Mega Man 8-Bit Deathmatch Forum
Showing Results For:
October. 6, 2025, 6:42 PM
Megaman X: Future Fury
the download links (at least the latest one) seem to be broken
October. 5, 2025, 8:23 AM (Edited by ThéophileCaceres)
[Allanx Inc] Allanx Weps
Finally updated this post OOOHHHH MYYYY LOOORDDDDD
If there's more stuff to be put there let me know!!!
As for the progress of the mod I am rereviewing every weapon AGAIN for v3e(or v4a might do that last minute) which will be a cleanup update, mostly polish work, balance work, resprites ect. May be a multi-part update
There should be a new forum projects post in the 'cord any second now but like damn
Spent most of my weekend doing all of this being going through a good chunk of the weapons and rewriting this post because I am a very hardworking 8bdmer :> (:<)


If there's more stuff to be put there let me know!!!
As for the progress of the mod I am rereviewing every weapon AGAIN for v3e(or v4a might do that last minute) which will be a cleanup update, mostly polish work, balance work, resprites ect. May be a multi-part update
There should be a new forum projects post in the 'cord any second now but like damn
Spent most of my weekend doing all of this being going through a good chunk of the weapons and rewriting this post because I am a very hardworking 8bdmer :> (:<)


October. 5, 2025, 8:17 AM (Edited by ThéophileCaceres)
[Allanx Inc] Allanx Weps
Allanx Weps
^ This is STILL a image placeholder.
Allanx Weps is one of the biggest weapon packs currently available if not the biggest already.
This weapon pack adds over ~300 assets (weapons/busters/assists combined) to play with, being either original work or ported from the past, tweaked to be completely fresh!
It contains the following:
What else is there in Allanx Weps?
Utilities
Here's a list of every buster -> weapon -> item in the mod! With beautiful handwriting!
Here's all the server variables and CVARs in the mod! Use them to toggle features!
Download Links:
3DHH-POASHE3: Balance patch made during the second opening of Allanx Weps in Saxton Hale servers, If you want the latest ALXW experience, put this file below your main ALXW V3DHH file. (v3dhh patch o algo sh edition 3)
TSPG: Quick Download
TSPG: Wad Info
3DHH: Part of the "Full-on Original" Update.
TSPG: Quick Download
TSPG: Wad Info
3CPB2H: the "Not late ACTUAL Hotfix" update (v3c public beta 2 hotfix)
TSPG: Quick Download
TSPG: Wad Info
Shoutouts to MegaVile for having a forum projects post in the Unofficial 8BDM Discord that made me want to rewrite this post lol
^ This is STILL a image placeholder.
Allanx Weps is one of the biggest weapon packs currently available if not the biggest already.
This weapon pack adds over ~300 assets (weapons/busters/assists combined) to play with, being either original work or ported from the past, tweaked to be completely fresh!
It contains the following:
- Other Allanx Inc mods like Untitled Boss System, Coop Mania+ and CursedCBM.
- Original assets with many subcategories being based off Dragon Ball, Megaman Fortress bosses, Misc stuff, Made by 8BDM user PRBlaster, Undertale, Inspired Burst, Rockman 7 EP, MegaChud, Smiling Critters (Poppy Playtime), Gungeon series and Roblox gears.
- All Runes can appear as passive-type items, replacing the Energy Balancer with a long-cooldown powerful buff!
- A LOT of content made from 8BDM user Dimpsy! Featuring Magicode, Dimpweps, DI-Classes and Buster Classes even including concepts being fulfilled from Dimpweps! This totally did not triple the mod's contents atleast once.
- Weapons from the Coop mods Mega Man Single Player and Mega Man WORLD are present! They're more balanced to be suitable for non-cooperative gameplay.
- Content from the first iteration of Xover Weapons is included here!
- Copyweapons from Tats Classes are also present!
What else is there in Allanx Weps?
- You can disable certain categories and subcategories! This will NOT allow you to have 100% fun with this mod! But if you want a slightly calmer experience with this mod, go ahead.
- You can enable Energy Balancer Start allowing you to spawn with Energy Balancer. Rewriting this forum post is funny because v6c is going to have this.
- Party Balls have respawn cooldowns! ...Sure! But they can also draw any-defined assist they have access to!
- Training Bot (Sponge)'s HP can be multiplied by 10x! Another QoL improvement that gives me thoughts about separating these in another file!
- You can scroll faster in the TRAINING map by default since there's a lot of weapons added.
- Enable Contra Mode when locked-on with Coop Pack (W.I.P) Want a much harder, special experience with your coop mods? How about this, enemy health has been halved, but you take 15x damage! And Health Capsules have been disabled! But instead of a Mega Buster, you gain a trusty, buster-like version of the Machine Gun Copywep from Tats Classes!
- You can enable Speed Up so that every player move 12.5% faster and jump 10% higher! this is for faster traversal through maps and a faster feel of gameplay overall.
Utilities
Here's a list of every buster -> weapon -> item in the mod! With beautiful handwriting!
Here's all the server variables and CVARs in the mod! Use them to toggle features!
Download Links:
3DHH-POASHE3: Balance patch made during the second opening of Allanx Weps in Saxton Hale servers, If you want the latest ALXW experience, put this file below your main ALXW V3DHH file. (v3dhh patch o algo sh edition 3)
TSPG: Quick Download
TSPG: Wad Info
3DHH: Part of the "Full-on Original" Update.
TSPG: Quick Download
TSPG: Wad Info
3CPB2H: the "Not late ACTUAL Hotfix" update (v3c public beta 2 hotfix)
TSPG: Quick Download
TSPG: Wad Info
Shoutouts to MegaVile for having a forum projects post in the Unofficial 8BDM Discord that made me want to rewrite this post lol
September. 29, 2025, 11:53 PM (Edited by Eneres)
100% Orange Juice - Haruka & Kanata
A few days ago I was playing VSH Resurgence and found that they had Mio (a character from 100% Orange Juice) as a boss in the game mode. As a long-time 100%OJ player, that certainly hit something deep in my mind, so I decided to toss my favorite sisters - Haruka and Kanata - into the shooting game.
I couldn't come up with a proper attack animation for Haruka, so I borrowed the idea from the MobTalker Enderman skin, shoutout to the creator of that skin.
I am not the best with doing pixel arts so apologies if they end up looking weird, but I am still happy with them.
I did make mugshots for both but they always make the "R_InstallSpriteLump: Bad frame characters in lump" error and won't load in-game. I tried many methods to work around, and unfortunately it was to no avail. I don't know what keeps it happening so for now I'm not including them. If people know how to make them work, do let me know.
Nvm I was stupid, mugshots have been added, all made by me.
If I were to make 100OJ characters skins in the future, they will all be on this thread. That said, don't expect too many of these from me...
Download Link
I couldn't come up with a proper attack animation for Haruka, so I borrowed the idea from the MobTalker Enderman skin, shoutout to the creator of that skin.
I am not the best with doing pixel arts so apologies if they end up looking weird, but I am still happy with them.
Nvm I was stupid, mugshots have been added, all made by me.
If I were to make 100OJ characters skins in the future, they will all be on this thread. That said, don't expect too many of these from me...
Download Link
September. 29, 2025, 10:53 AM (Edited by pegg)
4 Robot Masters (MM2) submission + Tengo
Moved to Rejected - I've been shown these skins numerous times over the years and the requested changes have been continuously ignored.
Also, please do not lump multiple submissions into a single thread. We've added the Tango and Gutsman G for v6c, but because they're tied to this thread, it makes it appear as if they were rejected. Please keep this in mind for the future.
Also, please do not lump multiple submissions into a single thread. We've added the Tango and Gutsman G for v6c, but because they're tied to this thread, it makes it appear as if they were rejected. Please keep this in mind for the future.
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.
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.
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.
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!
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!
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!
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
"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
This sheet of every weapon/item has one, which was made by Dimpsy







