very nice! I like your use of the gimmick platforms, and the weapon selection complements the level design well.
Only real issue I noticed was that you can hit the spear enemy that you're using as a pseudo-midboss from the ground with charge shots, which kind of trivializes the fight. That's the only real criticism I have, nice work!
Not mine, but I played this one yesterday.
It's kaizo bullshit and makes severe use of Tspin and Ckick, but it's not impossible and it was very satisfying when I beat it. Props for actually placing weapon refills next to check points so you can retry the challenges all you want, a small detail that I've seen many maps overlook.
Bump for VIDYA GAEMS
26003 is pretty entertaining, I stumbled on it randomly. You get to learn how to perform zip glitches.
>>384260590
I like hard levels, but I think this one is too Kaizo for me. I got up to the health-draining laser room, and I just lost all motivation to go on.
Bump for interest
Heads up!
This one's super easy
are we being raided
>>384264365
That's pretty much the last hard room Anon, after that, there's a shorter and much easier beam segment and then the boss fight with Spark Man (which is very bullshit too, but fairly tame compared to the rest of the level). If you ever try again, keep in mind that your energy doesn't drain when you're sliding or get hit, I had to get hit twice by the Hammer Joe to get enough time to make it, once at the start and a second time by the wrecking ball shortly after coming off of the slide to his left.
>>384265610
What are you on about?
Isnt this what Megaman Universe was supposed to be?
Rate my level design /v/
>>384266081
Yeah, but with 8-bit graphics instead of that ugly 3D style they had planned.
>>384263152
Neat!
>>384264880
The alternate paths are nice, and a few rooms have interesting layouts, but you're right, it is a bit easy. Having Cutman himself take massive damage from the megabuster makes the boss fight basically a joke, even with the telly generator. Also, one of the rooms on the lower route has some glitchy water. Not a bad effort overall though!
My level id is 27922. I need some feedback about how to be better. I know is nothing special, I only want you to have fun.
>>384256839
>It's my first
Bullshit
>>384266241
Haven't finished it yet (and might not, because it's lagging real bad), but if you want me to use top spin and charge kick in combination, put them next to each other so I can quickswitch.
>>384264880
hey your level is neato.
you know what would be great, IF we are allowed to edit our own assets into the game, like enemies, sprites, maybe had more control over the tilesets instead of using the same basic ones, or even edit our own background tiles.......
is that too much to ask?
>>384266241
level is laggy as hell on my PC.
>>384268629
>is that too much to askYes
Reposting my first level from yesterday while I play everything ITT and make my second one
ID: 25690
>>384268629
At this point you'd be better off grabbing game maker, a public version of the mega engine and just directly make your own stages with it.
Why the fuck does this run so slow
>>384271317works fine on my computer :^)
>>384267179
Level design feels a bit messy. You have a tendency to just spam enemies and those moving platforms in a lot of the level, and since the only weapon you're given is the charge kick you'll probably just wind up scrolling more back onto the screen in the process of killing them, making the best strategy a mad dash for the next room. It's not so bad with the tellies, but those propeller-bug enemies are just pain.
The boss fight was fun, though I feel it overstays it's welcome. Having to use a melee attack makes Topman actually kinda a challenge!
I think the best parts of your level were the green-background rooms after the first checkpoint. They feel much more tightly designed then most of the rest of the level. Try and look at what you did there, and build off of that.
A few other nitpicks are that you have a screen transition over a pit of spikes, which is not a good idea, and you don't have a checkpoint before the boss.