Null and Void (MaGMML2)

From Make a Good Mega Man Level Contest
Revision as of 12:11, 17 November 2017 by Beed28 (talk | contribs)
Jump to: navigation, search
N/A : Null and Void

Make a Good Mega Man Level 2

MaGMML2-TF-Nullandvoid-Entrance.png
The beginning of the end.
"NULL AND VOID"
―The ready text, setting the mood for the true final stage.

Overview

Null and Void is the true final stage in 'Make a Good Mega Man Level 2'. Its main design centers around six floors with four rooms each. To descend each floor, one room out of the four presented on that floor must be cleared. Each floor also features a green teleporter that allows them to return to any previously visited floor, even when replaying the stage. The rooms themselves have been created by multiple people, in a manner similar to Wily 6 and the Pit of Pits.

Strategy

Floor 1

MaGMML2-TF-Nullandvoid.png

The player starts on this floor, dropping in from above. The floor 1 lobby has no basic gimmick.

Renhoek

MaGMML2-TF-Nullandvoid-Renhoek-1.png

This room is a recreation of Volt Man's stage from the Mega Man DOS game, and features him as a sub-boss at the end.

CosmicGem

MaGMML2-TF-Nullandvoid-CosmicGem.png

This level is a simple platforming stage utilizing several enemies from Tier 10 stages. At 11 screens, it is the shortest level in Null and Void.

MiniMacro, Entity1037

MaGMML2-TF-Nullandvoid-MiniMacroEntity1037.png


SnoruntPyro

MaGMML2-TF-Nullandvoid-SnoruntPyro-1.png



Floor 2

MaGMML2-TF-Nullandvoid-Floor2.png

This floor 2 lobby is a larger space, and features the lift blocks from Spark Man's stage.

Freeman, The Stove Guy

MaGMML2-TF-Nullandvoid-FreemanTheStoveGuy.png

While this level begins as a straightforward platforming stage, it drastically changes upon reaching the teleporter. The majority of this stage features screen wrapping, horizontal at first and then vertical, as well as a moving background and a monochrome palette that makes enemies the same color as you.

Renhoek

MaGMML2-TF-Nullandvoid-Renhoek-2.png

This level is a recreation of Komuso Man's stage from Rockman & Forte: Challenger from the Future, and features him as a sub-boss. The Twin Cannons also appear as a sub-boss as well.

MiniMacro, SnoruntPyro

MaGMML2-TF-Nullandvoid-MiniMacroSnoruntPyro.png

This level features numerous Snakeys, whose deaths causes a chain reaction destruction through their bodies.

Shinryu

MaGMML2-TF-Nullandvoid-Shinryu.png

This level features numerous moving water platforms from Splash Woman's stage.


Floor 3

MaGMML2-TF-Nullandvoid-Floor3.png

The floor 3 lobby is a vertical room featuring the top platforms from Top Man's stage.

SnoruntPyro

MaGMML2-TF-Nullandvoid-SnoruntPyro-2.png

This level has extremely high gravity, rendering jumping useless. Wheel Cutter, Sakugarne and all utility weapons are disabled in this level.

Enjl

MaGMML2-TF-Nullandvoid-Enjl.png

This stage opens with a "waerning" that there are many enemies. That's an understatement; enemies pour in from holes in the ceiling here.

Zieldak

MaGMML2-TF-Nullandvoid-Zieldak-1.png

This level is a maze, reminiscent of the Bermuda Maze from Mega Man Star Force 2 (and featuring several Mr. Hertzes as NPCs).

Entity1037

MaGMML2-TF-Nullandvoid-Entity1037-1.png

This stage features two autoscroll sections where you must run away from gigantic sawblades.


Floor 4

MaGMML2-TF-Nullandvoid-Floor4.png

The floor 4 lobby features an elevator platform from the third Wily Castle stage in Mega Man 10, although it only moves horizontally.

SnoruntPyro

MaGMML2-TF-Nullandvoid-SnoruntPyro-3.png


The Stove Guy

MaGMML2-TF-Nullandvoid-TheStoveGuy.png


Zieldak

MaGMML2-TF-Nullandvoid-Zieldak-2.png

This level features a large vertical shaft with lava slowly rising up. Fire Man appears at the end as a sub-boss.

Renhoek

MaGMML2-TF-Nullandvoid-Renhoek-3.png



Floor 5

MaGMML2-TF-Nullandvoid-Floor5.png

The floor 5 lobby features several wind fans from Wind Man's stage.

Zatsupachi

MaGMML2-TF-Nullandvoid-Zatsupachi.png


Cruise Elroy

MaGMML2-TF-Nullandvoid-CruiseElroy.png

This stage is a maze in the vein of Sector Upsilon 6. All weapons other than the Buster are disabled here.

ParmaJon

MaGMML2-TF-Nullandvoid-ParmaJon-1.png


ACESpark

MaGMML2-TF-Nullandvoid-ACESpark.png

This level features clones of your selected skin as enemies, either chasing you or using one of three weapons to try and attack you (Wire Adaptor, Grab Buster and Hornet Chaser). A giant, holographic clone of you appears at the end as a sub-boss.


Floor 6

MaGMML2-TF-Nullandvoid-Floor6.png

The floor 6 lobby features vertical wrapping, similar to the Tier 6 hub and Wily Fortress VR.

Zieldak

MaGMML2-TF-Nullandvoid-Zieldak-3.png


Beed28

MaGMML2-TF-Nullandvoid-Beed28.png


ParmaJon

MaGMML2-TF-Nullandvoid-ParmaJon-2.png


Entity1037

MaGMML2-TF-Nullandvoid-Entity1037-2.png



Finale

The final opponent awaits...

After clearing six floors, the player finds themselves in a small chamber. A beam of rainbow light similar to the one that takes them to Tier 10 is present in the middle, with the last three Noble Nickels in the game and the return teleporter to the right of the room. Taking the beam begins the fight against Absolute ZERO, rewarding the player with the final Energy Element upon completion and the true credits.

Make a Good Mega Man Level 2 - Tier X
Stages
Coyote ManDeep ThoughtsGoblins n' GhastsHardcore ParkourMario LandMetallic OceanNightwalk CastleSo GoodStar RoadSwiss HotelThe Quickening 2Wily Fortress VRNull and Void
List of Bosses
Coyote ManAlter ManAir CapsuleChomp ManSheriff ManCheat ManSkullderSkullder's RevengeExcalibur ManHolo WilyAir ManUnbeatable Air ManToad ManToad Man's RevengeGigabgyoVolt Man MK2Ronrez8 Centipeder Tower
Null and Void Bosses
Boundin' Crash ManNapalm Man Mk2Disco BallCopy HologramDie SignFire ManLiterally Just a BeeTwin CannonsStone Butterfly
True Final Boss
Absolute ZERO