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Megaman Discussion Make a BAD Mega Man Level!
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The Mega Fan 19XX Offline
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Post: #21
RE: Make a BAD Mega Man Level!
Have MM escort Roll to the boss door, except Roll walks non-stop, but very slow, and can be killed in one hit, and she's also weak to your buster, which means you can kill her in one hit by pure accident.

The stage is full of shielded enemies (Mets, Sniper Joes, Shield Attackers), and they keep their shields longer than usual (like 30 to 60 seconds), also, there's yoku blocks that you need to manually activate them to let pass Roll, and there's also Quick Lasers, so pray that those don't touch Roll, and to finish we have moving spikes, conveyor belts that sends you backwards, ice physics with bottomless pits in between them, and crushers, a lot of crushers.

But if you somehow manage to escort Roll safely to the boss door prepare yourself bor the boss itself... or should i say... bosses?

That's right, you'll have to face 3 Robot Masters at the same time, but not any RM, i'm talking about Elec Man, Quick Man, and Needle Man, not only that, but they also use a desperation move when their health is lowered to half, and those moves can kill you in one hit.

And you know what happens after you beat all of them? you get...

16-01-2017 10:28 AM
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Entity1037 Offline
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Post: #22
RE: Make a BAD Mega Man Level!
*Whips out notepad*

;^)

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16-01-2017 10:57 AM
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Cruise Elroy Offline
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Post: #23
RE: Make a BAD Mega Man Level!
A level where the floor is literally lava

...it's more original than Spiked Wall Man at this point.
16-01-2017 08:02 PM
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Flashman85 Offline
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Post: #24
RE: Make a BAD Mega Man Level!
(16-01-2017 05:02 AM)M. Jacquelinae Wrote:  Have enemies shoot spikes at you instead of bullets, but have the spikes stick to the walls and remain on screen.

Have the "Dr. W" sign before the boss gate fall on you and crush you when you get near it.

I...uh...I'd actually like to see those in a game. I think they'd be delightfully horrible.


How about an elaborate maze level that periodically displays a map of the stage in the background with a "You Are Here" indicator...except the map isn't 100% accurate and the "You Are Here" indicator is placed randomly.

No matter where you go, there you are.
17-01-2017 06:12 PM
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gone-sovereign Offline
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Post: #25
RE: Make a BAD Mega Man Level!
(17-01-2017 06:12 PM)Flashman85 Wrote:  How about an elaborate maze level that periodically displays a map of the stage in the background with a "You Are Here" indicator...except the map isn't 100% accurate and the "You Are Here" indicator is placed randomly.

I would say that compliments your signature well. Tongue

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17-01-2017 10:57 PM
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Heihachi_73 Offline
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Post: #26
RE: Make a BAD Mega Man Level!
Turbo Man's stage could do with some disappearing blocks around the moving tyres in the ceiling, the fire streams (the retro Fire Man stage flames) are instant death on contact like Megaman 8, the force beam section is much longer, and the mini rocket trucks are immune to everything except Scorch Wheel* while dealing a ton of impact damage. Turbo Man also fires three Scorch Wheels instead of one at random intervals. Being hit by him in car form is instant death. Proto Man can also use all eight Robot Master weapons at random, even if you haven't beaten all of them yet, and like Break Man from Megaman 3, he only takes 1 damage from the buster (2 from a fully charged shot) and is immune to everything else. He can also slide across the screen like Shadow Man.

*Wood Man's stage is exactly like this - almost every enemy in the stage including the Frienders (Hot Dogs) and Kukku (Atomic Chickens) are weak to the Leaf Shield even though you can't use it on that stage since the game doesn't let you reenter them.
20-01-2017 06:42 PM
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Doctor Novakaine Offline
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Post: #27
RE: Make a BAD Mega Man Level!
A stage that is nothing but blind drops to the next screen, except you have to pick the exact correct one or you just fall into spikes and die instantly. And there are no enemies or other hazards. It's pure frustrating luck-based play the first time and incurably boring every time thereafter. Utterly awful.

Or, how about a stage where you have to:
-Ride on Rush Jet up to an obstacle
-Jump
-IMMEDIATELY pause to unsummon Rush Jet
-Unpause
-PRECISELY summon Rush Jet
-Land from that jump on top of Rush Jet and continue flying

No I'm not poking fun at levels I've played in the recent past...let's just say "creatively inspired."
25-01-2017 05:45 AM
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UltraEpicLeader100 Offline
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Post: #28
RE: Make a BAD Mega Man Level!
(14-01-2017 02:47 AM)Wave Wrote:  A level based on the cartoon episode Curse of the Lion Men.

Developed by the makers of Mega Man 1 and 3 for PC.

How diabolical...

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17-05-2017 04:15 PM
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Flashman85 Offline
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Post: #29
RE: Make a BAD Mega Man Level!
(14-01-2017 02:47 AM)Wave Wrote:  A level based on the cartoon episode Curse of the Lion Men.

Actually, if you play through enough of SuperDanny 2...

No matter where you go, there you are.
17-05-2017 04:45 PM
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UltraEpicLeader100 Offline
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Post: #30
RE: Make a BAD Mega Man Level!
(17-05-2017 04:45 PM)Flashman85 Wrote:  
(14-01-2017 02:47 AM)Wave Wrote:  A level based on the cartoon episode Curse of the Lion Men.

Actually, if you play through enough of SuperDanny 2...

No way...

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17-05-2017 05:11 PM
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Scorpio Offline
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Post: #31
RE: Make a BAD Mega Man Level!
A luck-based level.

Like, at the start of the level, an invisible timer randomly sets denoting how long you have to complete it. When the timer reaches, you lose a life and are automatically booted back to the stage select, no ifs, ands, or buts.

Oh, and the lower limit for the timer is one second.

For extra funtimes, make the level super-long and tedious to go through.
18-05-2017 01:34 AM
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Smedis2 Offline
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Post: #32
RE: Make a BAD Mega Man Level!
Imagine a level that takes place in a city. A city where there is some sort of commotion happening, perhaps caused by a war of some sort?

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(This post was last modified: 22-05-2017 10:48 AM by Smedis2.)
22-05-2017 10:48 AM
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Heihachi_73 Offline
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Post: #33
RE: Make a BAD Mega Man Level!
I think we need to make some mockup stage maps so we can see how they would look. Smile

A horrible Guts Man stage:

Guts Man's stage begins with a single-screen Super Mario 1 style staircase leading upwards with a Big Eye at the top jumping down towards you, mimicking a Koopa Paratroopa. The moving Guts platforms are now spawned randomly and the section is much longer as it starts at the second screen, with all three tracks having long gaps which force you to jump from platform to platform or you end up dumped into the bottomless pit, as the gaps are too far apart to jump over. The random nature of the platforms means that most likely the platform you need to jump to is on the other side of the section or going in the same direction as the one you're on but out of jumping range, or simply not spawning in time so the only option is to die from jumping into the abyss or to be dumped by the platforms. The instant Megaman jumps onto the first platform, Flying Shells start spawning continually out of range of the buster to help knock you into the abyss with their annoying 8-way shots. The Flying Shells stop spawning one screen before solid ground.

After the platform section, the Bladers (Bunbi Helis) in the original stage have been moved to between the platform tracks and solid ground once again to help make Megaman fall into the pit. To make the jump, Megaman has to jump from the topmost Guts platform while taking out any Bladers that may be in the way. The jump is almost pixel perfect and Megaman only just lands on solid ground with one foot. This part of the stage is now the Picket Men area, however the platforms they spawn on are each at maximum jump height and only one block wide; getting hit by an axe causes Megaman to fall onto spikes.

In the vertical section after the Picket Men, there is a Big Eye on the left which jumps in the way and causes forced damage as you land right on top of it with no way to get around it due to the narrow 2-block gap you fall through. The middle and right chutes contain spikes.

The second and third vertical screens have the spikes in a different order, and each screen only has a 2-block gap which are next to impossible to jump in while falling, as per the original stage layout. Falling too fast means missing the gap and landing on the spikes in the next screen or the one after. There are no 1-Up/health/weapon powerups in this section.

In the final part of the stage, Mets appear at the edge of three bottomless pits with each platform slightly higher than the previous one, with the final gap going back down to normal floor height, with Megaman being forced to land right on top of this Met's hardhat in order to not fall in the pit.

The Magnet Beam is now located near the end of the stage at the top of a tall column, which contains 2-block gaps all the way to the top, each gap is guarded with Sniper Joes to knock you back down if you miss a shot or attempt to jump past without killing them. You have to go over the top of this structure in order to get past this area. The boss hallway is unchanged but contains no Mets to grind energy from.

Guts Man's room is now shaped like the Proto Man room in Hard Man's stage and there are no Guts Blocks present.
23-05-2017 07:16 PM
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Post: #34
RE: Make a BAD Mega Man Level!
I know exactly what to do

remove the spawnpoint.
02-06-2017 01:19 PM
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Heihachi_73 Offline
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Post: #35
RE: Make a BAD Mega Man Level!
Removing the spawn point (checkpoint) would be just like playing Super Mario 3, it doesn't really make the game any harder, just tedious. Also, the Doc Robot stages already did that with the first boss out of two being before the checkpoint. Plenty of people have lost to Doc Wood and had to redo half the revisited Shadow Man stage all over again. The others aren't as hard, being Doc Air, Doc Flash and Doc Metal.

Not refilling Robot Master weapons at all even after a Game Over would be a pain too, or forcing you to start at Wily stage 1 or the Doc Robots or Cossack/DarkMan/Mr. X. Or having Game Over take you straight to the title screen with no option to continue!

Another bad gimmick I can think of, give Megaman limited fuel/battery power/whatever he runs on in the same way Wonder Boy/Adventure Island works, where the only way to beat the stage is to keep collecting energy and while moving to the end as fast as possible, which is few and far between since the item drops are random and large pieces are relatively rare. As with Wonder Boy, the energy timer stops when you're in the boss hallway.
09-06-2017 08:29 AM
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