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

Woof, sorry for the delay on this one. Here is the schedule for June's Freezer Bowl Fridays, with one coming up tomorrow! Apologies to all those who missed out on the Saxton one. Even if these schedules don't come out on time, joining our Discord is a good way to make sure you don't miss out on events like these!
Superbosses is fairly consistent theme of this month, with both Saxton and Terminator featuring supercharged players going up against other average Joes. We also feature some fun mods from yesteryear in Cutmanmike's classic Ghouls Vs. Humans in 8BDM form and Laggy Blazko's Instagib Springfield mod. Hope to see you all there!
Superbosses is fairly consistent theme of this month, with both Saxton and Terminator featuring supercharged players going up against other average Joes. We also feature some fun mods from yesteryear in Cutmanmike's classic Ghouls Vs. Humans in 8BDM form and Laggy Blazko's Instagib Springfield mod. Hope to see you all there!


Hey all you Mega Fans! We're back at it again with another V6C newsletter!
I'm going to open with the less than exciting news, is that while our every two week newsletter schedule has been fun and a blast, we're going to be delaying back to an every three week schedule. Believe it or not, we're not actually out of content to show, but it will get to a point very shortly where if we keep it on a two week schedule, I'm going to start only being able to show exclusively smaller changes for a post, and that's not exciting to me at all. I don't want to get everyone all riled up to see "That's right, we have changed this one hallway!" and nothing else exciting until two weeks later.
This way on an every three week schedule, I can feel good about the content we're showing off per newsletter, and we'll even mostly show off a little more than usual to make up for the extra week gap.
But, let's dive into this newsletter! Let's open with a map that's been remade more or less from the ground up!




That's right, it's time for a brand new Pharaoh Man!
This isn't the first time Pharaoh Man's stage has been reworked, but the last one focused on improving the outdoor area while keeping the interior mostly the same as it's been since v1. This rework changes pretty much everything about the map, both inside and outside, while keeping the same themes alive. You can't have Pharaoh Man in a 3D Megaman Shooter WITHOUT the pyramid to fight around, it just wouldn't be right. The interior of the pyramid has been completely redone while still keeping a labyrinth-y feel to it. And while the outside still goes around the pyramid, it's less so the big open space that it was before and has been broken up in different ways.
That said, if you are to explore the pyramid, you may even find hidden treasures inside...

That's right, Balloon Adapter is being added as a new assist item!
As you likely know in Mega Man 4, Balloon Adapter was more or less another version of Item-1, so it's seen quite a change up in 8-Bit Deathmatch. Firstly, upon using the item...

You will quickly deploy a balloon which will bounce in place. Climb on top of it and...

You will be quickly whisked up to the ceiling! You can move around here and can even disembark your balloon at any time. Doing so will cause the balloon to bounce again allowing you to get back on it if you can.

Now this is quite the powerful tool! It's as much height as possible, you can rain fire down upon your enemies, and it lasts for quite some time! It's just...

While you can ride your balloon for a good amount of time, it's best to remember it is still a balloon. And despite it's very powerful ability...

It's very easy to pop a balloon.
That's all for this news letter! We'll see you next time, which remember is in three weeks and not two. But we'll make sure to keep it exciting!
See you then!
I'm going to open with the less than exciting news, is that while our every two week newsletter schedule has been fun and a blast, we're going to be delaying back to an every three week schedule. Believe it or not, we're not actually out of content to show, but it will get to a point very shortly where if we keep it on a two week schedule, I'm going to start only being able to show exclusively smaller changes for a post, and that's not exciting to me at all. I don't want to get everyone all riled up to see "That's right, we have changed this one hallway!" and nothing else exciting until two weeks later.
This way on an every three week schedule, I can feel good about the content we're showing off per newsletter, and we'll even mostly show off a little more than usual to make up for the extra week gap.
But, let's dive into this newsletter! Let's open with a map that's been remade more or less from the ground up!




That's right, it's time for a brand new Pharaoh Man!
This isn't the first time Pharaoh Man's stage has been reworked, but the last one focused on improving the outdoor area while keeping the interior mostly the same as it's been since v1. This rework changes pretty much everything about the map, both inside and outside, while keeping the same themes alive. You can't have Pharaoh Man in a 3D Megaman Shooter WITHOUT the pyramid to fight around, it just wouldn't be right. The interior of the pyramid has been completely redone while still keeping a labyrinth-y feel to it. And while the outside still goes around the pyramid, it's less so the big open space that it was before and has been broken up in different ways.
That said, if you are to explore the pyramid, you may even find hidden treasures inside...

That's right, Balloon Adapter is being added as a new assist item!
As you likely know in Mega Man 4, Balloon Adapter was more or less another version of Item-1, so it's seen quite a change up in 8-Bit Deathmatch. Firstly, upon using the item...

You will quickly deploy a balloon which will bounce in place. Climb on top of it and...

You will be quickly whisked up to the ceiling! You can move around here and can even disembark your balloon at any time. Doing so will cause the balloon to bounce again allowing you to get back on it if you can.

Now this is quite the powerful tool! It's as much height as possible, you can rain fire down upon your enemies, and it lasts for quite some time! It's just...

While you can ride your balloon for a good amount of time, it's best to remember it is still a balloon. And despite it's very powerful ability...

It's very easy to pop a balloon.
That's all for this news letter! We'll see you next time, which remember is in three weeks and not two. But we'll make sure to keep it exciting!
See you then!
Hello! I am swarm9999, the host of this event. Mapping events have always been my favorites so I have decided to host my own. Welcome to the event, Mega Mapping Marathon, a class mod-focused mapping event with a small grand prize of $100! This is an event with a unique community based voting aspect, so I hope many of you decide to participate as mapper or spectator!

What is Mega Mapping Marathon?
As previously mentioned, this a mapping back focused on classes. There is no theme, so you may map to your imagination's content. What makes this contest special is the voting system.
How it works
Each map is scored from 1-10 on 3 categories. Layout, Aesthetics, Functionality. At the end of the event, voters will fill out a google form to submit there answers. A written review (may be brief) is required for each map.
-Layout
Layout includes the shape of the map, the flow of the map, spawns, or anything affecting the gameplay of the map. This includes gimmicks and props and how they contribute to the map.
-Aesthetics
The maps textures and music.
-Functionality
Are there any bugs? Are there pit protect lines where there shouldn't be or missing ones where there should? Are any scripts broken? Questions like these that are answered with "no" will result in reduced points. Just remember, lag may not always be the maps fault so please keep that in mind.
Deadline and participation
The deadline will be December 9th at 11:59 PM PST. You have to submit you maps before then, so don't dilly-dally! I plan to host more mapping events in the future and perhaps other events to, so I have made this server to serve as a hub for this and future events. Here is the link: https://discord.gg/RZnqtK44
You have to be in the Discord to map or vote.
Why handle voting this way?
Well simply because I thought it would be fun and also I personally haven't really seen anything like it before. Another reason is that I want to see who will make a good judge, who has a passion for mapping. I hope to hold future contests with a set board of judges and higher money winnings. If you are interested in being a judge, deep reviews of maps is something that will put you on my radar, but if you are not interested I plead with you, don't hesitate to make good deep reviews as you can always say no if I ask you! 😊
RULES
1. Maps must follow TSPG guidelines.
2. All maps must have Aircontrol 0.5
3. Every pit must use the 8bdm "Hazard Pit" prop and be surround by pitprotect lines.
4. All maps must have 16 Team Wily and Light spawns and 8 Team Cossack and King spawns.
5. All voters are only allowed to submit one voting card each. Any voter caught submitting more than one card will 6. have their original and subsequent votes nullified.
7. Mappers are not allowed to vote.
8. Contestants may not discuss progress of their map outside of the designated Discord channels or with non-contestants.
9. All maps must be submitted before the deadline of December 9th, 11:59 PM PST
For any questions, comments, or concerns please comment on this thread or message me on Discord at swarm9999

What is Mega Mapping Marathon?
As previously mentioned, this a mapping back focused on classes. There is no theme, so you may map to your imagination's content. What makes this contest special is the voting system.
How it works
Each map is scored from 1-10 on 3 categories. Layout, Aesthetics, Functionality. At the end of the event, voters will fill out a google form to submit there answers. A written review (may be brief) is required for each map.
-Layout
Layout includes the shape of the map, the flow of the map, spawns, or anything affecting the gameplay of the map. This includes gimmicks and props and how they contribute to the map.
-Aesthetics
The maps textures and music.
-Functionality
Are there any bugs? Are there pit protect lines where there shouldn't be or missing ones where there should? Are any scripts broken? Questions like these that are answered with "no" will result in reduced points. Just remember, lag may not always be the maps fault so please keep that in mind.
Deadline and participation
The deadline will be December 9th at 11:59 PM PST. You have to submit you maps before then, so don't dilly-dally! I plan to host more mapping events in the future and perhaps other events to, so I have made this server to serve as a hub for this and future events. Here is the link: https://discord.gg/RZnqtK44
You have to be in the Discord to map or vote.
Why handle voting this way?
Well simply because I thought it would be fun and also I personally haven't really seen anything like it before. Another reason is that I want to see who will make a good judge, who has a passion for mapping. I hope to hold future contests with a set board of judges and higher money winnings. If you are interested in being a judge, deep reviews of maps is something that will put you on my radar, but if you are not interested I plead with you, don't hesitate to make good deep reviews as you can always say no if I ask you! 😊
RULES
1. Maps must follow TSPG guidelines.
2. All maps must have Aircontrol 0.5
3. Every pit must use the 8bdm "Hazard Pit" prop and be surround by pitprotect lines.
4. All maps must have 16 Team Wily and Light spawns and 8 Team Cossack and King spawns.
5. All voters are only allowed to submit one voting card each. Any voter caught submitting more than one card will 6. have their original and subsequent votes nullified.
7. Mappers are not allowed to vote.
8. Contestants may not discuss progress of their map outside of the designated Discord channels or with non-contestants.
9. All maps must be submitted before the deadline of December 9th, 11:59 PM PST
For any questions, comments, or concerns please comment on this thread or message me on Discord at swarm9999

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!
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!
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!