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Mega Man 8-Bit Deathmatch V6C Newsletter
Freems • February. 10, 2025, 2:43 PM
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April. 28, 2025, 12:31 PM Copy Link
Hey all you Mega Fans! We're back at it again with another V6C newsletter!

This is honestly a little awkward timing with the release of Zandronum 3.2 last night because my newsletter is not nearly as exciting given Zandro has released. But please check out Trillster's post about 3.2's release because you will need to make sure you install it to even properly play online on the current version, never mind V6C. So check it out here if you haven't already!
https://mm8bdm.net/forum/thread/zandronum-3-2-has-released-213

Anyhow, today's newsletter isn't nearly as big and exciting as Zandronum 3.2 (not that we don't have big and exciting things to show off, but it's all about pacing!). Instead, I'm here to talk about something a good chunk of you probably already know about; The Bounty Maps.

For those who are unaware, a little while ago we held a Bounty Contest for the community to make maps to replace four troublesome maps in the game; Flash Man, Crash Man, Wind Man, and Mega Water S. The results came in a while ago but those four winning maps are in the game now and ready to go.










It's not really possible to go over everything, but a good number of changes have taken place between the Bounty competition and the final maps that are in V6C, ranging from texture changes, weapon layout changes, and adding some more props where there were none. But the base layouts remain just about the same as the winning entries.

Now I don't have a big surprise for you all today (as I said above, pacing is key!) but I'd feel a little bad leaving you all with exclusively the four maps that people already knew were being changed, so I'll show off one more map. The map itself is actually remaining the same as it always has, but it has received something of a visual makeover while keeping the original layout intact.






Dark Man is one of the most popular maps in the game, and for good reason. But from a visual standpoint it's been nearly the same since the start of the game, and unlike certain other maps, there were a lot more to pull from when it comes to the source material, so the map has received a fresh coat of paint! But don't worry, it's still the same Dark Man we know and love. Though there might be at least one more surprise here that will have to wait until V6C releases...

That's all for today's newsletter! We still have a lot of work to get done before V6C's release, even with Zandronum 3.2's release, but the dev team is working hard to get it all done to a high quality! We'll see you next time!
May. 12, 2025, 12:34 PM Copy Link
Hey all you Mega Fans! It's that time again for another V6C Newsletter!

I don't have much of a preamble for you all this time, so let's dive right into looking at some more of our map updates! Firstly, here's one that is less of a full rework, and more so just reworking very specific parts of the map.





That's right, we have some changes coming to Knight Man's stage! A majority of it will be the same that you already know, but the infamous tower has been in a... questionable state for some time. So the goal here was to expand the tower into an actual playable setpiece rather than a tall room with a lot of ladders and a dead end. This came with a slight expansion into the courtyard and the castle itself as you can see in the screenshots.

There are other smaller flow changes to the map to both help its flow in general and compliment this change (as you can kind of see in the last screenshot) but a majority of the map remains as it always has, just with some quality of life.

Now, let's take a look at another map that, while keeping its base layout, received a lot more radical changes all around the board.






Air Man's stage has received quite the makeover! Air Man's tileset has always been... iconic to put it lightly, and there's only so much we can do about that. But like some other of the early NES titles, we added some extra on theme tiles to help add some more variety to a map that really needed it.

But outside of that, while the very basic blueprint still exists, there have been a lot more changes in this latest iteration of the map. Mostly in the form of more forms of cover (and the platforms and architecture such cover creates) and a lower section to the map which also helps break up the near endless sightlines that come with being a very open stage in the clouds. Everything still looks very busy on paper because it's still... well, it's still Air Man, but in practice the map flows miles better than it did before.

That's all for today's newsletter! We'll see you next time!
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