Elec man Retro redux ver 2(ID:297198)

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Bean man
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Elec man Retro redux ver 2(ID:297198)

Post by Bean man » Tue Feb 12, 2019 11:58 pm

EDIT: this should be my final version.

ID: 297198
Link: --> https://megamanmaker.com/?level=297198

Weapons are Rolling cutter and Hyper bomb. Rolling cutter for a weakness and Hyper bomb for a slight weakness and a replacement to Super arm.

I took Light and Nickel's feedback for the level, hope this is better.

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Last edited by Bean man on Sat Feb 16, 2019 9:42 pm, edited 4 times in total.
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LightDaemon
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Re: Elec man retro redux (ID:296321)

Post by LightDaemon » Wed Feb 13, 2019 12:59 am

It was good overall. Every screen I don't mention is OK.

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We don't see the elec beam. The player will most likely get hit.

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You need to spice up the difficulty of this screen. Add more enemies. Maybe make a yoku block section as they were introduced in the previous screen.

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Change the timing here. The player will most likely get hit by the upper elec beam when he jumps.

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Use shade tiles vertically instead of junk tiles.

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Put an E-Tank instead of health. As it's close to a checkpoint, the player might as well restart from checkpoitn and get his health back.

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Why would the player go for the elec beam section when he can simply use rolling cutter to get rid of spines and make is way up?

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You might want to spice up the difficulty of this screen.

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The boss is bland.
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Re: Elec man retro redux (ID:296321)

Post by Royalguard » Wed Feb 13, 2019 1:10 am

Guess I wasn't the only person attempting to recreate Elec Man's stage...

Level flows pretty well overall, some of the "Elec Man Accurate" Spines on small platforms I'm not much a fan of, wasn't much a fan of those in the official level either.
Royalguard wrote:
Wed Dec 05, 2018 9:11 pm
Unpopular Opinion:
I think Shadow Man is one of the most fun, satisfying, and well designed bosses in the entire Mega Man series.

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Bean man
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Re: Elec man retro redux (ID:296321)

Post by Bean man » Wed Feb 13, 2019 1:17 am

LightDaemon wrote:
Wed Feb 13, 2019 12:59 am
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Put an E-Tank instead of health. As it's close to a checkpoint, the player might as well restart from checkpoitn and get his health back.
I would want to, but E-tanks were introduced in MM2 so I can't use them for this stage.
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Why would the player go for the elec beam section when he can simply use rolling cutter to get rid of spines and make is way up?
The original stage has blocks that let you choose which path you wanted to take, so I simply added that as a feature. I kept the level as buster only in my mind for most the time so never considered using the weapons much outside the boss.
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The boss is bland.
What should I do for it? I tried avoiding an almost completely flat arena like the original.
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Re: Elec man retro redux (ID:296321)

Post by LightDaemon » Wed Feb 13, 2019 7:25 pm

I asked V1ral on discord and you are allowed to put an E-tank in this level.

As far as this section is concerned :
The original stage has blocks that let you choose which path you wanted to take, so I simply added that as a feature. I kept the level as buster only in my mind for most the time so never considered using the weapons much outside the boss.
Instead of having one path with elec beams and one path with spines, you might want to mix things a little to surprise the player and spice up the difficulty.

As for the boss, I dunno just play around in the editor and try different gimmicks see what works.
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Re: Elec man retro redux (ID:296321)

Post by Yoshi2018 » Sat Feb 16, 2019 9:41 pm

👌
Bernie Sanders's account.

zaezar
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Re: Elec man Retro redux ver 2(ID:297198)

Post by zaezar » Sun Feb 17, 2019 7:10 pm

wow, do the rest of megaman1 please!

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