February. 19, 2025, 7:01 PM (Edited by Reincarnation Mark 1) The Nano Tower
WARNING
This particular mod only works properly with Zandronum version 3.2 and beyond, if you've downloaded MM8BDM V6B through the official site, stay advised that this bundle comes with Zandronum 3.1 which will be able to run this mod but in a completely broken way. The game will lack necessary functions that are required for the mod to work properly, it is also a lot harder if you pretend to play the campaign with it, you have been warned.
ABOUT
The Nano Tower is a project that exists since 2017, it was originally intended to bring a post apocalyptic free roam map to explore alongside with original characters and story. However, recently The Nano Tower Projects Team (TNTPT) had the idea to change this project to make things a little bit more realistic while maintaining the 8-bit aesthetic of the game while also adapting it for competitive play in all game modes. Check below a list of things that got added, changed and that certainly makes a difference on the experience:
#1 - All weapon damages got re-balanced for players to have a more durable, balanced and better experience in all game modes meaning that this project is also meant for competitive play, players also get slower when firing like modern tactical FPS games, when jumping, you cannot move on the air, you can run and walk to prevent making noise and many other things.
#2 - All weapon sprites from Mega Man 1 to Gamma Mark 2 and even cut scene weapons were remade by (TNT/TNTPT) Striker, they are simply superior than their vanilla counterpart according to popular opinion of the participants of (TNT) The Nano Tower, (ZDBO) ZDoom Brasil Official Community and many other groups/communities.
#3 - All weapon projectiles and attacks were re-made in 3D models by (TNT/TNTPT) Urutau. Soon we will also have equipment related to the player. It is planned for V11A that every building on TNT project map should be made in 3D models to prevent performance issues as thought to us by the one and only Sergeant Mark IV from Brutal Doom.
#4 - All weapons and player related effects have dynamic lights alongside with universal bump mapping which gives a ray tracing effect in many light emitters. Remember that you can disable this in the options and 3D Models as well.
#5 - The atmosphere of maps got enhanced with automatic sound reverberation that gets added depending on the size of the room you are on. Stay advised that it won't work on "outside" areas, areas with F_SKY1 disables the reverberation for logical reasons, some maps in MM8BDM may have fake skies which does not disable this, like, for example, the middle of the MM1BOM map.
#6 - Overall Gameplay experience enhanced with things like footstep sounds based on the skin you are using, dynamic field of view changes under specific situations, better explosion effects for all attacks that demonstrates the destructive capacity of them, quake effects on many different effects such as explosions, footsteps, etc. A cool dynamic Maestro styled helmet HUD, better movement physics, jumping sprites and many more.
#7 - Quite possibly the biggest and most detailed map, The Nano Tower is added alongside with one of the coolest classes/characters you're ever going to play, The Fog Guardian.
IMAGES
Check out some images about what was described on the "about" section, of course, this isn't all that has on this project so it is highly recommended to play it in order to experience what it really is:
STORY
Are you interested on The Nano Tower? If yes, then we are pretty sure you want to know more about this original story finally clearing out what this is all about. Please, stay in mind that this story is incomplete, there are a whole lot of things that has to be added in order to make a more complex universe, those things already exists and they are already written but not implemented. So, expect this to be bigger.
ATTENTION! Some arts below are the first ones produced by TNTPT therefore they are very old, they are also inspired on the game Mother 1 R-70 robots sprites, we have decided to add these Sprites instead because of historical reasons.
The Nano God
In the beginning, only one force existed, an entity that absolutely no being knows how it originated. This known as The Nano God the being who would be responsible for the creation of the most powerful entity in existence known as Angelius.
Angelius
Angelius is a robotic entity of 64 meters high, composed of celestial nano machines, without the 5 senses (cannot touch, cannot hear, cannot see, cannot smell, cannot taste) designed by The Nano God. This being is responsible for the creation of existence and for the destruction of the same, his power levels are way above omnipotence, omnipresence and omniscience. Angelius is also physically indestructible because he has the same mass and density as all of existence. However, the only reason for not turning into a Black Hole and destroying everything around it is because of its heavenly permissions that are above omnipotence that allows him to modify anything anywhere. However, if all this mass is released, the entire existence can be destroyed instantly. A small piece of Angelius's armor was placed on planets where there would be life, as it was inevitable that sin would be committed by beings from these planets and after billion of years The Nano Tower would rise.
The Nano Tower
The Nano Tower emerged from a small fragment of celestial nano machines, it used the materials found in the center of the planets to expand. After billions of years it begins its first stage of evolution by tearing those planets apart and with approximately 25 kilometers high it causes a earthquake that destroys 50% of all life on those planets. in the second stage of its evolution The Nano Tower begins to "breathe" expelling celestial nano machines throughout the atmosphere of the planets creating a great fog that blocks the stars that gave life to those planets making them extremely cold and hostile. in its third and final stage The Nano Tower activates all the particles of celestial nano machines on the atmosphere causing the beings from those planets to get contaminated by the fog transforming them into Fog Guardians.
The Fog Guardian
After a being is contaminated by the celestial nano machines it will use the soul energy of the contaminated being to reproduce and transform it in a brutal way into a Fog Guardian a robotic entity of 16 meters high, composed of celestial nano machines, without the 5 senses (in reference to Angelius) designed by The Nano Tower. These robots are responsible for the garrison of The Nano Tower and their power is far above omnipotence, omnipresence and omniscience due to the fact that they use the souls of the beings who have undergone the process of transformation as a source of energy and also placing them hostage against The Nano God since if a Fog Guardian is killed or wiped out of existence the soul of the being that has gone through the transformation process will be deleted not allowing a possible reincarnation of that soul. Fog Guardians are physically indestructible because they have the same mass and density as all of existence. However, the only reason for not becoming a black hole and destroying everything around them is because of their celestial permissions that allow them to modify anything anywhere, if all this mass is released, the whole existence can be destroyed instantly. The only way for the Fog Guardians to be destroyed and free the soul contained in it is with the deprogramming of the celestial nano machines which only the robotic entity Angelius can do.
FAN ARTS
The Nano Tower is a rather old project that has inspired some players around the Mega Man 8-Bit Deathmatch community to do their own contents instead, to keep training and becoming better at creating more of it. Check below some fan arts made towards The Nano Tower and some that were used as point of inspiration for the creation of things much bigger.
Striker VS Angelius
Striker VS Angelius inspired on the iconic scene from the franchise Jojo's Bizarre Adventure, the first fan art The Nano Tower has received. Thank you for your support through all these years Striker!
Striker's The Nano God Fan Art
The Nano Tower's flag or The Nano God HD fan art created by Striker, it is also used on The Nano Tower map's computer screens.
Solomon
Solomon's original character inspired on The Nano Tower's original character The Fog Guardian.
Solaris
SolarMan 80, Solaris or Solaris 80's original character inspired on The Nano Tower's original character The Fog Guardian.
The Harbour Guardian
The Harbour Guardian original character created and designed by Shine Termiten. Back when the main idea was to create a specific Guardian for each area on The Nano Tower. However, it was cut out after we realized it would make the history way too bloated and complex for peoples to understand.
RyuRyu's Angelius Fan Art
Created by a comrade from a very far away community...
Magreluh's Angelius Fan Art
Magreluh is an old Spriter from the Brazilian community who hasn't shown up anymore.
ITUDO's Angelius Fan Art
ITUDO is a member from Solaris's community. Thanks for collaborating with this awesome art!
FAQ
Below we will be answering some common questions about The Nano Tower project while trying to pass on a little bit of knowledge about some things.
Q: Who are the members of TNTPT?
TNTPT A: TNTPT is formed by the following members:
(TNT/TNTPT) RMK 1 (Owner, programmer, mapper, spriter helper).
(Responsible for literally everything on the projects of TNTPT] (TNT/TNTPT) Striker = (Master spriter).
(Master Spriter, responsible for the majority and most complex sprite works on
the project) (TNT/TNTPT) Little-Fire (Master voxel maker).
(Master voxel maker, responsible for the majority and most complex voxel works
on the project) (TNT/TNTPT) Chlomaki (Spriter helper).
(Responsible for simple sprite works on the project. Hugely important for the
creation of what is necessary to advance with the updates) (TNTPT) Ze Robotico = Spriter helper, voxel helper.
(Responsible for simple sprite and voxel works on the project. Hugely important
for the creation of what is necessary to advance with the updates) (TNTPT) MrJak532 = General helper, changelog writer.
(Helps with general annoying tasks such as writing the changelog. This is also
super important as it can delay the updates)
Q: What do we do in The Nano Tower? Is there any objectives?
TNTPT A: Like how we explained before, The Nano Tower is a free roam map. That means its made for exploration for you to have fun with your friends. Stay in mind that The Nano Tower is quite possibly the biggest and most detailed map on MM8BDM community. On future updates we are going to make it more and more detailed, making it more and more faithful to The Nano Tower's lore
Q: Why is The Nano Tower map so laggy?
TNTPT A: ZDoom based engines rendering capabilities is single core, that basically means that even if you have, for example, a 4 core CPU it will only utilize 1 for the entire game and maybe a second core for sounds, midis, etc. If you want to have a good performance in bigger and more detailed maps, it is necessary to get a processor that will have high amounts of clock (GHz). The Nano Tower requires around 3.6 to 4.5 clock (GHz) in order to be played without problems this is the equivalent of newer processors such as 10th to 14th Intel processors. A good graphics card is also recommended ranging from GTX 10 series and beyond. Stay advised that this is very common in bigger projects on the GZDoom community and many more, lots of high quality projects in there requires a really high demanding of your computer. However, we are thinking about doing the unthinkable... We have decided that for version V11A we are going to make every building on the map a 3D model instead of using geometry and it will solve the problems with Lag. For now, The Nano Tower will stay like this.
Q: Why it isn't possible to play as The Fog Guardian in maps that aren't The Nano Tower?
TNTPT A: We believe this is quite obvious, The Nano Tower is the unique map that is capable of handling it. However, don't take us wrong, it works perfectly fine in other maps as well, its just that he is way too big for those, this isn't the unique problem either. Considering how strong The Fog Guardian is, we prefer to keep him only on The Nano Tower as we believe other maps are going to be used for other Game modes.
Q: My game lags even if its not The Nano Tower map, what should i do?
TNTPT A: Disable dynamic lights and 3D models overall, those will cause performance issues inevitably if you have a weak graphics card. If disabling it doesn't solve your problem, the unique thing we can recommend is that you at least try to get a computer that is at least more competitive for today's standards. Other than that, if the FPS drawbacks are affecting your Gameplay experience it is recommended not to play it The Nano Tower at all.
DISCLAIMER
Please, if you plan on downloading, playing or doing anything else with this particular project, it is highly recommended that you check this before doing so. We don't want troubles with anyone or cause problems to anyone.
The Nano Tower (TNT) project is the primary project of The Nano Tower Projects Team (TNTPT). Regarding the original content of TNT project, keep in mind that all content related to it created by TNTPT members has no direct relationship with Capcom, Konami, Ubisoft or with the Mega Man franchise universe, this only uses Mega Man 8-Bit Deathmatch (MM8BDM) as a base to tell a completely original story. That basically means that Sprites, sounds, graphics, lore, characters, codes, etc, that is created by TNTPT members aren't property of Capcom, Konami, Ubisoft the Mega Man franchise universe, any other project on the MM8BDM community or its team. Unless, of course, if said content was made towards them before making it into TNT project. TNTPT members also does not receive support from other parts of the community meaning that all the content created by TNTPT that is directed towards its respective owner RMK 1 to make the production of said projects possible, are now property of RMK 1. This is very well explained to TNTPT members before they start being part of it. More information can be found within the READ-ME file inside the project pk3. Please, do not attempt to steal any content created by TNTPT members as the major WAD hosting website where this project is uploaded to known as The Sentinel's Playground (TSPG) enforces some rules about stolen content, you may get in trouble if you attempt to do so.
KNOWN ISSUES
Before downloading The Nano Tower, stay in mind that like anything else in life its prone to have problems, principally considering it was mostly made by a single person. Check below what got fixed on the test versions and what didn't got fixed but have all of TNTPT's attention. Feel free to report issues here on the forum page or on the contact methods below so we can fix them, fixed issues will be marked like this
#1 - When respawning, some weapons couldn't be used.
#2 - Hit confirm sounds aren't being disabled on multiplayer servers.
#3 - Treble Boost wing 3D model offsets are blinding the player.
#4 - Skin locker isn't working properly.
#5 - Visor HUD is disappearing for everyone when a player in spectator disconnects from the game.
#6 - In-game Changelog has wrong colors, not the ones [tntpt] MrJak532 have chosen.
#7 - Chill Spike crashes the game if an enemy steps on the spikes.
#8 - TERRAIN lump floor splashes aren't working when running over them. (MM8BDM 3D Floor Water Sectors only detects players therefore it will not work)
#9 - Atomic Fire, Scorch Wheel, Break Dash, Junk Shield, Mirror Buster and Centaur Flash weapons have desyncs on their ammo counts.
#10 - Rush Jet and Rush Marine disappears when using a buster upgrade.
#11 - Commando bomb doesn't trigger the player's firing sprites.
#12 - Duo fist flame aura has a chance of not appearing while charging in multiplayer (desync).
#13 - Break dash doesn't apply charging colors after hitting someone with the charged dash.
#14 - Ballade cracker has way too much DPS.
#15 - Update changelog to ballade cracker changes. (20 damage to 15)
#16 - Certain things does not allow the player to move while on the air.
#17 - Break Dash has Desyncs in multiplayer when hitting someone with no ammo.
#18 - Customize controls menus does not have voice chat bind.
#19 - Thunder Wool has absurdly high damage.
#20 - Skin mugshot isn't forced to spectator players that just connected.
#21 - Improved BOTs Script works in training Room.
#22 - Thunder Wool, Flash Bomb and Astro Crush spawns too much explosions.
#23 - Player sprites doesn't desync anymore when trying to walk in multiplayer.
#24 - Random class selection should be removed.
#25 - Add voice chat options to MM8BDM sound options.
#26 - Proto Buster shield has a chance of not disappearing while charging in multiplayer (desync).
#27 - Remove weapons quake option on accessibility menu. (Useless, it should disable explosion quakes but does not)
#28 - Spectating or disconnecting in-game is clearing every player's inventory.
#29 - FlameMan sand textures needs floor sand splashes.
#30 - The Fog Guardian has ammo desyncs on Omni Ray and Reincarnation Destroyer.
#31 - RushJet lacks dynamic lights.
#32 - The Fog Guardian body spawned actors must be client side only or else servers will die.
#33 - The Nano Tower camera textures shouldn't be affected by wall decals.
#34 - The Fog Guardian is invincible even for other Fog Guardians...
#35 - When a player playing as The Fog Guardian respawns as MegaMan, it inherits The Fog Guardian's IsCelestialGuardian inventory. (DANGEROUS!)
#36 - Abandoned Power Plant's core hole doesn't teleport The Fog Guardian back to the entrance.
#37 - The Fog Guardian's jetpack fire has a chance of not disappearing in multiplayer.
#38 - Selecting The Fog Guardian would take you to Random instead. (Wrong class name)
#39 - The Fog Guardian lacks big splashes when walking over textures.
#40 - Fixed a bug where some The Fog Guardian things were being team translated.
#41 - Fixed a bug in The Nano Tower where boss music wouldn't play and the victory music wasn't played after a round ends.
#42 - There should be different intense Boss music in The Nano Tower.
#43 - The Fog Guardian attacks are way too OP even after the balance.
#44 - The Fog Guardian's wing boost is causing massive lag for some users.
#45 - The Fog Guardian's attacks goes through teleporters.
#46 - When The Fog Guardian dies, its ammo and health bar is reset to vanilla MM8BDM.
#47 - Its still possible to join as The Fog Guardian when the map restarts after a match or the player respawns.
#48 - Commando Bomb deals too much damage even after the nerfs.
#49 - SBARINFO lump item quantity position is wrong.
#50 - Centaur Flash is not turning the player fully invisible in multiplayer. (Desync)
#51 - Salt water crashes the game when hitting the ceiling.
#52 - After a player connects to the server in The Nano Tower map, something overloads the game.
#53 - Sakugarne voxel should be invisible for players using it.
#54 - Base shield warper has a bug that affects every other shield on the game.
#55 - The Fog Guardian initial omni ray bloom does not spawn in multiplayer. (Desync)
#56 - "Vehicles" like Wave Man's boat and Frost Man's snow board has small FOV desyncs in multiplayer.
#57 - FOV changes aren't applied to respawned players. (What?)
#58 - Remote Mine requires a power protection.
#59 - Super Adaptor deals too much damage.
#60 - The Nano Tower blood textures are flickering.
#61 - Improved BOTs script is puking for players and again after respawning.
#62 - Mid and down water splashes on CentaurMan stage does not spawn.
#63 - Fix some changelog informations and grammar issues.
#64 - The Fog Guardian spawns the landing impact effect when hitting the ceiling.
#65 - Insta Gib Metal Blade wasn't being given to the player.
#66 - Insta Gib Metal Blade's Metal Blade sprite wasn't voxelized.
#67 - Voxel shield weapons should be consistent.
#68 - There should be an auto-run option.
#69 - Quick boomerang needs a buff.
#70 - Ice Wall needs a nerf.
#71 - There should be a server side option to disable the visor. (Makes things fair between players)
#72 - Gutsman rock voxel has desyncs.
#73 - Wind storm shouldn't be dealing damage.
#74 - Wind storm should be rapid fire instead of melee.
#75 - Strafing speed should be a bit faster while firing.
#76 - Explosions should spawn less smoke.
#77 - Screw Crusher should have armor.
#78 - Tank track sounds should be different to avoid copyright infringement.
#79 - You cannot punch with gamma mk2.
#80 - Beat Call does not disappear when a player dies.
#81 - Fixed #81 - A mysterious crash happens when the user CVar MM8BDM_SaveProgress is set to 0 (new game). Clearing MM1CUT stage crashes the game in MM1GUT upon map load.
It was discovered by Kaminsky, one of Zandronum developers that the crash in issue #81 was being caused by Zandronum so The Nano Tower (TNT) has found an issue within the Engine. After some tests with the latest version of Zandronum the bug seems to be solved. Not the first major issue The Nano Tower Proejcts Team (TNTPT) and ZDoom Brasil Oficial (ZDBO) has found or reported.
#82 - There's a very annoying desync happening with running fov changes when packets are lost in multiplayer.
#83 - Some flats does not have necessary splashes on them.
#84 - Fixed a bug where the footstep sounds weren't being spawned for players that just connected on the server. (Apparently it is a Zandronum bug with client sided actors?).
#85 - Actors that are spawned by the player and attached to them should be redone with a better technique to prevent issues with client sided effects.
#86 - The actor responsible for creating footstep splashes on the floor should be client sided, but isn't because Zandronum has a bug where client sided actors cannot create floor splashes. (Already reported, will be fixed next Zandronum version)
TNTPT: Thank you for playing The Nano Tower project and reading that thread until here, always expect us to be different and trying different and risky ways for the sake of innovation. Have fun!