Mega Man 8-Bit Deathmatch Forum

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Long-time casual fan of 8BDM. Howd'ya do?
Long-time casual fan of 8BDM. Howd'ya do?
September. 28, 2025, 4:35 PM (Edited by Varunius) R.O.B.
The robot from Smash/Mario Kart DS is ready for 8-Bit Deathmatch!
Comes with a number of custom sounds and can be included as a bot.

Download (new version)

Edit: Added a few more previews and spaced them a bit. Admittedly something I should have done initially.

Edit2: Decided to put the previews in a spoiler folder to clear up clutter and updated the pk3 to include a mugshot based on the Smash 4 render pose.

Long-time casual fan of 8BDM. Howd'ya do?
Long-time casual fan of 8BDM. Howd'ya do?
September. 27, 2025, 5:29 PM R.O.B.
Sorry for late reply. I don't play with mugshots enabled as a lot of skins I have from back in 2012-17 never had customized ones. That and I'm not familiar with adding in a mugshot. I could implement one into the pk3 after figuring it out and update the download link if that's okay.
I'm completely new to the whole forum thing and MM8BDM community - I don't want to get on anybody's bad side is all.
Korby Administrator
Benvenuto nella room italiana!
Administrator
Benvenuto nella room italiana!
September. 27, 2025, 5:24 PM (Edited by Korby) Mega Man 8-Bit Deathmatch V6C Newsletter
Hey all you Mega Fans! We're back again with another V6C Newsletter!

In case it wasn't obvious by me not being Freems, today's update is going to be a little different. Normally we'd show off some content hot off the presses to gladly feed your ever-hungering desire for shiny new playthings, but this time around we're going to zoom out a bit and talk about the bigger picture of the game's design and balance. I hope you like text, because I don't have very many pictures for you. I'll intersperse some big green text here and there to help ease your eyes and give you the gist of my ramblings. Let's begin!

To start things off, I'm here to announce to you that we have removed the Energy Balancer pickup and made it an innate passive that is always active. This is a change that's been pretty heavily requested over the years, and we felt like it was finally time to implement it into the core game. There was always an amount of skill required to manually fill the weapons you wanted to regain the ammo for, but when looking the game over we decided this wasn't an area we felt strongly about as an exciting expression of skill in our game.

Plenty of our players are familiar with how this feels given it's been in quite a few mods for years, but if you're not I can most certainly tell you that after playtesting V6C it's quite difficult to go back to an Energy Balancer-less state when playing on servers running older versions!

On the subject of ammo, however, this is as good a time as any to mention a global nerf we've been testing internally and are pretty positive on. Since we changed how our ammo pickups function 9 years ago in V5A, they've restored pretty arbitrary amounts of ammo based roughly on what percentage of ammo the individual pickups previously restored on a weapon with the typical 28 max ammo. Unifying ammo gains like this was ultimately healthy for the game, but the values we've had them set at for nearly a decade are frankly too high.

As it currently stands, ammo is a non-issue in most cases and you can shovel two pickups into your gun to restore a whopping 60% of your clip. Because of how common ammo pickups are on maps, ammo may as well not be a mechanic in the game as it stands.



To make ammo matter, we've made the percentage an individual pickup match the same numbers as our health pickups. Specifically, a small Weapon Energy used to restore 30% of your ammo, and a large one used to restore 72%. They now restore 20% and 55% respectively. We chose this path for a couple reasons - primarily, not having to remember how much percentage each of the four different energy pickups used in core maps restores reduces mindshare.

In addition, tackling ammo rates on a global level like this is going to be considerably easier than reducing the amount of pickups on every single map in the game - not to mention the effect that would have on custom map balance.

To really hammer the point regarding ammo home, it's worth mentioning as well that we'll be reducing the maximum ammo on a small handful of weapons. This isn't a global thing and we're not trying to starve everyone of ammo, we just feel that some weapons have a higher magazine than they really should. For example, we've halved Search Snake's ammo capacity. It has had it too good for too long. These changes are part of a shift in balance philosophy the core game has been pushing since V6A and further refined in V6B.



For most of the game's life, damage was the primary lever used to balance the game. There were changes here and there targeting other things, but mostly we saw a gradual decrease in damage across the entire weapon set all the way up until V6A where everything got cranked back up to get our Time to Kill to a place where we were happy with. V6B toned some of those changes back down and instead focused on buffing other aspects of weapons to further help accentuate what makes each weapon in our game special.

The weapons in our game should feel powerful and fun to use, but most importantly they should feel meaningfully different. When you lower a weapon's strengths and shore up its weaknesses, the choice between weapons becomes less meaningful and our arsenal becomes homogenized.

In general, we would greatly prefer when a weapon's highs are high as long as it pays for it with adequate lows. In practice, this means taking power from areas that aren't exciting for a given weapon and letting it exist elsewhere. As the amount of weapons in our game grows, it becomes more and more important to ensure these differences can be felt.

Balance is an ongoing process and we haven't always hit the mark. For example, power weapons as a class are always going to be tricky to keep sane; their core defining characteristic is that they hit like trucks and reducing that too much is going to feel bad no matter how you slice it. However, power weapons have been in a pretty unacceptable state for a long while now. Where we can, we'll be looking to lower the general effectiveness of the more egregious of these weapons, push their unique traits, or "buy" power for them by taking it from elsewhere.

I do also want to thank our players who've been discussing the balance of the game in the MM8BDM Discord. Keeping an ear to the wall for balance problems in the game is fairly difficult with how many different locations there are for discussion nowadays, and it's very easy to miss with the impermanence of in-game chat and Discord messages being buried under mountains of stream-of-consciousness live chat. In V6C, you'll see some changes to the game directly inspired or contributed by members of our community, including one to Pharaoh Shot by Pr. Fly!



If you have issues with a weapon, item, or the game's balance, please consider posting about it in the MM8BDM Discord or right here on the forums so we can keep track of it! We want to make our game the best that it can be, and knowing what our players have problems with is an important part of that goal.

And as always, thank you so much for playing our game!














Oh, you're still here?
Well, I suppose I can announce one new thing. I wasn't telling the whole truth when I said we removed Energy Balancer's pickup from the game. It's more accurate to say we just changed what it is.



I'm sure at least one person saw this coming, but we're adding Energy Balancer Neo to Megaman 8-Bit Deathmatch!

In addition to the ammo normally restored when picking up a capsule, this powerup additionally restores a reduced amount of ammo to ALL of your other held weapons!

This item comes from Megaman 11 and we were always going to add it when we got around to making the content for that expansion. We elected to add it early because we were committed to giving players an innate Energy Balancer in V6C! Rather than an acquirable quality-of-life change, Energy Balancer Neo is indisputably a strong upgrade that conveniently helps to offset the global ammo nerf!

And that's all for today's newsletter! We'll see you next time, back to your regularly scheduled programming. See you then!
Gangular worms crawl underneath the street beef. We eat meat, gangy.
Gangular worms crawl underneath the street beef. We eat meat, gangy.
September. 26, 2025, 2:01 PM (Edited by Pr. Fly) Flame Sword retool suggestion!
I return with an update on my Flame Sword retool!
"Atlanta is the new China." -Me

So, before I begin, I want to thank everyone who gave the build a fair shot and talked to me about it. I got a LOT of complaints regarding Flame Sword's functionality and all the jank that absolutely smothered the move's online usage. Every complaint has been heard and listened to, and it's safe to say that I would have probably left it as-is if I wasn't so invigorated by all the potential. It also helps that I am both incredibly bored and busy with college and I'd rather do ANYTHING BUT PORTING!!!

Right, so, with that out the way, I'd like to introduce you to Flame Sword v1b!!!


Ta-da (again)! The biggest thing you might notice is that Flame Sword looks fucking beautiful now. This one had me jumping the shark considerably in terms of visuals, but I have cross-referenced it with plenty of friends and determined that the sword's brightness significantly cuts down on visual clutter. Much like with the actual weapon in Mega Man 8, where the sword ends and the flame begins is now far more apparent on both the user and especially the enemy's end. That's not all I did to make fighting Flame Sword feel more sane, as I have slightly adjusted the damage values and removed hitstun entirely from the weapon. The former was admittedly not too bad, given the hefty ammo cost, but I still wanted to make it so that you're reliably 3hko'ing at mid range with the maximum damage possible being a 2hko at point-blank range. Hitstun, though? Easily the worst thing about that first build of Flame Sword. Nooooobody likes getting basically time-stopped while losing half of your entire health bar. Ever. It sucks so bad and is antithetical to how I want the weapon to be used, so I killed it. Forever. Other changes are admittedly a bit smaller. I made the weapon lag less, be transparent for the user only, and swing a little faster to make the weapon feel less sluggish.

Also, new weapon icon! Just a slight recolour.


As per usual, don't be afraid to leave feedback and tell me what you think!

THE FILE: 8bdm-flameswordtweak-v1b.pk3
==Flame Sword v1b
-Removed hitstun.
-Updated weapon icon
-Updated visuals, FX and damager are now translucent purely for user only
-Damage reduced 30/5 > 28/4
-Fixed swipes having weird left/right offset
-Swipe duration reduced 10 tics > 9 tics
--Projectile spawner intervals per tic increased 20 > 22.5
-Projectile damager speed increased 5 > 6
-Now spawns OilPitIgnition via damagers instead of warpers
-Fixed Flame Sword not spawning when firing into a wall
-Fixed Flame Sword continuing after user's death
September. 26, 2025, 12:56 PM (Edited by Binary) R.O.B.
There's no mugshot sprite for this skin, it looks fine otherwise.

This sheet of every weapon/item has one, which was made by Dimpsy
the fix your mod guy
the fix your mod guy
September. 26, 2025, 9:52 AM (Edited by Allanx) [Allanx Inc] Coop Mania Plus (v3.1.1)
Coop Mania Plus

Coop Mania Plus is a total campaign conversion for MM8BDM focused entirely on cooperative play, featuring a new storyline, new characters, and handcrafted levels—all separate from the vanilla MM8BDM experience. It’s designed for co-op, but it's totally playable solo too, so you can enjoy the action at your own pace.

Features:

All-New Story & Characters
A mysterious and unhinged figure known only as Dickman has launched an all-out assault on the community, amassing a chaotic army of recolored robot masters and corrupt robots. One by one, servers have fallen, and the battlefield has been overrun by his twisted forces.

With the MM8BDM community on the brink of collapse, it’s up to you — and anyone crazy enough to join — to push back through a gauntlet of strange worlds. Face off against the recolors, shut down their operations, and put an end to the madness before there’s nothing left to save.



New Campaign Maps
Fight your way through unique, scripted levels designed with adventure and progression in mind.


Original Boss Battles
Face off against custom bosses with their own patterns, personalities, and stage mechanics.


Addon Support
One of this mod's most powerful features is its built-in addon support, letting players expand the experience far beyond the base campaign.

Using a modular design, the mod allows custom maps to be seamlessly added into the game's level select hub, so you (or other creators) can craft entirely new stages, encounters, or even mini-campaigns — and launch them directly in-game without modifying the core mod.



Roguelike Mode
If you're looking for a more unpredictable and replayable experience, Coop Mania Plus includes a fully functional Roguelike Mode — a game mode where every run is unique, chaotic, and full of surprises.

There's no strict "end" to Roguelike Mode. Once you clear a level, you're sent to another randomized one. You can keep going until you're defeated or decide to stop, making it perfect for high-score challenges or endurance runs.

Notes + Download
Coop Mania Plus works in conjunction with the Coop Pack mod — a shared resource pack containing all the enemies, gimmicks, bosses, and custom assets used by the campaign.
You must load Coop Pack BEFORE Coop Mania Plus for the mod to function correctly.

Download Coop Mania Here (v3.1.1)
Wad Info
Download Coop Pack Here


Extra Files (Not Necessary, But Recommended)
Music File (v3.0.0)
Example Map Pack (Contains Documentation)
September. 24, 2025, 2:59 AM Mega Man 8-Bit Deathmatch V6C Newsletter
Now that's more like it! I can't wait to see more of those Newsletters of Mega Man 8-Bit Deathmatch V6C and play this version!
Insert Medals here . . . . . . Target Blaster Winner [x2]
Insert Medals here . . . . . . Target Blaster Winner [x2]
September. 22, 2025, 7:40 PM (Edited by Trillster) Class Based Modification (v9gh)

Class Based Modification (CBM)

Colloquially known as Class based modification or just "classes" in the past, CBM aims to take as many important characters in the Classic Mega Man series, and create a playable multiplayer class out of them with certain creative liberties and design choices, using input and feedback from the community.

For tips, or just plain questions, please visit the Discord server dedicated to this mod.
CBM Official Discord


Download Latest Version (v9gh)!
Currently only compatible with Mega Man 8-Bit Deathmatch V6B.

Changelog!

Download Taunts!
NOTE: You must put the taunt file into your skins folder!


September. 21, 2025, 10:40 AM (Edited by MightyTheSaiyanhog) Class Based Modification (v9gh)
Hi, so... i know it's odd, but when i tried to run the game with this loaded, i would constantly get an error, this is the error

"Script error, "classes-v9gh.pk3:cvarinfo" line 1: cvar 'YD_WeaknessSetting' already exists

Remove 'YD_WeaknessSetting' and all other conflictingcvars from your ini and restart Zandorium to continue."
Weird demon doin' code things.
Weird demon doin' code things.
September. 19, 2025, 4:18 AM VileWeps (LATEST - v3c1)
For servers hosted by TSPG, this typically borders around 60. Now that doesn't sound too bothersome, until you start factoring in map packs and other weapon packs into the equation.

People host with many map packs, weapon packs, and quality of life fixed / addons. I host a gamemode (Saxton Hale Resurgence) with as many good maps and weapons as I can fit in. That has ~8 files left I can put in.

Do you know how many individual files Vileweps and Allanxweps combined would be worth? Around ROUGHLY THIRTY. Not factoring in other maps, weapon packs, and quality of life addons like Ping Button and UI Extensions.

So no. Individual weapon files just is not happening. And that's why I've made disabling and enabling weapon categories to your liking as accessible as I can.