News Blog
Catch all of Mega Man 8-Bit Deathmatch's announcements and highlights here!

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!
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!

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!
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!

Zandronum 3.2.1 has released!
I'm getting deja vu. Zandronum, the game engine that powers Mega Man 8-Bit Deathmatch, has just released its newest 3.2.1 version! This version is primarily a small hotfix to the prior version, so there's not as much worth noting in this post, but feel free to click here for Zandronum's full update post if you're interested in the nitty gritty details.
What this means for you
Just like last time, as servers begin hosting 3.2.1 and mods begin being built with it, you may find yourself unable to join those servers or play with those mods. To fix this, you'll have to update your game to use Zandronum 3.2.1 instead.
All of MM8BDM's download links have been updated to include Zandronum 3.2.1, so you can simply reinstall the game to do this upgrade. Those updated downloads are linked below for convenience. If you need additional guidance, please refer to the game's installation guide here.
I'm getting deja vu. Zandronum, the game engine that powers Mega Man 8-Bit Deathmatch, has just released its newest 3.2.1 version! This version is primarily a small hotfix to the prior version, so there's not as much worth noting in this post, but feel free to click here for Zandronum's full update post if you're interested in the nitty gritty details.
What this means for you
Just like last time, as servers begin hosting 3.2.1 and mods begin being built with it, you may find yourself unable to join those servers or play with those mods. To fix this, you'll have to update your game to use Zandronum 3.2.1 instead.
All of MM8BDM's download links have been updated to include Zandronum 3.2.1, so you can simply reinstall the game to do this upgrade. Those updated downloads are linked below for convenience. If you need additional guidance, please refer to the game's installation guide here.

August is upon us, and that means another Freezer Bowl Friday schedule!
Things are a little less modification heavy this month as we try out some tried-and-true classics. We kick things off by trying the Hyperfighting mod made by Messatsu, which advertises some fun changes to the base movement and plenty of weapon tweaks. Skulltag makes an appearance in our second week before Scorched Earth—this time with custom weapons! To end things, we'll try out Weapon Master to see who can master single weapon matches!
I am aware the 29th is a Friday this month. If we decide to host another one that day, I'll make an appendix to this schedule!
Hope to see you there!
Things are a little less modification heavy this month as we try out some tried-and-true classics. We kick things off by trying the Hyperfighting mod made by Messatsu, which advertises some fun changes to the base movement and plenty of weapon tweaks. Skulltag makes an appearance in our second week before Scorched Earth—this time with custom weapons! To end things, we'll try out Weapon Master to see who can master single weapon matches!
I am aware the 29th is a Friday this month. If we decide to host another one that day, I'll make an appendix to this schedule!
Hope to see you there!

open for thread theme:

Information
Summary
Catalyst Series Novice League is the sister league to the Catalyst Series Major League. Designed with a simpler ruleset, it aims to give newcomers a space to experiment with competitive MMB8DM CTLMS.
Rules arehere for the Novice League (READ THIS PLEASE)
FAQ (I also recommend you read this if you're curious about anything)
For those who are interested, signups are here.
It is also informally required you join the Catalyst Series discord.
Additionally, you can join the Gondola Patch discord if you have any questions/you need to reach me.

Catalyst Series Novice League - The Premier Beginner Focused Classes TLMS Tournament!
Information
Summary
Catalyst Series Novice League is the sister league to the Catalyst Series Major League. Designed with a simpler ruleset, it aims to give newcomers a space to experiment with competitive MMB8DM CTLMS.
Rules arehere for the Novice League (READ THIS PLEASE)
FAQ (I also recommend you read this if you're curious about anything)
For those who are interested, signups are here.
It is also informally required you join the Catalyst Series discord.
Additionally, you can join the Gondola Patch discord if you have any questions/you need to reach me.