Null and Void (MaGMML2)

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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

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

Renhoek

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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

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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

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This level centers around the use of springs and a modified Force Beam that continually damages the player rather than instantly killing them. It requires great finesse to avoid the Force Beams and enemy fire while bouncing atop the springs.

SnoruntPyro

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This level features giant sawblades that move on visible circuits, similar to the platforms seen in Crash Man's stage.


Floor 2

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

Freeman, The Stove Guy

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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

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

Shinryu

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


Floor 3

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

SnoruntPyro

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

Enjl

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

Zieldak

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

Entity1037

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


Floor 4

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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

This level revolves around a variant of barrier blocks that, rather than being destroyed by the player's Mega Buster, is destroyed by projectiles from enemies or stage hazards.

The Stove Guy

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This level utilizes the drills seen in Napalm Man's stage, both as platforms for the player's use and as vehicles to destroy the terrain to clear a path for them.

Zieldak

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

Renhoek

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This level is a maze that features the warp blocks from Cyber Man and requires exploration to find keys.


Floor 5

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

Zatsupachi

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Aesthetically inspired by the Cyber Maze from Mega Man X5, this level makes heavy use of Force Beams and Yoku Blocks. The Stone Butterfly is encountered at the end.

Cruise Elroy

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

ParmaJon

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This level is a long autoscroll section where only the colors red and black are used. As the background scrolls and the player-character is solid red, it is possible to momentarily lose sight of yourself.

ACESpark

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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

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

Zieldak

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This level is a sort of reimagining of Hornet Man's stage, where several enemies have been redone to use Chibees as their projectiles. Literally Just a Bee appears as a sub-boss at the end.

Beed28

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Acting as a sort of reprise of his submission level, Bouncy Castle, this level features its signature effect, now activating only when the blocks with up arrows on them are shot. Wheel Cutter, Sakugarne, and all utilities are disabled for this level. Boundin' Crash Man makes a return as a sub-boss here, with these blocks on either side of his new boss room. Mega Man Volnutt also makes a cameo in the room after Boundin' Crash Man.

ParmaJon

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This level centers around moving various platforms and destroying barrier blocks to allow a fire trap to complete its path and destroy a barrier that blocks the player's path.

Entity1037

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This level is an incredibly high-speed section using the sled from Frost Man's stage. As Yoku Blocks make up the majority of its terrain, the player must rely on their ability to react to the Jump Signs and Slide Signs rather than sight to navigate the level. Die Sign appears as a sub-boss at the end.


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 and the true credits upon completion.

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