Mega Man 8-Bit Deathmatch Forum

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March. 3, 2025, 1:50 PM
Mega Man 8-Bit Deathmatch V6C Newsletter
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!
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!
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
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.
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.
September. 21, 2024, 3:22 PM
Cutstuff Mapping Jam 9: Banana Jamma
Hello gamers!
For multiple reasons (my vaycay dates NOT being what they thought they were when I made the original deadline among other things) I'm doing a much longer than normal deadline extension period for this jam.
Sorry about the big bump but I think it'll help in the long run more than hurt.
New deadline is Sunday, November 11th at 11:59pm EST I know it's a pretty large deadline extension but looking through the schedule of what works best for compiling things, and knowing some people could really use some extra time, I'm gonna make it a lot.
See you all then!
For multiple reasons (my vaycay dates NOT being what they thought they were when I made the original deadline among other things) I'm doing a much longer than normal deadline extension period for this jam.
Sorry about the big bump but I think it'll help in the long run more than hurt.
New deadline is Sunday, November 11th at 11:59pm EST I know it's a pretty large deadline extension but looking through the schedule of what works best for compiling things, and knowing some people could really use some extra time, I'm gonna make it a lot.
See you all then!
June. 10, 2024, 12:00 PM
Cutstuff Mapping Jam 9: Banana Jamma
Hello everyone, thanks for submitting pieces! Here is the big info post about round 2!
While my deadline for finished maps was originally in the summer, the truth is there's probably a huge gap in September where I'm straight up going to be unable to work on anything myself, and there's little point in me cutting off the deadline during a time where I can't compile the pack, so the current final deadline for your finished maps is Sunday, October 6th at 11:59EST. This is a LARGE chunk of time so the only way there's going to be a deadline extension is if it turns out I'm still going to be out of town on that date.
As for the actual mapping, let's briefly address the words again. Like last time, everyone is going to receive three words from the great word pool you all provided. Of these three words, you have to pick TWO of them and somehow have them be applicable to the map you make. Now please remember you don't have to use all three at all (only if you really really want to) and I am pretty flexible when it comes to how the word is used. If you have any questions about "does this count as this word" please do not be afraid to shoot me a DM and I'll be happy to answer.
In desperate times, I am willing this go around to reroll ONE of the three words if you are in true disarray. But please save that hypothetical reroll for if you really can't do anything with the word pool you got. If I see a reroll request on day 1 of this post going out I don't believe you.
Now to copy/paste my lovely map requirements!
-Each mapper must use both map pieces given to them in their map. The piece must be in the playable space of the map at all times and not off in the background or something. However, the mapper is able to make plenty of changes to the pieces if they so desire. Common ways map pieces are changed include...
-Changing the height of parts.
-Changing jump stairs to walk stairs, the other way around, changing it to a ladder or a fan, changing a slope to not a slope or the other way around, etc. etc.
-Adding little things to fill up blank space.
-Changing curved walls to normal angles (or the other way around).
-Flattening out uneven terrain.
-Any textures, aesthetics, or anything like that in the piece.
There are certainly more options than just these, but these are the common ones I've seen in the past. The general rule of thumb is I should still be able to recognize the map piece when everything is said and done. If you have any question about editing a piece because you're unsure, just ask me and I'll let you know if it's legal or not.
-You must choose two of the three words you receive and have them be relevant to your map in some way, shape, or form. This rule is pretty lax but you can't just outright ignore what you get. Please inform me of the words you chose when you submit the map as well, so I know what to look for.
-You're allowed to use custom assets to your heart's content. As long as it's still 8-bit in nature, though I'm sure that goes without saying. But you're not obliged to stick with what's in the core game, though you can if you want!
-Likewise, the song in your map must be 8-bit in nature. If it's not, I have full authority to change the song. Likewise, try not to use a song that's already in the core game, I will also change it in that case. I'm a picky soul about music as well and I will ask for a song replacement if it actually is unpleasant to listen to. Do not worry about adding boss themes because they will be replaced when the pack is released. And while you don't need to worry about adding a map card, I will need the song information so I can do it myself at the very least.
-Some general mapping courtesies. Include at least 32 spawns, 16 Light Team Spawns, 16 Wily Team Spawns, 8 Cossack Team Spawns, and 8 King Spawns (if there's a big problem I can add the team spawns myself). Make sure to keep the lighting at an even 255 unless there's a really good reason for it to be something else (AKA don't make the whole map the default 192. Trust me, it's not as appealing as you think it is!). Also make sure you lighting isn't 256, that's a common error that leads to lighting problems. If you have any sorta instant death such as pits, lava, etc. make sure to block the edges of the platforms with block monster lines.
-I will have to either ask for changes or outright reject a map if something in it causes the game to have difficulty running, either offline or online. Software mode is very unpopular in this world, but the map needs to be functional on it, though it doesn't have to be pretty. In the past this has been the only reason I'd have to not accept a submitted map. Gotta make sure it works for everyone!
-Remember that this is NOT a competition, nor is it a race to the finish line. Feel free to get input from other people if you're unsure about something, and don't be afraid to ask questions if you have any! If you're new to mapping or unsure on something, I would definitely recommend not waiting until the last second to make your map so there's time to get feedback/make potential changes if that needs to happen.
-While it's incredibly unlikely to happen, I hold full authority to reject a map for a failure to abide by the main rules or for any other very unlikely reason that might pop up. As such I hold authority to make slight edits to a map myself if for some reason the situation calls for it. Don't worry about this one too much, it's more of the "just in case" rule.
alright who cares about the rules let's see the MAP PIECE AND WORDS
And here is the link to all of Jam 9's map pieces!
If you have any questions about anything, please do not be afraid to ask! And here's to some more JAMMING!
While my deadline for finished maps was originally in the summer, the truth is there's probably a huge gap in September where I'm straight up going to be unable to work on anything myself, and there's little point in me cutting off the deadline during a time where I can't compile the pack, so the current final deadline for your finished maps is Sunday, October 6th at 11:59EST. This is a LARGE chunk of time so the only way there's going to be a deadline extension is if it turns out I'm still going to be out of town on that date.
As for the actual mapping, let's briefly address the words again. Like last time, everyone is going to receive three words from the great word pool you all provided. Of these three words, you have to pick TWO of them and somehow have them be applicable to the map you make. Now please remember you don't have to use all three at all (only if you really really want to) and I am pretty flexible when it comes to how the word is used. If you have any questions about "does this count as this word" please do not be afraid to shoot me a DM and I'll be happy to answer.
In desperate times, I am willing this go around to reroll ONE of the three words if you are in true disarray. But please save that hypothetical reroll for if you really can't do anything with the word pool you got. If I see a reroll request on day 1 of this post going out I don't believe you.
Now to copy/paste my lovely map requirements!
-Each mapper must use both map pieces given to them in their map. The piece must be in the playable space of the map at all times and not off in the background or something. However, the mapper is able to make plenty of changes to the pieces if they so desire. Common ways map pieces are changed include...
-Changing the height of parts.
-Changing jump stairs to walk stairs, the other way around, changing it to a ladder or a fan, changing a slope to not a slope or the other way around, etc. etc.
-Adding little things to fill up blank space.
-Changing curved walls to normal angles (or the other way around).
-Flattening out uneven terrain.
-Any textures, aesthetics, or anything like that in the piece.
There are certainly more options than just these, but these are the common ones I've seen in the past. The general rule of thumb is I should still be able to recognize the map piece when everything is said and done. If you have any question about editing a piece because you're unsure, just ask me and I'll let you know if it's legal or not.
-You must choose two of the three words you receive and have them be relevant to your map in some way, shape, or form. This rule is pretty lax but you can't just outright ignore what you get. Please inform me of the words you chose when you submit the map as well, so I know what to look for.
-You're allowed to use custom assets to your heart's content. As long as it's still 8-bit in nature, though I'm sure that goes without saying. But you're not obliged to stick with what's in the core game, though you can if you want!
-Likewise, the song in your map must be 8-bit in nature. If it's not, I have full authority to change the song. Likewise, try not to use a song that's already in the core game, I will also change it in that case. I'm a picky soul about music as well and I will ask for a song replacement if it actually is unpleasant to listen to. Do not worry about adding boss themes because they will be replaced when the pack is released. And while you don't need to worry about adding a map card, I will need the song information so I can do it myself at the very least.
-Some general mapping courtesies. Include at least 32 spawns, 16 Light Team Spawns, 16 Wily Team Spawns, 8 Cossack Team Spawns, and 8 King Spawns (if there's a big problem I can add the team spawns myself). Make sure to keep the lighting at an even 255 unless there's a really good reason for it to be something else (AKA don't make the whole map the default 192. Trust me, it's not as appealing as you think it is!). Also make sure you lighting isn't 256, that's a common error that leads to lighting problems. If you have any sorta instant death such as pits, lava, etc. make sure to block the edges of the platforms with block monster lines.
-I will have to either ask for changes or outright reject a map if something in it causes the game to have difficulty running, either offline or online. Software mode is very unpopular in this world, but the map needs to be functional on it, though it doesn't have to be pretty. In the past this has been the only reason I'd have to not accept a submitted map. Gotta make sure it works for everyone!
-Remember that this is NOT a competition, nor is it a race to the finish line. Feel free to get input from other people if you're unsure about something, and don't be afraid to ask questions if you have any! If you're new to mapping or unsure on something, I would definitely recommend not waiting until the last second to make your map so there's time to get feedback/make potential changes if that needs to happen.
-While it's incredibly unlikely to happen, I hold full authority to reject a map for a failure to abide by the main rules or for any other very unlikely reason that might pop up. As such I hold authority to make slight edits to a map myself if for some reason the situation calls for it. Don't worry about this one too much, it's more of the "just in case" rule.
alright who cares about the rules let's see the MAP PIECE AND WORDS
And here is the link to all of Jam 9's map pieces!
If you have any questions about anything, please do not be afraid to ask! And here's to some more JAMMING!
June. 3, 2024, 4:20 PM
Cutstuff Mapping Jam 9: Banana Jamma
Nope, for the map piece it doesn't matter what the map code or name of the map is. It'll all get thrown into whatever map people are making so it can be whatever.
June. 1, 2024, 11:26 PM
A New Look
gamers never die
June. 1, 2024, 11:26 PM
Cutstuff Mapping Jam 9: Banana Jamma
Cutstuff Mapping Jam 9: Banana Jamma

Hello everyone, it’s Freems and welcome to the ninth Cutstuff Mapping Jam! You may have read this exact message before but I suddenly have a forum again so I'm reposting the Jam announcement here!
please enjoy my copy/paste job.
But Freems, What is Jam? Well I’m glad you asked my hypothetical voices that live in my brain! Jam is an event where the MM8BDM community comes together to make a bunch of new maps for the game! As always though, this is not just an event for veteran mappers who have it all down, I always encourage people who have always wanted to make maps in the past to give it a shot and participate! Jam is never a contest and is just about people coming together to make some maps for fun! As such, help is always available if anyone ever needs any!
In fact, in this modern day we have a full wiki tutorial on how to get started with mapping! So if you’re interested in participating in Jam but aren’t quite sure where to start, please feel free to check out this link right here!
Jam is broken down into two phases, the piece phase and the mapping phase! Phase 1 will last about two weeks and will consist of people making a small map piece. One’s map piece acts as their sign up! You won’t be able to sign up without one!
We are also pulling a repeat of last jam’s gimmick by bringing some words being thrown into play! Along with your map pieces, you will receive three randomly chosen words! You will have to choose 2 out of 3 words that have to somehow apply to your map, albeit I am VERY flexible with how you use these words, and I honestly think bending the rules in that regard is usually really funny.
I know in the past there have been some ROUGH combo of words people have received that have stopped them in their tracks with making a map. I’m planning on taking a few extra steps to avoid especially bad combinations this go around. I’m not 100% sure of my method as of writing this post, but I’m pretty sure I’m going to vet the 3 word combos that get put together before handing them out to mappers and get rid of the truly terrible ones, that only hand out combos that aren’t just impossible to work with.
BUT here are the guidelines for phase 1! Copy/pasted as always!
Along with your map piece, please submit at least 3 words to go into the great word pool. This is the pool of words that will be handed out to the other mappers, but don’t count on getting your own words! You can give me more than 3 words but please cap it at 5 so I don’t have an endless pool.
Also to copy/paste again…
That said, there's a level of being reasonable when giving me words. Words like "Dark", "Bounce", "Fast", and "Ghost" are things that you can reasonably use in your life. But don't give me things that don't lend themselves well to mapping like "Broccoli" or something. Also nothing on the nose like "Hard Man" (which isn't even a word!!!). At the end of the day, while I want this to be a user made pool, I do reserve the right to deny any submitted words and ask for replacements or just replace them myself. And keep things PG.
We will talk about the more specific phase 2 guidelines when we get there, but if you’ve done a Jam before, odds are you know what’s up.
As always though, YOUR MAP PIECE AND WORDS ACT AS YOUR SIGN UP FOR JAM! YOU WILL NOT BE ABLE TO PARTICIPATE IF I DO NOT RECEIVE THESE BEFORE PHASE 1 IS OVER!
The next couple weeks are your chance to sign up! If you have any questions about anything, whether it be how this works or even how to do some things while mapping, do not be afraid to ask me! I am more than happy to help out!
All map pieces and words are to be submitted to my Discord (which is Freems) since Forum PMs don’t exist anymore. Submissions will close on Sunday, June 9th at 11:59pm EST (or more realistically, when I wake up the following Monday.) If you're paying attention, this deadline is extended since the last Google Doc since I want things to breathe on the new forums a little. Once we hit that deadline, I will add to this topic with the phase 2 details!
I think that’s everything I need to cover! If you have any questions about anything, feel free to ask!