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Hey all you Mega Fans! We're here at a very different time for a very different kind of MM8BDM V6C update.

One of our (many, many) goals with V6C has been to update and refine our weapon view sprites all across the board. V6A updated the buster sprites, but we wanted to go back and edit all the other sprites to be up to the same modern standard, as much work as that is. This update is happening in V6C no matter what, so buckle up and get ready for it.

However, we on the development team have reached a little bit of a dilemma. While we were working on these updates, we ended up reaching a very real talking point regarding the amount of details these weapon view sprites should have, namely in terms of the coloring, and how detailed we want them to be. We have the very real opportunity to add what is essentially a 3rd color to our sprites. Instead of just having the view sprites be blue and cyan, it would be blue, cyan, and another darker blue, allowing for more detail, and making the style match both official artwork for the Mega Man series, but also the more detailed weapon get screens from the games.

Before I continue, let me show you all a preview of 25 weapons that use the new sprites, both in the current two color style, and a new three color style. Please note that none of the sprites or colors that you will see below are finalized and they are still subject to change. We normally would prefer to have everything finalized before showing them off, but I believe the community's input here is important enough that I want to post these early. Just remember they are subject to change.



As you can see, even with the updated sprites, the decision to stick with two colors VS three colors is a very large one, and it's one the development team wishes to poll the community at a large about. We're not fully sure as a whole which path to take going forward, as there are a number of pros and cons that I would like to list out.

Pros of Three Colors:

- Matching the style of the official artwork and Weapon Get screens can be considered to be overall prettier to look at and more visually appealing.

- This gives us a unique opportunity to better differentiate weapons that would otherwise share the same colors between them (such as Dust Crusher and Bubble Lead as seen in the above images.)

- With more detailed artwork and sprites being found in many of the game's mods found in the community, this brings the fidelity of the base game up to the same level.


Cons of Three Colors:

- While some might find three colors to be a prettier style to look at, others might find it more out of style.

- There's something of a learning curve with a change like that, and there's a whole lot of muscle memory associated with the current weapon colors, both in terms of those who have played MM8BDM for years, and for those very familiar with the weapon colors in the main Mega Man games.

- Mod creators of weapon packs will have a good deal of extra work on their hand having to update all of their weapons to account for the extra darker color in the sprites.


It is worth noting that modders will have some work required with this update regardless of decision made with the colors, namely with the sprite offsets being changed to account for the new sprites. That said, we will have a fallback in play so you will not be forced to immediately update your custom weapons.

For the reasons listed above, we want to extend this decision with the colors to the community as a whole. Below is a simple poll to vote on which color option you would prefer, and an optional space to write your reasoning if you choose to. It is worth noting that this decision is most likely not one we will come back to later. If we decide on sticking with two colors here, I imagine we will not change our line and change it again in a later version.

Vote for the poll HERE

The poll will stay open until the date of the next V6C Newsletter: Monday, November 24th. The results will probably not actually be released on that day and the Newsletter will instead be about something completely unrelated but hopefully still exciting.

Thank you all for reading, and voting on the poll! Your input is very important to us so please participate!
November. 3, 2025, 1:57 PM Mega Man 8-Bit Deathmatch V6C Newsletter
Hey all you Mega Fans! We're back again with another V6C Newsletter!

I've got another pretty simple newsletter lined up for you all today with another round of some map changes! I do think the next few newsletters will be very different than just map changes though, so feel free to keep that in mind...

That said, let's focus on the map changes of today! Firstly, this is one where the changes are on the smaller side of things, but that doesn't make it no less important.




Spark Man's map has always been a decisive one in the game, mostly and totally just due to it remaining one of the smaller arena maps in the game. Now I'm firmly on the side that this identity for the map is very important and I wouldn't want to replace the map with just a bigger box or something like that. But that doesn't mean we couldn't make some little changes to it. Outside of some nice texture touchups and some new background elements, we added little pillars to the corner to allow easier jumping to the edges of the map. We also added two smaller wings to two sides of the map, mostly to allow just a little extra cover and a place to duck out of a fight in a small map.

As for our other two maps of the day, let's take a look at two more Mega Man 8 touchups!





Tengu Man's stage has joined the ranks of getting a fresh coat of paint! The changes are a lot less openly obvious than the likes of Clown Man and Duo, but they are certainly appreciated nonetheless. As you can see in the last screenshot, we also added little balconies to the wings on both sides of the map. This makes the floating platforms WAY less of a commitment and offers more ways to move around a pretty rigid part of the map!






Aqua Man has also gotten a complete makeover! These tiles were definitely suffering a good deal out of Mega Man 8's lineup, so I'm really glad we were able to spice this one up. If you looked at how the stage looks in Mega Man 8 proper compared to Rockman 8 FC, you'd be shocked at the amount of details that were missing outright.

But as you can probably tell from the screenshots, Aqua Man got far more than just a coat of paint. Much of the entire back half of the map has been completely remade, both to compliment the new texture set, and to help open up what was otherwise a really bland and difficult to navigate half of the map.

Anyhow, that's all for today's newsletter! As I said before, expect some different content other than just maps next time! Until then!
October. 13, 2025, 1:21 PM Mega Man 8-Bit Deathmatch V6C Newsletter
Hey all you Mega Fans! We're back again with another V6C Newsletter!

We're getting back to our usual bread and butter for this newsletter and showing off a few more map changes we have in the wings! I don't have much of a preamble going on here, but truth be told, I like to ramble a little bit in my opening paragraph so any forum previews don't just say what the update is.

Do you think that's enough typing or do I need more? I think we're good to post some screenshots, but if I'm wrong this whole opening will be very funny for all the wrong reasons.






Cold Man is joining the ranks of robot master stages that have gotten touched up! I wouldn't call this map a full blown remake like some others, but it's definitely more than just some minor tweaks here and there. I'd say the basic skeleton of MMBCOL has remained intact, but it's been tightened up into a much more solid map overall. You'll definitely recognize the DNA it had before when playing on it, but I think you all will enjoy the changes.

Now, for a quick look of another map that kept some of its skeleton intact, but saw more drastic changes in other places...






Guts Man's stage has always been an interesting map. I think the courtyard and parts of the caves has always been solid, but then half the map are just thing cliffs you have to jump up without much else going on. So our solution was to keep the courtyard and bits and pieces of the original map, and expand the rest of the map into something you could actually properly fight in. You'll definitely recognize some set pieces in here, but others will be completely new. As I've said before, that's been a large part of most of V6C's map changes, where we keep the spirit of the older map alive while swapping out what wasn't working.

I've got one more map to look at today, and while nothing about the layout is changing, it is one of our Mega Man 8 maps that got a visual makeover, so take a look!





Duo's Stage has received a full visual sweep! As I said, absolutely nothing about the actual layout of this map has changed, but we figured it was one of the choices to get a fresh coat of paint. For several versions now this stage has consisted of both Duo's intermission stage and the opening beach level from Mega Man 8, so of course this just uses better tiles than before, but we also tried to include more details found in those two stages that were missing before now. I hope you enjoy it all!

Well, that's all for today's newsletter! We'll see you all next time!
September. 1, 2025, 12:38 PM Mega Man 8-Bit Deathmatch V6C Newsletter
Hey all you Mega Fans! We're back at it again with another V6C Newsletter!

In lieu of showing off any new maps today, I'm here to show off another new assist item being added to the game! Now we've shown off a good number of missing assist items these past few newsletters, Magnet Beam, Balloon Adapter, Super Arrow, but this is the one I think people have really been waiting for.



That's right. If you were looking for Rush Coil but specifically the version from Mega Man 5, then we have you covered!
That said, it does work rather differently than the Rush Coil we know and love.



When you use what we're dubbing Rush Pogo (The item's official name is "New Rush Coil" but that would be potentially the most confusing item name we could put in the game, so Rush Pogo it shall be), it'll of course summon Rush like the normal coil. But when you use it...



You'll bounce on Rush four consecutive times, each bounce being bigger than the last. This gives you a slightly longer commitment than regular Rush Coil, but also gives you more movement options while revving up the bounces. You can also choose to jump off Rush Pogo for a shorter "double jump" at any time, but it will stop the use of the item right then and there.

Well, that's all we've got for today. Please stay tuned for the next V6C Newsletter and I hope you like jumping on your dog in the meantime!







...
Yeah, alright. Rush Pogo isn't a joke, but here are the actual missing Rush assist items you've been waiting for.




The missing Rush Adaptors from Mega Man 6 are both being added into Megaman 8-Bit Deathmatch!
Let's take a quick look at Jet Adaptor first....

It works mostly as you'd expect it to. Jet Adaptor always had a unique way of flight in its home game, not really replicated by any other item, so it's a very easy type of movement to replicate over.



Like Mega Man 6, the ammo will only start refueling when you are on the ground, so you do need to be a little careful with how you fly.
To help further give Jet Adaptor it's own identity, we've given it a quick burst shot type attack instead of the regular buster.

As for Power Adaptor, we had to give it a few more unique touches in order to help it stand out in a crowd of other melee weapons. Uncharged it works exactly as you'd expect, shooting shorter range shots with your fists. But when you charge it up...



You get a powerful melee attack that's capable of knocking enemies back! But that's not all the charged Power Adaptor can do...



Time your punch just right, and you can even reflect back projectiles! You have to be able to time the punch though, so don't get cocky, mistime it and be in for a world of hurt.

I hope you all enjoy the Rush Adaptors (and Rush Pogo!) when V6C comes out! I may be talking from a slight bias here, but I think they're all really fun weapons and items to use.

That's all for today's newsletter! We'll see you next time with considerably less dogs (I think?) in the newsletter! See you then!
August. 11, 2025, 12:13 PM Mega Man 8-Bit Deathmatch V6C Newsletter
Hey all you Mega Fans! We're back at it again with another V6C Newsletter!

On paper I have something of a smaller update for you guys today, but it's something that I'm okay doing to you all because I'm simply a sucker for thematics. So buckle your seatbelt, grab some spending money, and get ready for a fun time, because today we're heading back out to the carnival!






That's right, we're taking a look at our good friend Magic Man's stage today! While it's still based on the existing map in the game, the map has seen quite the expansion from V6B! New paths to break down chokepoints, more ways to traverse the map, more towers to climb, and plenty of new elements to keep you wanting to stay at this carnival all day and night!

And yes, you can ride that train in the background in the first screenshot.

But you know what? Why stop at just one trip to the carnival? Surely we can make this a double feature!



Clown Man's stage has also received quite the makeover! Though as you can see but this screenshot alone, it's not just a layout makeover, the map has received a brand new texture set as well!






While this follows a similar blueprint to the Clown Man currently in the game, it is certainly more different than the existing version than Magic Man is. But it's a wonder what a brand new coat of paint can do for a map! Rockman 8 FC neglected to adapt a lot of areas from Megaman 8 proper, so we're also able to have the map more accurately represent the original game in ways not possible before. Anyone remember Clown Man's weird little skull warehouse?

Now not every Megaman 8 map will be getting a new coat of paint right now, but I can say that you should expect at least a couple others in V6C... So stay tuned for that!

I hope you filled up on your rides and cotton candy, because that's all for today's newsletter! We'll see you next time for some less carnival themed V6C action!
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!
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!
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!
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!
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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