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April. 14, 2025, 1:39 PM
Mega Man 8-Bit Deathmatch V6C Newsletter
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!


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!
March. 31, 2025, 1:57 PM
Mega Man 8-Bit Deathmatch V6C Newsletter
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.



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.
March. 17, 2025, 2:16 PM
Mega Man 8-Bit Deathmatch V6C Newsletter
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!
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!
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.