Yes, it could. Especially with the new "accurate Time Man tile". But the most important thing is that the levels work, look good and are enjoyable to play. Improving the levels after each MMM update for something that people might not even notice just isn't worth the effort. There are some small flaws like a few enemies that could surprise you too quickly at a screen transistion, but while it does make the "game" slightly worse, I hope it is something that others will learn to improve on themselves - especially if they feel like this level pack is "good" or even better than that otherwise. - EDIT: We just (merely two hours later :S) got news that I indeed consider working on a new version, replacing the "ugly" Cut Man tiles with the new authentic Time Man tiles for Time Man's stage - especially since there was another secret goal I had (especially for MMM V1.6), but didn't implement in the end. It might not be much, but I hope people like it nonetheless!
@sebas el pro 1757 Of course! Anyone can play it! I would recommend to wait for my next update, but I don't know how long it will take to finish. You could also get in touch with me if you'd like more details.
A bit late, but the man responsible for this pack is here: Thanks for checking it out; I hope you enjoyed it as much as you made it look like! - Since I don't see any links here (yet), you can download the pack (which means the music, the screens and logos and some other stuff as well) here: drive.google.com/drive/folders/1qzmEdvHldS4TnKBVGEQgc8w2y1mOC2y2 - But now back to the video which not only looks a careful, but a good, prepared run, but also went for a little bit extra with including the logos and screens which I obviously didn't edit into the game! Well, for the robot masters at least; did you take on Wily Castle blind? It did show that this level pack is not really difficult, so it might be a good entry point for new players. And it looks like you enjoyed which is something that makes me very happy. I hope I can deliver more Mega Man Maker stuff in the future! - I'm surprised you didn't go for any alternate routes (which would be for the specific robot masters that could use the weapon) except for the one in Guts Man's stages. Then again it allowed you to skip one of the probably most challenging segments within this level pack. And speaking of Guts Man: Neat glitch on Time Slow not dealing damage when you refresh it too quickly btw - it's maybe even more annoying than a teleporter not spawning until Time Slow has worn off (see boss rush). - You found one of Wily's secret rooms! Granted, it might be the easiest to figure out, but not everyone did. If someone needs a hint: This is an idea I had when I included the Magnet Beam (which wasn't in New Style Powered Up), so if you find any openings in the stage that you could reach, sometimes with the Magnet Beam, you should be able to find all of them! You might have noticed one odd screen transistion. If it weren't for that oddity, this room would likely be the hardest to find... - So, thanks for this enjoyable hour; it might have inspired me to make one likely final update for this series that was released more than half a year ago! I do have already some plans for the next level pack which would be completely original. Yes, completely; it's not going to be a fanfic for "Powered Up 2", but maybe if someone would like to offer me some support, I might consider it as well at some point... - If there are any questions about this level pack / mod, I'd be happy to give answers! - - Hm... I don't think I've really submitted much stuff yet, so I guess I'll just suggest some of my old favourites. I feel like they could have been a lot better, but they should still be a nice little distraction: Napalm Man Escape (256770) and Napalm Man Escape - Top Spin Edition (110862) Metal Madness [a boss concept, so very short] (159241) Stop Spin (159244) Bubble Man's Depression [basically Bubble Man Escape] (180520) There's also a "Big Three" I'm currently reworking, but two of them would be more intersting with reactions and only one of them is finished either way. - Pro Tip: If you press both weapon switch buttons simultaneously, you will switch to your primary weapon - in this and most other levels: The Mega Buster.
I liked your levels, really well done. Some levels I had to play again to present a reasonable gameplay on the video, but the difficulty is wisely moderate. Sorry if I didn't show in the video any more secret rooms but it serves as a curiosity for viewers to look for. About the extra challenge levels I will try soon. I like the idea of a Powered Up 2 and I suggest you wait for the next update as it will apparently bring more content from the older games. And thanks for the other levels.
@@neocutman3030 Thanks a lot, your enjoyment means a lot to me! - Yeah, you might need to get used to some of the concepts first. As far as I can tell (and even see in your video) Elec and Ice Man might not be the easiest to handle with their Footholders and the Guts lift replacements could make Guts Man's stage the hardest of the entire pack. - Oh... does that mean like you found more of those rooms? Good job, then! And even if you didn't, leaving it up to the viewer is a good and valid reason. Those "secret rooms" might also be a good idea to make players more interested in replaying stages - as do the side paths in the robot master stages. I feel like I should keep those concepts in mind for future games... ;) - I was a bit surprised why the challenge stages didn't show up, but then again there are people who just aren't up to the challenge. I would tell more about them, but since you already plan on making a video for them, I'd wait for that one. - I'd be interested to do a "Powered Up 2", but since I'd have to make it from scratch and would like to give it a similar feel to this game, it will likely take some time and maybe someone who supports me in my endeavor before I'd start with it. It's easy to find people that would like something, but it's hard to find people that would actually help out. I've joined or sometimes tried to join various projects and they all have the great flaw that no one really works together. That's why I am very happy that I managed to make "Powered Down" on my own and learned a lot from it, knowledge that many others I worked for sadly not even listen to. - Speaking of "knowledge", there's one thing that surprises me about your videos: Why are they in 50 fps? The game should run in 60, so you could be able to fabricate slightly cleaner footage if you were to adjust the framerate. It can be especially noticeable when Mega Man gets hit and his sprite is flickering. - EDIT: I hate when RUclips doesn't understand what the "Enter" key means. Sometimes it will leave an empty line which allows you to clearly separate paragraphs, sometimes it doesn't. Oh well, let's just insert a line with merely one pointless symbol...
I would say about PU2 you could use weapon blocks a lot as in the original PU, alternative routes and a little "power up" on the bosses using gimmicks like cut man and giree. Thanks for subscribe I will take a look to improve the FPS to 60.
@@doctorwrily22 You can also include in PU 2 some enemies that would only appear in other games just like they added Hot Head, Shield Attacker and others.
Well, I thought Powered Up looked pretty good, so I decided to recreate the colourfulness of the game. But I do understand if someone thinks it looks too colourful; some "tiles" looked also more like "objects" in the original game.
Yeah... this was made before Update 1.7, which included all of the MMPU tiles, backgrounds music exclusive to MMPU, Super Arm and Fire Man. This still holds well though.
You know the thing I love about these stages, THEY USE MORE THAN ONE TILESET! I'm really sick of having screens look boring with tiles, you could say this only looks good because this is a remake, but some other creators still use one tile to remake a level, I think that is not a good philosophy to go for. I made levels like underground lost city and blast studio lights camera action. I normally use more than one because it would look tacky bland and uninteresting if I didn't. I know it would be a chore to do, but its worth it in the end, you get a Capcom looking level if you experiment with the tools given. I wrote this comment, or typed, because I want everyone to make their levels look good and appealing. And to give props to the creator of the levels showcased in this video. I hope I can share this thought with more people who see's this.
Thanks for the kind words! There are just many people who will "get stuck" at one backgound and probably even one tile set from the same stage. Something a Mega Man level should convey is progression which you can do by increasing the difficulty and changing things up a bit - which is also true for the tile sets. Even worse: If the tiles have basically the same colour as the background and could lead to some unpleasant surprises... If you look at one single screen, it just looks more interesting and if you view it over the entirety of the level, you will see the changes that just make progression much more exciting. You might have somewhat realised it with "this only looks good because it is a remake", but, yeah, I indeed did try my best to use tiles that look and feel similar to the original game; feel free to compare it yourself! While this does mean I didn't really "create" the looks for these stages, it did allow me to learn a bit about making stages look more appealing. I hope to make an entirely original game (within MMM) sometime soon with the experience I gained.
too many different tiles on one screen can look like shit and be a bit overwhelming on the eyes. Now obviously I think using one tile set and one background set is VERY boring but there should be some moderation in different tile sets. too little is boring too much is ugly
Found this level pack. It's called the Super Mega Man Maker Collab. Surge man:394297 Dungeon man:394281 Rust man:394288 Glacier man:394285 Forest man:394283 Airship woman:393279 Spectrum man:394293 "Unknown virus":394302(This is the secret stage) Nitroglycerine man:394288 Wily 1:394483 Wily 2:394484 Wily 3:394486 Wily 4:394493 Wily 5:394497
hello neo, I'm doing a project to recreate the entire megaman 1 but in my way, maybe you could see it when it's finished, at the moment I've only done two levels
I love this idea! But can you please update the stages? They were made in Bomb Toad: The Remake Made: Japan: 6/18/2006 USA: 1/3/2007 Europe: 3/4/2007 Console: Kiyo7 BT Game Hotel VBZ3 Toad Wii Robots: Bee Sword Shield Pinch Star Mango Style Theme: 3D Planers: K. Hai S. Tahimoku E. Nikaokishikimu Series: Bomb Toad Toad maker style uptade: None
Doctor Wrily Something I’m not including music, powers or background bicuse the are all perfect But you can update them if you want too And I like them a lot too!
Powered Up is a remake of Mega Man 1. A good remake changes things up a bit and the changes were not done without reason. So, let me try to explain what is "out of order" - and why that isn't a bad thing: Stage layout: Yeah, that's obviously different. While Powered Up does feature a recreation of the original game, they also went for "New Style levels" - which would be rather dull if they were the same, wouldn't it? Time and Oil Man: As you probably know Mega Man is a series where you always face off against 8 robot masters at some point. This was indeed also the idea for the very first game, but it was just too much for a small cartridge, so it got reduced to six. Bond Man will always stay a mystery in the official gaming world of Mega Man... So, we got two new robot masters and we and need to integrate them into the weakness chain. Only way to do that: Make some small changes. Wily 2 & 3: Something maybe devisive, but definitly iconic for the Mega Man series is the robot master boss rush close to the end of Wily Caslte. While you can choose your boss order nowadays that wasn't the case in the classic game. So Capcom changed it to the iconic boss rush instead which is often at one of the last stages. Only problem: Wily 3 is unique with its sewer level, so they decided to keep it by moving it to Wily 2, while Wily 3 became unique by being the "boss rush level". I hope you can see that "Powered Up" is not supposed to be a replacement for Mega Man 1, but something that tries to go a different route and expand on it. While it definitly isn't a perfect game (no game is), I do think anyone could appreciate it if they feel like they'd give it a chance.
The levels can be improved with the new tilesets but its a pretty accurate remake as how it is
Wait,Storm Eagle?go back to your timeline!
Yes, it could. Especially with the new "accurate Time Man tile". But the most important thing is that the levels work, look good and are enjoyable to play. Improving the levels after each MMM update for something that people might not even notice just isn't worth the effort. There are some small flaws like a few enemies that could surprise you too quickly at a screen transistion, but while it does make the "game" slightly worse, I hope it is something that others will learn to improve on themselves - especially if they feel like this level pack is "good" or even better than that otherwise.
-
EDIT: We just (merely two hours later :S) got news that I indeed consider working on a new version, replacing the "ugly" Cut Man tiles with the new authentic Time Man tiles for Time Man's stage - especially since there was another secret goal I had (especially for MMM V1.6), but didn't implement in the end. It might not be much, but I hope people like it nonetheless!
@sebas el pro 1757 Of course! Anyone can play it! I would recommend to wait for my next update, but I don't know how long it will take to finish. You could also get in touch with me if you'd like more details.
This isn’t completely perfect but still magnificent
Would you like Megaman powered up 2?
Made by Capcom? Yes
@@neocutman3030 same!
@@neocutman3030 i just want tk play as heatman
YESSSS
Only reason most people want megaman powered up 2 is so they can play as metal man
A bit late, but the man responsible for this pack is here: Thanks for checking it out; I hope you enjoyed it as much as you made it look like!
-
Since I don't see any links here (yet), you can download the pack (which means the music, the screens and logos and some other stuff as well) here: drive.google.com/drive/folders/1qzmEdvHldS4TnKBVGEQgc8w2y1mOC2y2
-
But now back to the video which not only looks a careful, but a good, prepared run, but also went for a little bit extra with including the logos and screens which I obviously didn't edit into the game! Well, for the robot masters at least; did you take on Wily Castle blind? It did show that this level pack is not really difficult, so it might be a good entry point for new players. And it looks like you enjoyed which is something that makes me very happy. I hope I can deliver more Mega Man Maker stuff in the future!
-
I'm surprised you didn't go for any alternate routes (which would be for the specific robot masters that could use the weapon) except for the one in Guts Man's stages. Then again it allowed you to skip one of the probably most challenging segments within this level pack. And speaking of Guts Man: Neat glitch on Time Slow not dealing damage when you refresh it too quickly btw - it's maybe even more annoying than a teleporter not spawning until Time Slow has worn off (see boss rush).
-
You found one of Wily's secret rooms! Granted, it might be the easiest to figure out, but not everyone did. If someone needs a hint: This is an idea I had when I included the Magnet Beam (which wasn't in New Style Powered Up), so if you find any openings in the stage that you could reach, sometimes with the Magnet Beam, you should be able to find all of them! You might have noticed one odd screen transistion. If it weren't for that oddity, this room would likely be the hardest to find...
-
So, thanks for this enjoyable hour; it might have inspired me to make one likely final update for this series that was released more than half a year ago! I do have already some plans for the next level pack which would be completely original. Yes, completely; it's not going to be a fanfic for "Powered Up 2", but maybe if someone would like to offer me some support, I might consider it as well at some point...
-
If there are any questions about this level pack / mod, I'd be happy to give answers!
-
-
Hm... I don't think I've really submitted much stuff yet, so I guess I'll just suggest some of my old favourites. I feel like they could have been a lot better, but they should still be a nice little distraction:
Napalm Man Escape (256770) and Napalm Man Escape - Top Spin Edition (110862)
Metal Madness [a boss concept, so very short] (159241)
Stop Spin (159244)
Bubble Man's Depression [basically Bubble Man Escape] (180520)
There's also a "Big Three" I'm currently reworking, but two of them would be more intersting with reactions and only one of them is finished either way.
-
Pro Tip: If you press both weapon switch buttons simultaneously, you will switch to your primary weapon - in this and most other levels: The Mega Buster.
I liked your levels, really well done.
Some levels I had to play again to present a reasonable gameplay on the video, but the difficulty is wisely moderate.
Sorry if I didn't show in the video any more secret rooms but it serves as a curiosity for viewers to look for.
About the extra challenge levels I will try soon.
I like the idea of a Powered Up 2 and I suggest you wait for the next update as it will apparently bring more content from the older games.
And thanks for the other levels.
@@neocutman3030 Thanks a lot, your enjoyment means a lot to me!
-
Yeah, you might need to get used to some of the concepts first. As far as I can tell (and even see in your video) Elec and Ice Man might not be the easiest to handle with their Footholders and the Guts lift replacements could make Guts Man's stage the hardest of the entire pack.
-
Oh... does that mean like you found more of those rooms? Good job, then! And even if you didn't, leaving it up to the viewer is a good and valid reason. Those "secret rooms" might also be a good idea to make players more interested in replaying stages - as do the side paths in the robot master stages. I feel like I should keep those concepts in mind for future games... ;)
-
I was a bit surprised why the challenge stages didn't show up, but then again there are people who just aren't up to the challenge. I would tell more about them, but since you already plan on making a video for them, I'd wait for that one.
-
I'd be interested to do a "Powered Up 2", but since I'd have to make it from scratch and would like to give it a similar feel to this game, it will likely take some time and maybe someone who supports me in my endeavor before I'd start with it. It's easy to find people that would like something, but it's hard to find people that would actually help out. I've joined or sometimes tried to join various projects and they all have the great flaw that no one really works together. That's why I am very happy that I managed to make "Powered Down" on my own and learned a lot from it, knowledge that many others I worked for sadly not even listen to.
-
Speaking of "knowledge", there's one thing that surprises me about your videos: Why are they in 50 fps? The game should run in 60, so you could be able to fabricate slightly cleaner footage if you were to adjust the framerate. It can be especially noticeable when Mega Man gets hit and his sprite is flickering.
-
EDIT: I hate when RUclips doesn't understand what the "Enter" key means. Sometimes it will leave an empty line which allows you to clearly separate paragraphs, sometimes it doesn't. Oh well, let's just insert a line with merely one pointless symbol...
I would say about PU2 you could use weapon blocks a lot as in the original PU, alternative routes and a little "power up" on the bosses using gimmicks like cut man and giree.
Thanks for subscribe
I will take a look to improve the FPS to 60.
@@doctorwrily22 You can also include in PU 2 some enemies that would only appear in other games just like they added Hot Head, Shield Attacker and others.
Incredible work of who made this Level Pack!
the only thing I can criticize, are certain screens that have a lot of color information
We need PU-based tiles and BGS
Obviously, more content is better
Well, I thought Powered Up looked pretty good, so I decided to recreate the colourfulness of the game. But I do understand if someone thinks it looks too colourful; some "tiles" looked also more like "objects" in the original game.
I see, I appreciate your effort in trying to recreate Powered Up in MMM With the Game Limitations
@@neocutman3030 we have the update. but this is still cool!
Yeah... this was made before Update 1.7, which included all of the MMPU tiles, backgrounds music exclusive to MMPU, Super Arm and Fire Man. This still holds well though.
the fireman stage theme is a FIREEEE REMIX. it sounds so gleeful!
Fun fact:The guy who made Rockman 7 & 8 FC,was going to do a demake of MMPU but he quited .
bluest of balls
You know the thing I love about these stages, THEY USE MORE THAN ONE TILESET! I'm really sick of having screens look boring with tiles, you could say this only looks good because this is a remake, but some other creators still use one tile to remake a level, I think that is not a good philosophy to go for. I made levels like underground lost city and blast studio lights camera action. I normally use more than one because it would look tacky bland and uninteresting if I didn't. I know it would be a chore to do, but its worth it in the end, you get a Capcom looking level if you experiment with the tools given. I wrote this comment, or typed, because I want everyone to make their levels look good and appealing. And to give props to the creator of the levels showcased in this video. I hope I can share this thought with more people who see's this.
Thanks for the kind words! There are just many people who will "get stuck" at one backgound and probably even one tile set from the same stage. Something a Mega Man level should convey is progression which you can do by increasing the difficulty and changing things up a bit - which is also true for the tile sets. Even worse: If the tiles have basically the same colour as the background and could lead to some unpleasant surprises... If you look at one single screen, it just looks more interesting and if you view it over the entirety of the level, you will see the changes that just make progression much more exciting.
You might have somewhat realised it with "this only looks good because it is a remake", but, yeah, I indeed did try my best to use tiles that look and feel similar to the original game; feel free to compare it yourself! While this does mean I didn't really "create" the looks for these stages, it did allow me to learn a bit about making stages look more appealing. I hope to make an entirely original game (within MMM) sometime soon with the experience I gained.
too many different tiles on one screen can look like shit and be a bit overwhelming on the eyes. Now obviously I think using one tile set and one background set is VERY boring but there should be some moderation in different tile sets. too little is boring too much is ugly
Yup. 2-3 tiles is enough for me. Having one main tile. One inside tile and one pillar tile
Great job. I would like to see this but as a real stand-alone project. maybe as a romhack or a fangame
I feel like I've been away from your channel for too long, it's nice to be back
welcome back
@@neocutman3030 (:
Fireman is in the game now.
now redo this with the new tiles and stuff in update 1.7
This is some incredible stuff I kinda wish that Capcom would re release powered up on something else
Found this level pack. It's called the Super Mega Man Maker Collab.
Surge man:394297
Dungeon man:394281
Rust man:394288
Glacier man:394285
Forest man:394283
Airship woman:393279
Spectrum man:394293
"Unknown virus":394302(This is the secret stage)
Nitroglycerine man:394288
Wily 1:394483
Wily 2:394484
Wily 3:394486
Wily 4:394493
Wily 5:394497
is this the weakness order?
@@neocutman3030 No.
ok
Name: Megaman Zero Destroy Train
ID: 405926
You can change a music from megaman zero 1 such has stage and boss.
ok
hello neo, I'm doing a project to recreate the entire megaman 1 but in my way, maybe you could see it when it's finished, at the moment I've only done two levels
ok, I will wait
Bond man?
Where is Elecman?
This has been fixed. Thanks.
Your welcome
Nice
salve neo cutman sou eu amigo do blue bomber
Stage select?!
Howww?
This is just an image sent by the creator, with the sound of the game.
I love this idea! But can you please update the stages? They were made in Bomb Toad: The Remake
Made:
Japan: 6/18/2006
USA: 1/3/2007
Europe: 3/4/2007
Console: Kiyo7 BT Game Hotel VBZ3 Toad Wii
Robots: Bee Sword Shield Pinch Star Mango
Style Theme: 3D
Planers: K. Hai S. Tahimoku E. Nikaokishikimu
Series: Bomb Toad
Toad maker style uptade: None
Uh... are you talking about my stages? What am I supposed to update?
Doctor Wrily Something I’m not including music, powers or background bicuse the are all perfect But you can update them if you want too And I like them a lot too!
I've never played Powered Up so it's probably different but this is all out of order and it's bugging me.
Powered Up is a remake of Mega Man 1. A good remake changes things up a bit and the changes were not done without reason. So, let me try to explain what is "out of order" - and why that isn't a bad thing:
Stage layout: Yeah, that's obviously different. While Powered Up does feature a recreation of the original game, they also went for "New Style levels" - which would be rather dull if they were the same, wouldn't it?
Time and Oil Man: As you probably know Mega Man is a series where you always face off against 8 robot masters at some point. This was indeed also the idea for the very first game, but it was just too much for a small cartridge, so it got reduced to six. Bond Man will always stay a mystery in the official gaming world of Mega Man... So, we got two new robot masters and we and need to integrate them into the weakness chain. Only way to do that: Make some small changes.
Wily 2 & 3: Something maybe devisive, but definitly iconic for the Mega Man series is the robot master boss rush close to the end of Wily Caslte. While you can choose your boss order nowadays that wasn't the case in the classic game. So Capcom changed it to the iconic boss rush instead which is often at one of the last stages. Only problem: Wily 3 is unique with its sewer level, so they decided to keep it by moving it to Wily 2, while Wily 3 became unique by being the "boss rush level".
I hope you can see that "Powered Up" is not supposed to be a replacement for Mega Man 1, but something that tries to go a different route and expand on it. While it definitly isn't a perfect game (no game is), I do think anyone could appreciate it if they feel like they'd give it a chance.
Mega man maker does not support 3 mega man 1 robot masters
he should have done 2 less robot masters
That Oil Man theme... ugg...