July. 25, 2025, 12:19 PM (Edited by Dr. Yellow) Copy Link
What is Team Cooperative?: Team Cooperative or Team Co-op is a mod for Megaman 8-Bit Deathmatch's Singleplayer Campaign which allows you and a couple of friends to experience the entire story in a team-based format, facing off against different bot teams and bosses from the singleplayer storyline. A lot of the dialogue was also changed to better reflect the multiplayer experience. At the minimum, two players are required to play this mod with a max of eight for the best experience.
As of right now, I don't recommend playing the mod until version 6c of Megaman 8-Bit Deathmatch comes out but if you are really eager to play the mod, you can try the current release for 6b below.
How to Play:
There are three ways you can play Team Cooperative: through a batch/bash file in your Megaman 8-Bit Deathmatch directory, Doomseeker, or through any free server hosting provider (easiest):
Creating a Team Cooperative server using Doomseeker:
First, click File" then hit Create Game. In the new window that opened up, select "Mode" and make sure "Host Server" is selected.
Next, click the folder icon next to the IWAD text box and browse to your Megaman 8-Bit Deathmatch directory, select megagame.wad.
After doing that, click "Browse" and go into your Megaman 8-Bit Deathmatch directory and select your "MM8BDM" pk3 file. Once more, select "Browse" and go to where your Team Cooperative pk3 is located and select it.
Finally, go into "Custom Parameters" and copy and paste these parameters into the text box:
+cooperative 1 +map map01 +sv_maxteams 4
Creating a Team Cooperative Server Using Batch/Bash File:
The batch/bash file is the quickest but not the easiest method to launch the game, especially if you are not tech savy. For this method, create a .bat (or .sh if you are on Linux) file in your Megaman 8-Bit Deathmatch directory with these parameters. Add -private to the parameters if you don't want your server to be public.
Replace the files in brackets where your respective megagame, mm8bdm, and teamcoop files are located: e.g. "wads/teamcoop.pk3". After that launch your batch/bash file in your Megaman 8-Bit Deathmatch directory.
WARNING:
If you are using the server GUI that launches when hosting a server, I recommend that you join the server from the game itself instead of the GUI as I have noticed that there were times where save data would be lost after a session was finished. I believe this is due to the fact that improperly closing both the game and server window using ALT-F4 causes the save data corruption to happen but it has also happened to me randomly. The issue only stopped when I connected to the server from outside of the server GUI through the launcher
Creating a Team Cooperative Server Using a Hosting Provider:
Just follow the instructions in this page to host a server. In the additional parameters section for your server provider, copy and paste these settings:
+cooperative 1 +map map01 +sv_maxteams 4
Commands and Console Variables:
There are some commands and console variables that Team Cooperative comes with that you can use as there is no dedicated menu for these options.
Commands:
returntohub - Calls a vote which will allow you and others to return back to the hub level.
changeteamname - Calls a vote which will allow you to change the current team. Use "_" in place of spaces. You can now also change your team name through the Team Cooperative settings menu which will allow you to enter a team name without having to enter "_" for team names.
giveadmin - Give admin privileges to a player. Only a couple of privileges have been implemented which will allow the player to: get weapons, fly, spawn items, and manage players. To use the command, use giveadmin [playernum] from the server console. I will warn you that there are errors which will appear when this command is used from the server console because of the way Zandronum handles NET scripts. [warning - never use the map command in your server unless in the case of an emergency as "starting a new game" will remove administrator and operator privileges!]
giveop - Give operator privileges to a player. Same as giveadmin with the only difference being that operators can promote, kick and ban administrators.
adminmenu - An administrator menu where you can use admin commands as well as manage players.
Admin Commands:
tcweapons - Gives every weapon except the Dawn Breaker.
tcfly - Toggles flight for the player.
tcspawn - Spawns an item in front of the player. To use the command, enter the item ID of the item that you want to spawn. A list of items with their IDs can be found in game by using command with no arguments.
tckick - Kick a player. The format is: tckick [playernum]. If you do not kick a player within 30 seconds, it will automatically cancel the kick for you, otherwise, you can use the command again to cancel the kick.
tcban - Ban a player. Same as tckick. Make sure to set sv_maxacsbanduration if you want your admins to ban players.
Console Variables:
teamcoop_teamname - The current name for your team.
teamcoop_infectionlevel - The infection level for Roboenza. If this variable is set to 1, then everyone will have a chance of being infected during the game. Only set this if you want something funny to happen.
teamcoop_leadernamepos - The position of the leader titlebar.
teamcoop_allytransparency - The transparency of allies during boss battles.
Made some corrections to Duo's dialogue in the Evil Robot cutscene and the last letter.
The admin menu now saves your previous option when exiting and opening the menu.
If an admin action is in progress (kick or ban), it will no longer be cancelled upon dying.
HP scaling has been disabled for the Yellow Devil.
Fixed a major issue with the Ra Moon fight relating to an infinite loop with the Ra Moon attack and Ra Moon minions randomly becoming invincible and not despawning after the summon phase.
New additions and changes:
Added an admin menu which can be accessed with "adminmenu"
Added an operator status which can be set with giveop. Operators have more power than regular admins and can kick and ban admin players.
Only 1 player is required to look at Wily during the pre-Fakeman cutscene.
You can now skip the Award Ceremony cutscene, Wily Golem ending, and the first two cutscenes before Eclipse.
Metall Daddy's wave has been made smaller in multiplayer, allowing players to dodge it.
Buildings will now spawn properly for all players during the Eclipse fight.
Boss health scaling has been added. 50+ points will be added to the boss's health for every subsequent player that joins the game. Some major bosses, however, are not affected. These bosses are: Darkman Troopers, Gamma, Evil Robot, Genesis Unit, Wily Golem, Weapons Archive, and Eclipse.
Boss rotations for the Evil Robot have been added with help from VariableX.
Boss Attack now uses a separate map instead of the hub, which should help prevent potential bugs during map changes in multiplayer.
The Evil Robot will now target random players before selecting an attack.
The teleporter in the Doc Robot cutscene will now teleport all players.
For each phase of the Mega Shark, a random player will now move to the new position.
The V6 ending has now been changed to include the rest of the players.
All direct NPC dialogue in MAP02 will no longer chime for other players.
All players will now face parts of the Mega Shark correctly after transitioning to a phase.
Immersion fixes were made for the cutscenes in the Copy Robot, Bass, Protoman, and Wily Golem fights, making it much closer to vanilla.
The player infected during the Roboenza cutscene will always be the lead player unless they've disconnected, to which the next player infected will be random.
NPCs can now be interacted with while important dialogue is active.
Text and dialogue changes:
The default team name has been changed from the "Maestro 8" to the "Mystery Numbers".
Changed a line in Bass's dialogue when defeated from "Even Together" to "Even as a Team".
Made a small dialogue change to the pre-Fakeman, Evil Robot, and pre-Sunstar cutscenes.
The player titlebar during the Eclipse is changed from "Current Player" to "Current Turn" which should better specify that who's turn it is during the fight.
Visual changes:
The Rush actor has been changed to display correctly during the Mega-Shark fight. Now there should be no more visual glitches or positioning issues.
In the Metall Daddy cutscene, the damage effect is now restored after players are hit by Ringman's Ring Boomerang.
Bass's Super Adaptor Wings is now rendered clientside to prevent visual bugs.
Bug fixes:
Fixed a bug where respawning on the first gauntlet would give you none of the weapons from currently defeated robot masters.
Fixed a bug where Quint would face away from his target while shooting.
Fixed a bug during the Gamma fight where the Met phase would be skipped entirely. This issue was caused by a clientside flag with the Hogale.
Fixed a bug where if a player fell in the pit during the Wily Golem battle, King, Duo, and Wily would freeze indefinitely.
Fixed a bug where Hornetman's bees would remain after a map change before beating Hornetman's stage.
Fixed a bug where Copy Robot would slide below the floor and get stuck during the first battle.
Fixed a bug where Metall Daddy would thrust itself at the start of the second phase if the Met Catcher's previous target was dead.
Fixed a bug where the Genesis Unit would constantly go into their formation phase, causing multiple clones of each member to spawn. This issue would most commonly happen if players spawned in weapons which weren't in the fight as the RollingCutterAmmo is used by the game to check when the next transition will start.
Fixed a bug where the camera would not work in the Robot Master Wardrobe and Training Room after returning from another map.
The leader notification system was changed to prevent a bug where the game would notify players of a new leader more than once when a player joined or left.
The freeze flag should now be reset after completing the Dozer boss fight.
The camera for the Doc Robot scene should now play correctly after changing maps.
Added a settings menu
Added administration options
Added player translucency
Fixed a health bar issue with Eclipse.
Changed the "In control" hud string in the Eclipse fight to "Current player"
CVARs are now autoloaded upon booting up the game into any map. Other CVARs like SV_MAXTEAMS will need to be set before actually starting the game.
The leader titlebar has now been moved to the left to reflect Coop-Mania (An option to change back to its original position is available in settings.)
The first version of Team Cooperative for MM8BDM v6b. This version is actually a revision which was made long after the original release.
Known Issues:
Some objects not appearing synchronized across people's clients
This is more of an oddity than an issue. Due to the client-based nature of the Random function, some objects may appear differently on other clients. This issue can only be seen in a few minor instances in the campaign.
Object flickering
The object flickering issue is one that deals with the way Zandronum handles rendering for clients when an object enters a state which occurs instantaneously (states which run at 0 tics). This issue is 'fixable' but not without altering the states of the object in a way that is slower and results in worse performance or rendering.
Objects intermittely "hopping" from one place to another
This is noticeable in some fights and even in some other mods where bosses or complex objects will appear in one place and then end up in another. This issue again has to do with the aforementioned 0-tic bug which will happen on states which use actions which either accelerate or change movement (A_Stop, A_SetGravity, and A_ScaleVelocity)
If you enjoyed this mod or want to try other Megaman 8-Bit Deathmatch mods like this, I recommend you to try out Coop Mania Plus. A massive gameplay conversion which includes over 50+ maps and several fun but challenging boss fights. Another fun campaign mod that I recommend MMSP: Cossack Crusaders, another mod which can be played online.
Credits:
Gh Exists and Mega Vile - For their Campaign Coop mod which served as inspiration and reference when studying MM8BDM's campaign scripts.
Special Thanks:
CutmanMike
Megaman 8-Bit Deathmatch Staff
Modding Community
VariableX and OmegaZero (UnwiishedHog) - My two brothers who helped me test the mod during its development.
July. 11, 2025, 5:12 PM (Edited by Dr. Yellow) Copy Link
The current release of Team Cooperative, v1a, has been updated. The new PK3 has been updated to address a few issues with some of the dialogue changed to fix the grammar as well as some bug fixes relating to certain maps within the mod and other issues which were unnoticed in the mod.
July. 12, 2025, 9:59 PM (Edited by Dr. Yellow) Copy Link
Gh said:
Is the version filename still the same? That's a discouraged practice.
Yeah. I replaced the original version with the revision since it was in a more broken state than I anticipated. I also felt that the state that it was in did not best represent the vision that I had for the mod while working on it with my brothers.
July. 13, 2025, 12:57 PM (Edited by Trillster) Copy Link
Updating a file without giving it a new file name is still heavily discouraged regardless of the context. Sites such as DogSoft automatically mirror files from TSPG, but will not mirror updated versions if the file name has not changed. This can cause Wadseeker to download the outdated, incorrect file, preventing people from joining servers that use the new file.
A new release for Team Cooperative has released: v1c. This release contains a ton of bug fixes, changes, and a lot of improvements to the overall experience. There are too many to list, so check the changelog to see a detailed overview of what was added or fixed.
Hello everyone! I have released a hotfix today which fixes a few major issues with this release but other than that, there should be nothing else to fix in the game. Future releases from here on out will now be focused on boss upgrades or other aspects to further enhance the experience once v6c comes out.