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Mega Man 8-Bit Deathmatch V6C Newsletter

Freems • February. 10, 2025, 2:43 PM
July. 21, 2025, 2:31 PM
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Hey all you Mega Fans! We're back again with another V6C Newsletter!
Today is a very themed day as we're going to be looking at a lot of changes done to particular Wily Stages throughout the game! None of these are full map remakes, rather changes of varying degrees to improve the maps in different ways. We'll go in game order with this one, so let's start with a classic!




There are few maps more iconic to this game than MM2DW1. It's nearly as far of a traditional map as it could possibly be, but there's certainly something to be said about how special and unique it is. We didn't want to make any moves to take away those aspects, but instead, weirdly enough, decided to expand upon it, mostly in the forms of cover where you can find some in such an open map.
The castle in the north as you can see now has a small interior path not only to break sightlines, but to help you get another way to climb the walls without the ladders on the outside. And much of the south side has been expanded upon to wrap around the existing south bunkers. While it may seem strange to open the map even more, by having it wrap around the existing architecture, it offers more ways to dip out of battle than there were before.
We're not going to go very far for our next map, so let's take a quick dip into MM2DW2!


The most important thing to note on this one is that the spike pit has turned into a pool of water connecting back to the southern water area and most importantly, creating more options for getting in and out of that corner room.
While that's the largest change from a purely layout standpoint, there has also been another aesthetic sweep throughout the map. And...

You may run into some more familiar faces...
Next up!



For those who remember, MM4DW1 used to be the very original MM1FIR which was brought back due to popular demand after its removal. That said, because of its unique history, the map still had a more unpolished vibe surrounding it. Outright replacing the map after bringing it back in the first place was never going to do, but that doesn't mean it couldn't get a once over like so many other maps this version.
The name of the game here is breaking up dead ends and opening new paths. There is now paths connecting where the pipes drop you off and the Napalm Bomb cages instead of both being dead end platforms, and there's now new rooms wrapping around the center up to the back room with Tango Roll and the pipe entrances. The smaller map is kept intact but there are a lot more options than there were before.
One more Wily stage for today! The layout changes for this one are also minimal, but it's one that mostly got a facelift in the visual department...



It's about time MM7DW3 got a visual makeover if nothing else. For a variety of reasons tied back to V2's development way back in the day, MM7DW3 was actually hardly made up of anything from its home stage. Though the layout itself proved decently popular, so makeover was the name of the game here!
Of course, there are still some touchups to the map itself, mostly in terms of breaking up some very large sightlines. The biggest change at play though can be seen in the last screenshot by adding another higher entrance into the fabled cage. This way we enter the best case scenario of keeping the map itself intact, but making it feel WAY more like a 7DW3 should.
That's all for today's Wily Sponsored Newsletter! We'll see you soon for some more V6C goodness!
Today is a very themed day as we're going to be looking at a lot of changes done to particular Wily Stages throughout the game! None of these are full map remakes, rather changes of varying degrees to improve the maps in different ways. We'll go in game order with this one, so let's start with a classic!




There are few maps more iconic to this game than MM2DW1. It's nearly as far of a traditional map as it could possibly be, but there's certainly something to be said about how special and unique it is. We didn't want to make any moves to take away those aspects, but instead, weirdly enough, decided to expand upon it, mostly in the forms of cover where you can find some in such an open map.
The castle in the north as you can see now has a small interior path not only to break sightlines, but to help you get another way to climb the walls without the ladders on the outside. And much of the south side has been expanded upon to wrap around the existing south bunkers. While it may seem strange to open the map even more, by having it wrap around the existing architecture, it offers more ways to dip out of battle than there were before.
We're not going to go very far for our next map, so let's take a quick dip into MM2DW2!


The most important thing to note on this one is that the spike pit has turned into a pool of water connecting back to the southern water area and most importantly, creating more options for getting in and out of that corner room.
While that's the largest change from a purely layout standpoint, there has also been another aesthetic sweep throughout the map. And...

You may run into some more familiar faces...
Next up!



For those who remember, MM4DW1 used to be the very original MM1FIR which was brought back due to popular demand after its removal. That said, because of its unique history, the map still had a more unpolished vibe surrounding it. Outright replacing the map after bringing it back in the first place was never going to do, but that doesn't mean it couldn't get a once over like so many other maps this version.
The name of the game here is breaking up dead ends and opening new paths. There is now paths connecting where the pipes drop you off and the Napalm Bomb cages instead of both being dead end platforms, and there's now new rooms wrapping around the center up to the back room with Tango Roll and the pipe entrances. The smaller map is kept intact but there are a lot more options than there were before.
One more Wily stage for today! The layout changes for this one are also minimal, but it's one that mostly got a facelift in the visual department...



It's about time MM7DW3 got a visual makeover if nothing else. For a variety of reasons tied back to V2's development way back in the day, MM7DW3 was actually hardly made up of anything from its home stage. Though the layout itself proved decently popular, so makeover was the name of the game here!
Of course, there are still some touchups to the map itself, mostly in terms of breaking up some very large sightlines. The biggest change at play though can be seen in the last screenshot by adding another higher entrance into the fabled cage. This way we enter the best case scenario of keeping the map itself intact, but making it feel WAY more like a 7DW3 should.
That's all for today's Wily Sponsored Newsletter! We'll see you soon for some more V6C goodness!
July. 21, 2025, 2:37 PM
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Fricking amazing