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

Hey all you Mega Fans! We're back again with another V6C Newsletter!
Today is a very themed day as we're going to be looking at a lot of changes done to particular Wily Stages throughout the game! None of these are full map remakes, rather changes of varying degrees to improve the maps in different ways. We'll go in game order with this one, so let's start with a classic!




There are few maps more iconic to this game than MM2DW1. It's nearly as far of a traditional map as it could possibly be, but there's certainly something to be said about how special and unique it is. We didn't want to make any moves to take away those aspects, but instead, weirdly enough, decided to expand upon it, mostly in the forms of cover where you can find some in such an open map.
The castle in the north as you can see now has a small interior path not only to break sightlines, but to help you get another way to climb the walls without the ladders on the outside. And much of the south side has been expanded upon to wrap around the existing south bunkers. While it may seem strange to open the map even more, by having it wrap around the existing architecture, it offers more ways to dip out of battle than there were before.
We're not going to go very far for our next map, so let's take a quick dip into MM2DW2!


The most important thing to note on this one is that the spike pit has turned into a pool of water connecting back to the southern water area and most importantly, creating more options for getting in and out of that corner room.
While that's the largest change from a purely layout standpoint, there has also been another aesthetic sweep throughout the map. And...

You may run into some more familiar faces...
Next up!



For those who remember, MM4DW1 used to be the very original MM1FIR which was brought back due to popular demand after its removal. That said, because of its unique history, the map still had a more unpolished vibe surrounding it. Outright replacing the map after bringing it back in the first place was never going to do, but that doesn't mean it couldn't get a once over like so many other maps this version.
The name of the game here is breaking up dead ends and opening new paths. There is now paths connecting where the pipes drop you off and the Napalm Bomb cages instead of both being dead end platforms, and there's now new rooms wrapping around the center up to the back room with Tango Roll and the pipe entrances. The smaller map is kept intact but there are a lot more options than there were before.
One more Wily stage for today! The layout changes for this one are also minimal, but it's one that mostly got a facelift in the visual department...



It's about time MM7DW3 got a visual makeover if nothing else. For a variety of reasons tied back to V2's development way back in the day, MM7DW3 was actually hardly made up of anything from its home stage. Though the layout itself proved decently popular, so makeover was the name of the game here!
Of course, there are still some touchups to the map itself, mostly in terms of breaking up some very large sightlines. The biggest change at play though can be seen in the last screenshot by adding another higher entrance into the fabled cage. This way we enter the best case scenario of keeping the map itself intact, but making it feel WAY more like a 7DW3 should.
That's all for today's Wily Sponsored Newsletter! We'll see you soon for some more V6C goodness!
Today is a very themed day as we're going to be looking at a lot of changes done to particular Wily Stages throughout the game! None of these are full map remakes, rather changes of varying degrees to improve the maps in different ways. We'll go in game order with this one, so let's start with a classic!




There are few maps more iconic to this game than MM2DW1. It's nearly as far of a traditional map as it could possibly be, but there's certainly something to be said about how special and unique it is. We didn't want to make any moves to take away those aspects, but instead, weirdly enough, decided to expand upon it, mostly in the forms of cover where you can find some in such an open map.
The castle in the north as you can see now has a small interior path not only to break sightlines, but to help you get another way to climb the walls without the ladders on the outside. And much of the south side has been expanded upon to wrap around the existing south bunkers. While it may seem strange to open the map even more, by having it wrap around the existing architecture, it offers more ways to dip out of battle than there were before.
We're not going to go very far for our next map, so let's take a quick dip into MM2DW2!


The most important thing to note on this one is that the spike pit has turned into a pool of water connecting back to the southern water area and most importantly, creating more options for getting in and out of that corner room.
While that's the largest change from a purely layout standpoint, there has also been another aesthetic sweep throughout the map. And...

You may run into some more familiar faces...
Next up!



For those who remember, MM4DW1 used to be the very original MM1FIR which was brought back due to popular demand after its removal. That said, because of its unique history, the map still had a more unpolished vibe surrounding it. Outright replacing the map after bringing it back in the first place was never going to do, but that doesn't mean it couldn't get a once over like so many other maps this version.
The name of the game here is breaking up dead ends and opening new paths. There is now paths connecting where the pipes drop you off and the Napalm Bomb cages instead of both being dead end platforms, and there's now new rooms wrapping around the center up to the back room with Tango Roll and the pipe entrances. The smaller map is kept intact but there are a lot more options than there were before.
One more Wily stage for today! The layout changes for this one are also minimal, but it's one that mostly got a facelift in the visual department...



It's about time MM7DW3 got a visual makeover if nothing else. For a variety of reasons tied back to V2's development way back in the day, MM7DW3 was actually hardly made up of anything from its home stage. Though the layout itself proved decently popular, so makeover was the name of the game here!
Of course, there are still some touchups to the map itself, mostly in terms of breaking up some very large sightlines. The biggest change at play though can be seen in the last screenshot by adding another higher entrance into the fabled cage. This way we enter the best case scenario of keeping the map itself intact, but making it feel WAY more like a 7DW3 should.
That's all for today's Wily Sponsored Newsletter! We'll see you soon for some more V6C goodness!

Greetings all—it's the July edition of Freezer Bowl Fridays! Thankfully, no events were missed this time with the holiday last weekend. I hope to get these out on a more timely manner going forward! (We'll see how that goes...)
This month, we'll be taking a look at Mighty Deathmatch Burst, a new classes mod which has seen some play in recent months—and on the other end of the spectrum is Screw Scramble, a mod of the past making its grand return! We polish off the month with some rootin', tootin', Texan-Style shootin' in Gunslingers. Hope to see you all there!
This month, we'll be taking a look at Mighty Deathmatch Burst, a new classes mod which has seen some play in recent months—and on the other end of the spectrum is Screw Scramble, a mod of the past making its grand return! We polish off the month with some rootin', tootin', Texan-Style shootin' in Gunslingers. Hope to see you all there!

[very untimely and unprofessional, but here we go.]
Hey everyone — I’m Brendan87. Some of you might already know me, but most probably don’t, and that’s totally fine! I won’t go into full detail about who I am, but rather why I’m here today.
On July 10th, 2020, the MegaMan 8-Bit Deathmatch Community Showcase was released. That video served as a gateway for many new players to discover the game and join the community — some of whom remain active to this day. I, too, first encountered the game through that showcase, and I’ve been a part of the community ever since.
To mark the fifth anniversary of that moment, I will be creating a special video highlighting every mod released since then. I understand this may raise some eyebrows, particularly because the video will also include class mods and CBM forks. I recognize that these types of mods aren’t to everyone’s taste, and many prefer more traditional, "vanilla" content — and that’s entirely valid. However, I kindly ask that we set aside those preferences, just for a moment.
Whilst there are differing opinions and/or tensions that may exist among developers and players alike, the fact remains that each of us is contributing to the growth of this community in our own way. The modding scene today may not resemble what it was during its peak years of 2014–2016, but times change, and so does the audience. Some of you have grown up alongside this game, having been part of the community since 2010. Others have joined in the past seven years and gravitate toward newer trends. Butto come together and celebrate the game that has brought us all together for so long — and the projects, both past and yet to come, that continue to grow from it.
And now, for the slightly inconvenient part: The recording schedule.
July 3rd 2025 - Wizard's convention @ 6:30 PM EST (recording finished)
July 4th 2025 - Instagib Redefined @ 6:20 PM EST (recording finished)
July 5th 2025 - Saxton Hale Arcade @ 2:30 PM EST (recording finished)
July 6th 2025 - MightyDeathmatchBurst @ 7:30 PM EST (recording finished)
July 7th 2025 - V-Classes Terminator @ 5:30 PM EST (Recording Finished.)
July 8th 2025 - Make A Class Simulator @ 8:00 PM EST (recording postponed)
July 9th 2025 - Custom Weps + Map Packs TDM @ 7:30 PM EST (recording finished)
July 10th 2025 - JustiDerp LMS @ 11:30 AM EST (recording finished)
July 10th 2025 - Primo CBM @ 5:00 PM EST (recording finished)
July 11th 2025 - Grand Classes+ MapPacks @ 12:15 PM EST (recording finished)
July 12th 2025 - X Future Fury @ 7:30 PM EST
July 13th 2025 - Coop Mania + Randomizer 4:00 PM EST
July 14th 2025 - Gondola Patch @ 7:30 PM EST
If you have any questions, feel free to message me through Discord DMs (@rainsant1987) or just reply to this thread—I'll be checking in regularly. Until then, take care and have a great day, afternoon, or evening—wherever you are.
Hey everyone — I’m Brendan87. Some of you might already know me, but most probably don’t, and that’s totally fine! I won’t go into full detail about who I am, but rather why I’m here today.
On July 10th, 2020, the MegaMan 8-Bit Deathmatch Community Showcase was released. That video served as a gateway for many new players to discover the game and join the community — some of whom remain active to this day. I, too, first encountered the game through that showcase, and I’ve been a part of the community ever since.
To mark the fifth anniversary of that moment, I will be creating a special video highlighting every mod released since then. I understand this may raise some eyebrows, particularly because the video will also include class mods and CBM forks. I recognize that these types of mods aren’t to everyone’s taste, and many prefer more traditional, "vanilla" content — and that’s entirely valid. However, I kindly ask that we set aside those preferences, just for a moment.
Whilst there are differing opinions and/or tensions that may exist among developers and players alike, the fact remains that each of us is contributing to the growth of this community in our own way. The modding scene today may not resemble what it was during its peak years of 2014–2016, but times change, and so does the audience. Some of you have grown up alongside this game, having been part of the community since 2010. Others have joined in the past seven years and gravitate toward newer trends. Butto come together and celebrate the game that has brought us all together for so long — and the projects, both past and yet to come, that continue to grow from it.
And now, for the slightly inconvenient part: The recording schedule.
July 5th 2025 - Saxton Hale Arcade @ 2:30 PM EST
July 6th 2025 - MightyDeathmatchBurst @ 7:30 PM EST
July 8th 2025 - Make A Class Simulator @ 8:00 PM EST
July 9th 2025 - Custom Weps + Map Packs TDM @ 7:30 PM EST
July 10th 2025 - JustiDerp LMS @ 11:30 AM EST
July 12th 2025 - X Future Fury @ 7:30 PM EST
July 13th 2025 - Coop Mania + Randomizer 4:00 PM EST
July 14th 2025 - Gondola Patch @ 7:30 PM EST
If you have any questions, feel free to message me through Discord DMs (@rainsant1987) or just reply to this thread—I'll be checking in regularly. Until then, take care and have a great day, afternoon, or evening—wherever you are.

Hey all you Mega Fans! We're back again with another V6C newsletter!
As I said last time, I'll have a slightly meatier update this go around to make up for the extra week of waiting. Let's open with two much smaller changes real quick...



A small parking garage has been added to the middle of Nitro Man's stage! It's a small addition, but it really helps open up a pretty small map just a little, plus helps break up existing chokepoints in the map.
Plus who doesn't need a place to park their cars?
For another small change to a Mega Man 10 map...



From a geometry standpoint, not much really changed here on Strike Man at all, but the main difference is this corner room has been lowered by a good deal. It was an incredibly strong position to hold on the map and it ended up making the map a little lopsided. Lowering the room just helps the flow of the map and keep things more balanced all around. It's a small change in the grand scheme of things, but still an important one.
But let's take a look at a bigger change, shall we?




Napalm Man's stage has been completely remade! Gone are the very cramped caves and surprisingly small outdoor cliffs, now we have a much more expanded map that better shows off the jungles and caverns of the stage! There are still some setpieces remaining from the original map (The second image here in particular takes a lot of cues from a particular area in the old map) but a lot of this one has been expanded upon and made for the better!
And you know what? We're not done yet. Because while we're on the topic of Mega Man 5...

That's right! Super Arrow is being added to the game!
It does function as an item and not a weapon but unlike other items, you get a whopping five uses of this bad boy! Unlike Item-2 however, Super Arrow doesn't wait for you and will quickly fire upon use and stick to a wall on contact.


The arrow will then linger for a little bit allowing you to climb a surface to your heart's content! Much like the projectile in Mega Man 5, Super Arrow also deals damage to your enemies if they are hit by the projectile, so it's one to keep an eye out for!

It doesn't have to only stick to walls either! The arrows will also stick to any floors or ceilings nearby. You know, if you want to give a hallway teeth or something like that.

Super Arrows will even stick to each other, allowing you to make a makeshift temporary bridge of sorts! It may be a fast projectile, but there's a surprising amount of things you can accomplish with the ability to stick arrows to walls.
That's all for this news letter! We'll see you next time for some more Mega Man 8-Bit Deathmatch action!
See you then!
As I said last time, I'll have a slightly meatier update this go around to make up for the extra week of waiting. Let's open with two much smaller changes real quick...



A small parking garage has been added to the middle of Nitro Man's stage! It's a small addition, but it really helps open up a pretty small map just a little, plus helps break up existing chokepoints in the map.
Plus who doesn't need a place to park their cars?
For another small change to a Mega Man 10 map...



From a geometry standpoint, not much really changed here on Strike Man at all, but the main difference is this corner room has been lowered by a good deal. It was an incredibly strong position to hold on the map and it ended up making the map a little lopsided. Lowering the room just helps the flow of the map and keep things more balanced all around. It's a small change in the grand scheme of things, but still an important one.
But let's take a look at a bigger change, shall we?




Napalm Man's stage has been completely remade! Gone are the very cramped caves and surprisingly small outdoor cliffs, now we have a much more expanded map that better shows off the jungles and caverns of the stage! There are still some setpieces remaining from the original map (The second image here in particular takes a lot of cues from a particular area in the old map) but a lot of this one has been expanded upon and made for the better!
And you know what? We're not done yet. Because while we're on the topic of Mega Man 5...

That's right! Super Arrow is being added to the game!
It does function as an item and not a weapon but unlike other items, you get a whopping five uses of this bad boy! Unlike Item-2 however, Super Arrow doesn't wait for you and will quickly fire upon use and stick to a wall on contact.


The arrow will then linger for a little bit allowing you to climb a surface to your heart's content! Much like the projectile in Mega Man 5, Super Arrow also deals damage to your enemies if they are hit by the projectile, so it's one to keep an eye out for!

It doesn't have to only stick to walls either! The arrows will also stick to any floors or ceilings nearby. You know, if you want to give a hallway teeth or something like that.

Super Arrows will even stick to each other, allowing you to make a makeshift temporary bridge of sorts! It may be a fast projectile, but there's a surprising amount of things you can accomplish with the ability to stick arrows to walls.
That's all for this news letter! We'll see you next time for some more Mega Man 8-Bit Deathmatch action!
See you then!

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!
