Side games: Make a Good 24 Hour Mega Man Level  Anti-Frustration Features: While Super Arm still requires finding a block in the level to pick up and throw, it's no longer limited to blocks designed specifically for Super Arm; the Junk Blocks from Mega Man 3 and Chill Man ice blocks from Mega Man 10 can also be used by Super Arm, and will work the same as a regular Super Arm block. Author Appeal: One of the judges, CreshMan, seems to love Super Arm blocks and his comments always have him disappointed when levels don't have them. In his Wily stage, there are a ton of Super Arm blocks to toss around, even though they're not the main gimmick. Balance Buff: Water Wave can now be used in the air, slightly strengthening its ability to defeat enemies compared to Mega Man 5. Boss Arena Urgency: The Quick Man battle in Breaking Ground takes place over the ice blocks from Chill Man's stage, which easily break under the weight of Mega Man and Quick Man, and are easily destroyed by Mega Man's projectiles. Fortunately, there are enough rows of blocks that the battle likely won't end before reaching the bottom. If Mega Man does reach the bottom, however, he will be greeted by a floor made entirely of Wanaan traps, which can kill him within seconds. Bottle Episode: A private contest that only allowed use of devkit enemies and gimmicks, with a mere six entries. Multi-Mook Melee: The last obstacle in Air Trick before the boss is a room where Mega Man must wait for two Yoku Blocks covering the next room's entrance to disappear, warding off constantly-spawning Lyrics while he waits. Breaking Ground features vertical auto-scroll segments where Mega Man rides an "elevator" while avoiding Space Metalls. One such elevator is also covered with Spring Heads, and another is made out of Wanaan traps. Mythology Gag: The pause menu is modeled after the first two Mega Man games. No Plot? No Problem!: The game doesn't bother connecting the entries together with a plot, nor does it explain the Wily levels. No-Sell: Spring Heads are immune to all weapons except for Super Arm, and even then the weapon can only destroy them if the block hasn't already split up. Because Super Arm is so situational, this means there are several areas in the game where Spring Heads are outright unbeatable due to a lack of Super Arm blocks in the vicinity. Fortunately, they can still be frozen with Chill Spike, which can even make them fall off the elevators in Breaking Ground. Spring Heads are also less of a problem after unlocking the extra weapon sets, which include Slash Claw, a weapon that can reliably take out Spring Heads in one shot. Sequential Boss: The Wily Machine Arc has four phases, each based on a Robot Master who's weak to one of the four Special Weapons.

Glass Man is a boss in Make a Good Mega Man Level and its remake who appears at the end of his namesake level. He returns later in the game as a midboss in the Wily stage Hall of Fame.Glass Man also appears in Make a Good Mega Man Level 2 as an NPC in Tier 10, and as a secret boss in the same area after clearing the Wily Star II. He also makes a brief cameo during the opening cutscenes of Make a Good Mega Man Level: Episode Zero, standing behind Dr. Wily.


Make A Good Mega Man Level Episode Zero Download


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I got to map08 before getting distracted and didnt get round to coming back, but thought I should mention stuff that is putting me off going further with this wad.


Its really well done in terms of expanding on the original maps and modernising the look while keeping some nostalgia for the originals. However I found the gameplay to be a bit grindy - you have a similar weapon progression to doom 2 but with a large increase in the number of monsters to kill and map size this can make it a bit tedious, and even when the rocket launcher appears the ammo is too minimal to make good use of it even though it is really needed with the number of mid tier monsters to chew through. The thing to remember with doom is that adding more monsters doesn't necessarily add more fun unless you can kill them faster. 


The difficulty seemed a bit high as well, the final room in map06 for example has a massive hitscan ambush with zero cover, which I found impossible without exiting the room and shooting through the doorway. And the start of that map is way too harsh, you can't work out a switch hunt puzzle when 4 masterminds are shooting at you.


Its a cool set of maps, I just wish I had the tools to blast through it faster.

I do a lot of testing to see how the game is balanced and what is not. I play through every map with ammo I get from other maps and pistol starts to balance weapon and ammo placement. I even do shitty speedruns to decide PAR times for maps. So yeah, perhaps I try to balance this under myself but neither of my friends had a problem with difficulty or gameplay so far. If you find amount of monsters to be too big and want to progress through the maps faster, pick a lower difficulty setting or play online with friends, although I think that levels are designed nicely enough to keep the player busy shooting monsters while enjoying the exploration of big maps.


Once I complete this mappack, I'll play through all of the maps to try to provide the best amount of ammunition on levels and try to balance things perfectly. About the difficulty... yeah, that's just me but I also like difficult mappacks that are not slaughterfests. My point here is that I won't give the player too much ammo for the best weapons in order to balance the gameplay and make it hard while it is not throwing 50 revenants at you at single moment.


About Elite Zombiemen, I'll see what I can do about their behavior. It is a very nice suggestion Cacatou and I might increase their HP while lowering their shot speed or maybe reworking it completely.

I've tried this WAD, and I like this "extended" architecture and the level progression, too. I am curious about how you will make the industrial zone and the hell zone.


It's a pretty good WAD.

The Mega Man Zero series features Zero as the title character. Set around 100 years after the X series,[10] he helps a scientist named Ciel fight the human city of Neo Arcadia, during which he destroys Omega - his original body, Dr. Weil, and Copy X, leader of Neo Arcadia, twice.[11] He also makes an appearance in the ZX series as Model Z, who plays a minor supporting role in the plot in the first ZX game. As well, he appears in ZX Advent, but has an even smaller role, only having a few lines of dialogue. Zero's Mega Man Battle Network counterpart, Zero.EXE appears in Mega Man Network Transmission as the antagonist of the first half of the game. He later aids Mega Man against the true villain, The "Professor".

Believing they were too similar in Mega Man X3 (in which Zero could only be played as for part of each level), Capcom wanted Zero to be further distinguished from X for his first appearance as a fully playable character in Mega Man X4. This resulted in the removal of his Z-Buster (his equivalent of X's X-Buster), leaving only his lightsaber-esque Z-Saber. This close-range combat weapon stood in stark contrast to X's projectile weapons. Due to the difficulty of playing as Zero, the vast majority of the developers were against that decision at first during Mega Man X4. As a result, Zero was given special techniques (some of which hailed from the Street Fighter franchise) by defeating each boss, which resulted in the approval from the developers. In order to make Zero's story more engaging, Capcom created Iris, a female Reploid, believing it was a fresh idea not used in previous games in the series.[32] Ever since the series started, Inafune wanted to add Dr. Wily to the story leading to the twist of Mega Man X4 that reveals he created Zero to set the climax of the series.[33]

In the third season's first episode, "Wooser's Hand To Mouth Life Is Back Again", Wooser was piloting the Mecha Wooser and win against a space armada. But in the aftermath of the battle, he and his robot were left stranded in space, until he finds himself in a luminous light, where Ultraman Zero (accompanied by the UFZ), encourages him and thus helping Wooser to return to Earth. Zero makes his appearance again as a poster in Wooser's room and again as action figures alongside his UFZ teammates.

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