Mega Man 8-Bit Deathmatch Forum

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!
May. 27, 2025, 12:56 PM Copy Link
Hey all you Mega Fans! We're back with another V6C Newsletter!

I have a few smaller changes to show off today. So instead of our usual two maps, we'll show off three with some less "remade from the ground up" changes, but still some nice quality of life all around.

Let's start with an oldie that hasn't really been touched in years and years now...




Metal Man is one of the classic maps from the SGC days and it's not getting any wild changes, but it is getting some love in two key areas. As you can see in the first image, the pit in the middle of the map has been completely plugged up and the area has become much better for fighting in as a result.
The second of which is smaller on paper but bigger in impact in that the infamous gear jungle has been widened by a good deal. Still keeping the flavor of that wacky little hallway, but making it so you can actually traverse through it without feeling like you're in the tightest pathway known to man.

For our second map, the changes here are mostly on the visual side of things, but I still want to show it off...





Dr. Cossack's Citadel is getting a nice visual sweep! It's not to the same extent as Dark Man's Castle, but it is still a very nice coat of paint over a map that hasn't really been touched visually since the game launched.
As a bonus, the Dive Missile hallway has been considerably opened up to be more than just a straight hall on the top of the map.

One more quick one for the road!




We've got some more updates to Tornado Man's map as well! The changes here mostly just focus on opening some more options where there were none, such as turning some areas into having both upper and lower sections rather than just one or the other. The northmost area with Tornado Blow has also been considerably opened up to be a more interesting area as well!

I hope you all enjoyed this platter of smaller map changes today. Do not worry though, there are still some big changes around the corner waiting to be revealed, so we're not dry on content yet!
That's all for today's newsletter! See you next time!
Sprites/Graphc Artists of MM8BDM. https://www.spriters-resource.com/submitter/hansungkee/ https://www.deviantart.com/hansungkee
Sprites/Graphc Artists of MM8BDM. https://www.spriters-resource.com/submitter/hansungkee/ https://www.deviantart.com/hansungkee
May. 28, 2025, 9:45 PM (Edited by Hansungkee) Copy Link
I Wonder Met Daddy Boss Fight intro Story with Updated Dr. Cossack's Citadel Like?
Hopeful Wily Cutscene Before Genesis Unit Boss Fight Intro was Updated too.
June. 9, 2025, 11:54 PM Copy Link
Hey all you Mega Fans! We're back at it again with another V6C newsletter!

I'm going to open with the less than exciting news, is that while our every two week newsletter schedule has been fun and a blast, we're going to be delaying back to an every three week schedule. Believe it or not, we're not actually out of content to show, but it will get to a point very shortly where if we keep it on a two week schedule, I'm going to start only being able to show exclusively smaller changes for a post, and that's not exciting to me at all. I don't want to get everyone all riled up to see "That's right, we have changed this one hallway!" and nothing else exciting until two weeks later.
This way on an every three week schedule, I can feel good about the content we're showing off per newsletter, and we'll even mostly show off a little more than usual to make up for the extra week gap.

But, let's dive into this newsletter! Let's open with a map that's been remade more or less from the ground up!






That's right, it's time for a brand new Pharaoh Man!

This isn't the first time Pharaoh Man's stage has been reworked, but the last one focused on improving the outdoor area while keeping the interior mostly the same as it's been since v1. This rework changes pretty much everything about the map, both inside and outside, while keeping the same themes alive. You can't have Pharaoh Man in a 3D Megaman Shooter WITHOUT the pyramid to fight around, it just wouldn't be right. The interior of the pyramid has been completely redone while still keeping a labyrinth-y feel to it. And while the outside still goes around the pyramid, it's less so the big open space that it was before and has been broken up in different ways.

That said, if you are to explore the pyramid, you may even find hidden treasures inside...



That's right, Balloon Adapter is being added as a new assist item!

As you likely know in Mega Man 4, Balloon Adapter was more or less another version of Item-1, so it's seen quite a change up in 8-Bit Deathmatch. Firstly, upon using the item...



You will quickly deploy a balloon which will bounce in place. Climb on top of it and...



You will be quickly whisked up to the ceiling! You can move around here and can even disembark your balloon at any time. Doing so will cause the balloon to bounce again allowing you to get back on it if you can.



Now this is quite the powerful tool! It's as much height as possible, you can rain fire down upon your enemies, and it lasts for quite some time! It's just...



While you can ride your balloon for a good amount of time, it's best to remember it is still a balloon. And despite it's very powerful ability...



It's very easy to pop a balloon.

That's all for this news letter! We'll see you next time, which remember is in three weeks and not two. But we'll make sure to keep it exciting!
See you then!
random internet user, usually on MM8BDM online servs check out my YouTube! https://www.youtube.com/channel/UCEgQlHvjxwlgFyeCBQ-oSIw
random internet user, usually on MM8BDM online servs check out my YouTube! https://www.youtube.com/channel/UCEgQlHvjxwlgFyeCBQ-oSIw
June. 19, 2025, 7:31 PM Copy Link
God all of this looks so flippin sick!
June. 30, 2025, 12:33 PM Copy Link
Hey all you Mega Fans! We're back again with another V6C newsletter!

As I said last time, I'll have a slightly meatier update this go around to make up for the extra week of waiting. Let's open with two much smaller changes real quick...





A small parking garage has been added to the middle of Nitro Man's stage! It's a small addition, but it really helps open up a pretty small map just a little, plus helps break up existing chokepoints in the map.
Plus who doesn't need a place to park their cars?

For another small change to a Mega Man 10 map...





From a geometry standpoint, not much really changed here on Strike Man at all, but the main difference is this corner room has been lowered by a good deal. It was an incredibly strong position to hold on the map and it ended up making the map a little lopsided. Lowering the room just helps the flow of the map and keep things more balanced all around. It's a small change in the grand scheme of things, but still an important one.

But let's take a look at a bigger change, shall we?






Napalm Man's stage has been completely remade! Gone are the very cramped caves and surprisingly small outdoor cliffs, now we have a much more expanded map that better shows off the jungles and caverns of the stage! There are still some setpieces remaining from the original map (The second image here in particular takes a lot of cues from a particular area in the old map) but a lot of this one has been expanded upon and made for the better!

And you know what? We're not done yet. Because while we're on the topic of Mega Man 5...



That's right! Super Arrow is being added to the game!

It does function as an item and not a weapon but unlike other items, you get a whopping five uses of this bad boy! Unlike Item-2 however, Super Arrow doesn't wait for you and will quickly fire upon use and stick to a wall on contact.




The arrow will then linger for a little bit allowing you to climb a surface to your heart's content! Much like the projectile in Mega Man 5, Super Arrow also deals damage to your enemies if they are hit by the projectile, so it's one to keep an eye out for!



It doesn't have to only stick to walls either! The arrows will also stick to any floors or ceilings nearby. You know, if you want to give a hallway teeth or something like that.



Super Arrows will even stick to each other, allowing you to make a makeshift temporary bridge of sorts! It may be a fast projectile, but there's a surprising amount of things you can accomplish with the ability to stick arrows to walls.

That's all for this news letter! We'll see you next time for some more Mega Man 8-Bit Deathmatch action!
See you then!
Resident Friendly Void Sheep
Resident Friendly Void Sheep
June. 30, 2025, 5:28 PM Copy Link
Excellent!

Now we patiently await MM4DUS's day
random internet user, usually on MM8BDM online servs check out my YouTube! https://www.youtube.com/channel/UCEgQlHvjxwlgFyeCBQ-oSIw
random internet user, usually on MM8BDM online servs check out my YouTube! https://www.youtube.com/channel/UCEgQlHvjxwlgFyeCBQ-oSIw
June. 30, 2025, 6:49 PM (Edited by Relm) Copy Link
Woolock said:
Excellent!

Now we patiently await MM4DUS's day


lol

Aside from that I get super excited just seeing these screenshots, takes me back…
June. 30, 2025, 10:39 PM Copy Link
Nice seeing all of the utility items from across the series getting love in v6c; I never thought we'd see the likes of the Magnet Beam, Balloon, or the Super Arrow officially in this game.
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