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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!
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!
Hey all you Mega Fans! We're back again with another V6C newsletter! We have two more maps receiving changes to show off today, so strap on in! Let's begin with another map that spouts more minor, yet very important changes.




Toad Man's stage has always been very thematically fitting for what his stage in Mega Man 4 is, a sewer system. With that in mind, it's quite unlike any other map in the game I would say. While there were improvements to be made, we definitely didn't want to change the identity of the stage at all, so the changes made are simple on paper but very impactful in gameplay: You can now jump out of the currents at almost any point in the map rather than having to be stuck down there until you make it to a ledge. This not only gives you more options when it comes to, you know, getting out of the lowest parts of the map, but not having to commit to being down in the water allows you to make better use of the movement the current provides.

The sewers have also been more populated with some more enemies from Toad Man's stage. There's more than just what's in this picture, so keep an eye out when V6C releases.

Anyway, let's take a look at another map where the blueprints are still there, but the changes are a lot more major.






Blizzard Man's stage is receiving a rather sizable revamp in V6C! There is certainly something very iconic about the stage, or rather, the middle section with the boat. The sides have always been rather unremarkable and the map's openness hasn't always been the most popular despite the boat. So our goal was simple, keep the middle section somewhat similar, albeit throw in some cover and better ways to traverse between the two sides, and completely expand upon the side paths so they're not relegated to buildings that teleport between each other. What we end up with is a map that is a lot more fun to play with, but doesn't lose the most memorable parts of the original map, and you know that boat is staying intact. Albeit it's a lot easier to get on and off it now without plummeting into the icy water below.

As an aside, if you're paying attention to these screenshots, you might have noticed that the assist items now have a blue border around them rather than the standard one that you've seen up until now. This was a decision we've made to help easily allow players to know what's a weapon pickup and what's an item that's going into your inventory. Sure for someone familiar with the franchise, it should be a no brainer that Beat Support is an item and Tornado Hold is a weapon, but for someone less familiar with the Mega Man series, that wouldn't be so easy to tell apart. It's just a small quality of life for the players, but one if I didn't address would probably leave everyone stumped to why Item-1 and Eddie are suddenly surrounded in blue.

Anyway, that's all I have for this newsletter! We'll see you next time!
Hey all you Mega Fans! We're back again with another V6C newsletter! Let's get right to it and show off the big map change first this go around! Here's another completely remade map from the ground up!





After many, many moons, Elec Man's stage has been completely remade! The old map was certainly iconic for fitting the vertical nature that Elec Man's level in Megaman 1 is, but it was never very popular in terms of actual playability. This new Elec Man takes some cues from the old one (those fan platforms certainly look familiar) but breaks the level out of just being one very tall box, while still keeping the elements of verticality that makes Elec Man... well, Elec Man.

But that's not the only new addition waiting for us on Elec Man's stage. For if we look a little closer...



Oh, hello there.

Magnet Beam is being added as a new mobility item in V6C! It works pretty simply, though it's a little hard to get across in screenshots alone, so bear with me. Just use your item when you have Magnet Beam selected, and...



You'll form a bridge!



The beam will stay for a few seconds too, so you have plenty of time to traverse what you've created. Of course, opponents are able to follow as well.
But it's not just straight bridges! The Magnet Beam will fire in whatever direction you fire it in, and will shoot at that angle!




It can even act as a place down ladder if you shoot it vertically! Completely climbable and everything! But as I said before, just because you can create temporary platforms doesn't mean that other players can't make use of them as well... So it's best to keep that in mind, especially if you're trying to use it as a disengage tool. From experience though, it's a very fun item to use, so I hope you all enjoy!

That's all for today's newsletter! See you next time!
You can now imagine me using Magnet Beam to leave this post.
Hey all you Mega Fans! We're going to be going for the every two week update going forward. It should all work out, but you'll be able to tell we're starting to stall for Zandro if I start just posting pictures of grass.

That said, let's get right to it and look at a couple of maps! Starting with Top Man!




The change to Top Man's stage consist almost entirely of the north side of the map. What was once a mostly straightaway bridge with a pit looming below it is now actual extensive rooms and geometry. It really just helps flesh out the weakest part of the map and helps the map feel more "balanced" as a whole, for the lack of a better term.
Plus the cat is here. That's always a good thing to have.

Now, let's take a look at something completely new.






Ring Man's stage has been completely redone! Don't worry, it's somehow still ring shaped, but it manages to work a lot better at being both shaped like a ring, and being a cohesive and fun map to play the game on. Throw in some more texture variety with the rainbow bridges (sorry, they are just for looking at, they won't be falling out from your feet today) and Ring Man's plethora of minibosses joining the fray, and being Ring Man has never been better.

That's all for today! We'll see you again in a couple weeks for some more!
Hey all you Mega Fans! My plan going forward with these newsletters are to post them somewhat regularly with just a couple changes we have at a time. While some changes may seem on the smaller side, trust me that we have a good amount of content backed up to show off to you all, but we gotta make it last! My general plan for the time being is to show off a smaller set of changes, followed by larger ones.

That said, I'm not going to leave you completely high and dry. I'll actually leave you wet because here's Splash Woman.




Splash Woman's stage is actually mostly the same as you remember it with two key differences worth talking about. The first is the return of the side route that was removed from V6B in all of its glory. Your Top Spin needs will be met, do not fret.
The second of which is just a general visual sweep of the map. Not so much an overhaul but some of the Mega Man 9 stages made it a little trickier to get things looking great, but the stage has been spruced up so it just looks prettier. Who knew those water platforms could do so much heavy lifting?

As for something a little more substantial...





We have doubled our train supply! Instead of fighting on one single train, Charge Man's stage will now take place on two trains riding together. A lot of the cars are the same as what you've known, but shuffled around, and the simple ability to jump between trains adds a lot of movement opportunities to a map that struggled with that exact thing.
A lot of the teleporters were also cut down, some due it just being two trains, and others replaced with fans to help take you to the other train quickly.

That's all for today! I'll try to keep things updated every two to three weeks as long as things continue on the pace they're currently at, so we'll see you again soon!
February. 10, 2025, 4:47 PM (Edited by Freems) Mega Man 8-Bit Deathmatch V6C Newsletter
Hey all you Mega Fans! It's been a while since we've talked about development on Mega Man 8-Bit Deathmatch, so I wanted to shed some light on V6C's development cycle and show off just a couple of things we are working on.

As you can definitely tell, it's been a hot minute since any information on anything in the core game has come out, but I want to ensure you that we are working hard on V6C and all the updates that come with it. After taking a break after wrapping up V6B, the amount of things we wanted to get done in the next version steadily increased so the next version will be a lot more than just bug fixes and balance changes but will include new maps, new skins, and even some new items!

That said, part of the reason why I wanted to make this post was to clarify that we are still a ways out from V6C's release, both in terms of things we want to get done, but also in regards that some of the new/updated features in V6C rely on the latest version of Zandronum. As such, even if we were done with everything we wanted to get done today (And don't get me wrong, we're absolutely not), we are also waiting for the official release of the latest version of Zandronum before we can release V6C properly. I do want to thank everyone for their patience and I wish I could give a more concrete answer to when we're able to release outside of a generic shrug, but for now that's just kind of how the boat is sailing.
That being said, and while this is definitely farther in the future, I can say that once everything is ready and V6C is ready, we will move rather quickly into development for V7A.

While I'm more than happy to pop up on the forums and make an official announcement that "It will come out whenever it does.", I will use this thread to show off some updates every now and again. So real quick, let me show off two updated maps that are going to be in V6C. I'm going to mostly let the screenshots do the talking for me, but I'll add a little bit about them.





Drill Man's stage has gotten a pretty hefty rework! Gone are the incredibly small caves full of power weapons. The map has received a large expansion, although a lot of the power weapons still remain. Though elements of the old map still remain in the new one, it's just expanded upon all around.





Unlike Drill Man, Magma Man's stage hasn't gotten a full on revamp, but it has received a number of layout changes to greatly improve the map's flow without sacrificing the map's unique identity. This isn't just me talking it up because I'm on the development team, but it has never felt better to play on this stage.

As I said before, I intend to post more about new things coming to V6C in the future, and it's not just two maps we have in store. Keep your eye out on this thread for future updates!
December. 12, 2024, 11:57 PM Mega Man 8-Bit Deathmatch Jam Pack
this topic only exists because trillster hates me and i won't be free of these bonds until it exists.

DOWNLOAD JAM PACK ONE HERE

DOWNLOAD JAM PACK TWO HERE

The Megaman 8-Bit Deathmatch Jam Pack is a very large community map pack that has been in the works for over 10 years now (holy shit that is disgusting). There are a LOT of maps made by a lot of people, so I hope you all enjoy!

Future events will take place in the event thread, but this topic will just kind of exist to have the newest version of the pack readily available.

ok bye
December. 12, 2024, 5:58 PM Cutstuff Mapping Jam 9: Banana Jamma
DOWNLOAD JAM PACK ONE HERE

DOWNLOAD JAM PACK TWO HERE

Sorry for the long wait on compiling (the holidays hit me harder than expected when it came to actually having free time) but we've got some JAM RELEASE.

As always, here are the links to the two wads. The first jam pack only has a few updates but should be used nevertheless. Jampack TWO adds the ten new Banana Jam maps along with a couple new Burger maps.

As always to anyone who wasn't able to finish a map this go around, that is a-ok! I am always accepting late entries to old jams as long as you use the same pieces and words you got here!

Anyhow, without further ado, here is a list of the new maps.
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