Mega Man 8-Bit Deathmatch Forum
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March. 11, 2026, 7:32 PM
Venice's Bridge Robot Master Class Contest
times ticking.
Magnet Dood Administrator
Good to have you on the bad side, Mega Man.
March. 11, 2026, 12:41 AM
DOS Reborn: The Robots are Reimagined!
wooooooooooow... speaking in my place... unbelievable...
MegaVile is largely correct, though- while most of the major players are still around, they've since moved onto other projects. We will probably upkeep it so it works with further versions and everything, but for now, it's in a solid spot that I'm largely happy with. unless i come up with a new Buoyman idea
A campaign has been floated every now and then and I can't lie and say it would be awesome to do one, but I haven't the slightest clue how that all works. I am now on the official devteam, so maybe I'll learn about how to do it from there and we can revisit the concept later, but I don't really want to tackle something that I have 0 idea how to do.
Regarding the skins, I think most of them are largely... fine? Medaru's work is generally stuff I'd consider to hold up very well, and I know he handled most of the skins. Are there any particular ones you'd be interested in seeing updated?
MegaVile is largely correct, though- while most of the major players are still around, they've since moved onto other projects. We will probably upkeep it so it works with further versions and everything, but for now, it's in a solid spot that I'm largely happy with. unless i come up with a new Buoyman idea
A campaign has been floated every now and then and I can't lie and say it would be awesome to do one, but I haven't the slightest clue how that all works. I am now on the official devteam, so maybe I'll learn about how to do it from there and we can revisit the concept later, but I don't really want to tackle something that I have 0 idea how to do.
Regarding the skins, I think most of them are largely... fine? Medaru's work is generally stuff I'd consider to hold up very well, and I know he handled most of the skins. Are there any particular ones you'd be interested in seeing updated?
March. 11, 2026, 12:04 AM
DOS Reborn: The Robots are Reimagined!
DjRebzzz said:
Hi just out of wondering will you possabliy update the pack like add a campain or update the skins to look more refreshed and more mm8bdm modren skins
Realistically, this mod will not be revisited. It's been complete for years, and there isn't much of a reason to go back to it since (besides a campaign) it is 100% complete.
March. 10, 2026, 8:29 PM
V-Classes
SIGN UP'S ARE NOW CLOSED.
PLEASE BE PATIENT UNTIL THE FULL RELEASE OF PUBLIC BETA 8.
PLEASE BE PATIENT UNTIL THE FULL RELEASE OF PUBLIC BETA 8.
March. 10, 2026, 8:24 PM
Mushpack v2
Mushsect said:

Mushpack v3
Whoa, what is this? A silly map-pack of my dumb or cool ideas, up to you really whether they are or not but this is the spot for whatever I map that isn't part of an active project or expansion.
Mush03 and Mush04 are mmu maps that I am willing to let be moved into a mmu map pack or expansion if one where ever to be complete in the future. Same goes for Mush05 for a mmrnr expansion!
Maps;
MUSH01; Tumbling Mines
MUSH02; Fungal Greenhouse
MUSHM01; Dave and Gary Bomber
MUSH03; Trinitro man
MUSH04; Glue man
MUSH05; Ghost woman
Download;
I'll be adding more maps as time goes on and as I work on more silly ones that don't have any home.
Thanks to the 8bdm community and credits in the readme
If you wanna sling feedback at me go ahead, I cannot promise the quality of the maps that will go into this. Especially if one of my joke ideas make it in : )
Mushpack updated
Changes;
- renamed MMUTRI to MUSH03
-added MUSH04
-added MUSH05
-(hopefully) fixed MUSH02 boss music
Download here
March. 10, 2026, 8:19 PM (Edited by Mushsect)
Mushpack v2

Mushpack v3
Whoa, what is this? A silly map-pack of my dumb or cool ideas, up to you really whether they are or not but this is the spot for whatever I map that isn't part of an active project or expansion.
Mush03 and Mush04 are mmu maps that I am willing to let be moved into a mmu map pack or expansion if one where ever to be complete in the future. Same goes for Mush05 for a mmrnr expansion!
Maps;
MUSH01; Tumbling Mines
MUSH02; Fungal Greenhouse
MUSHM01; Dave and Gary Bomber
MUSH03; Trinitro man
MUSH04; Glue man
MUSH05; Ghost woman
Download;
I'll be adding more maps as time goes on and as I work on more silly ones that don't have any home.
Thanks to the 8bdm community and credits in the readme
If you wanna sling feedback at me go ahead, I cannot promise the quality of the maps that will go into this. Especially if one of my joke ideas make it in : )
Trillster Administrator
what's a code
March. 9, 2026, 1:17 PM
Flame Sword retool suggestion!
Although we certainly appreciated the interest, as revealed in our latest newsletter post (as of writing this note), we're going with a different Flame Sword take.
You can check out our take below:
https://mm8bdm.net/forum/post/1279
You can check out our take below:
https://mm8bdm.net/forum/post/1279
March. 9, 2026, 1:03 PM
Mega Man 8-Bit Deathmatch V6C Newsletter
Hey all you Mega Fans! We're back at it again with another V6C Newsletter!
Let's jump straight to the chase! Today I want to focus on a couple more weapons that are getting updated for V6C. These ones are more than just simple balance changes and are more or less full reworks of existing weapons. So first off, let's take a look at...

For quite some time now, Flame Sword has found itself in a little bit of a weird spot in our game, in that it is always competing with other resident melee weapon, Slash Claw. Back when V3A first came out, Flame Sword kind of was "Slash Claw but better", but nowadays Slash Claw really overshadows it in every aspect and it really brings nothing new to the table.
So how about a change?

It may be a little difficult to tell from this gif alone, but Flame Sword has been reworked into a slower, but much more powerful melee tool. Instead of the quicker shorter range damage you'd get before, you now have a windup that goes with Flame Sword, but to compensate the attack is wider and way more immediately damaging.

To help compensate its power, we also gave the slash the ability to go through walls. Of course, it's still a melee weapon so you can't use it to the same effect as Magic Card, but it can still be a useful ability to keep in mind.
Now, while I don't usually do this, these gifs can only do so much to show how Flame Sword works now. There's a good deal going on with the animations and sound that help sell how this weapon works now. So here is a short video showing Flame Sword in action on the field. Please take a look!
Now that's all I have to show for Flame Sword today, but there is another weapon I want to talk about!

Gravity Hold has been in a little bit of a weird spot for some time now. It's one of the classic AOE weapons, and always has been. But there's generally been something... not terribly fun about using it. If you're fighting against Gravity Hold, you would know it deals more damage if you're in the air so the best way to avoid pain is to just not jump ever, which isn't terribly fun. And if you're using Gravity Hold, your enemy most likely knows better and will just not jump, which also isn't terribly fun as you more likely than not to just not get much gain out of using it.
So instead we made some changes to how Gravity Hold works to keep its more powerful AOE weapon design intact, while adding a lot more "oomph" to using the weapon.


Gravity Hold now acts as an AOE weapon that, after a short windup, will now slam all grounded enemies to the ceiling, and all airborne enemies to the ground! Some damage is dealt by the AOE blast itself, but more of it is dealt via the slam instead.
Of course, several changes were made to the weapon to compensate this new design. The amount of shots you have before having to refill ammo has been significantly reduced, and the AOE no longer hits a large circle around you, and instead focuses on a radius in front of the user. So you at least have to be "aiming" the weapon at people to take them for a ride.
While this is definitely a more satisfying weapon to use and helps fit the theming of Gravity Hold a little better, the weapons only use isn't only in causing AOE carnage, in fact, while the damage isn't bad, it certainly isn't anything special.
But when a player is slammed into the floor or ceiling, they do experience just a little stun. Which is perfect for turning Gravity Hold into a combo tool!

After all, if you hit Gravity Hold succesfully, you should know exactly where your opponent is heading and can follow up accordingly!
Or, you know, you can perform tricks like this.

That's all for today's newsletter! I hope you all enjoy the new weapons when V6C comes out, and we'll see you next time for some more info!
Let's jump straight to the chase! Today I want to focus on a couple more weapons that are getting updated for V6C. These ones are more than just simple balance changes and are more or less full reworks of existing weapons. So first off, let's take a look at...

For quite some time now, Flame Sword has found itself in a little bit of a weird spot in our game, in that it is always competing with other resident melee weapon, Slash Claw. Back when V3A first came out, Flame Sword kind of was "Slash Claw but better", but nowadays Slash Claw really overshadows it in every aspect and it really brings nothing new to the table.
So how about a change?

It may be a little difficult to tell from this gif alone, but Flame Sword has been reworked into a slower, but much more powerful melee tool. Instead of the quicker shorter range damage you'd get before, you now have a windup that goes with Flame Sword, but to compensate the attack is wider and way more immediately damaging.

To help compensate its power, we also gave the slash the ability to go through walls. Of course, it's still a melee weapon so you can't use it to the same effect as Magic Card, but it can still be a useful ability to keep in mind.
Now, while I don't usually do this, these gifs can only do so much to show how Flame Sword works now. There's a good deal going on with the animations and sound that help sell how this weapon works now. So here is a short video showing Flame Sword in action on the field. Please take a look!
Now that's all I have to show for Flame Sword today, but there is another weapon I want to talk about!

Gravity Hold has been in a little bit of a weird spot for some time now. It's one of the classic AOE weapons, and always has been. But there's generally been something... not terribly fun about using it. If you're fighting against Gravity Hold, you would know it deals more damage if you're in the air so the best way to avoid pain is to just not jump ever, which isn't terribly fun. And if you're using Gravity Hold, your enemy most likely knows better and will just not jump, which also isn't terribly fun as you more likely than not to just not get much gain out of using it.
So instead we made some changes to how Gravity Hold works to keep its more powerful AOE weapon design intact, while adding a lot more "oomph" to using the weapon.


Gravity Hold now acts as an AOE weapon that, after a short windup, will now slam all grounded enemies to the ceiling, and all airborne enemies to the ground! Some damage is dealt by the AOE blast itself, but more of it is dealt via the slam instead.
Of course, several changes were made to the weapon to compensate this new design. The amount of shots you have before having to refill ammo has been significantly reduced, and the AOE no longer hits a large circle around you, and instead focuses on a radius in front of the user. So you at least have to be "aiming" the weapon at people to take them for a ride.
While this is definitely a more satisfying weapon to use and helps fit the theming of Gravity Hold a little better, the weapons only use isn't only in causing AOE carnage, in fact, while the damage isn't bad, it certainly isn't anything special.
But when a player is slammed into the floor or ceiling, they do experience just a little stun. Which is perfect for turning Gravity Hold into a combo tool!

After all, if you hit Gravity Hold succesfully, you should know exactly where your opponent is heading and can follow up accordingly!
Or, you know, you can perform tricks like this.

That's all for today's newsletter! I hope you all enjoy the new weapons when V6C comes out, and we'll see you next time for some more info!
March. 8, 2026, 3:41 PM
DOS Reborn: The Robots are Reimagined!
Hi just out of wondering will you possabliy update the pack like add a campain or update the skins to look more refreshed and more mm8bdm modren skins
March. 6, 2026, 11:11 PM
V-Classes
With the anticipated release of Public Beta 8 just around the corner, we are now opening applications for public beta testing in our Discord. This allows us to have new, fresh opinions about the mod's balance and possibly new bugs to fix before the definitive release.
The veteran members might remember our previous public beta testing being open to everyone... as well as the leak that ensued. In response to that, we are re-organizing our testing method: This will be a closed beta test.
>>To apply: Join the server by clicking this message here & leave a message in #PB8-tryouts
>>Approved members get a testing role and access to testing channels.
>>As such, they will be able to take part in testing and feedback with a pre-release PB8 file.
Applications will be sorted by the devteam, and we will let the selected members know throughout this process.
With this out of the way, let's hope for a fun and bountiful public test! We are looking forward to your thoughts!
The veteran members might remember our previous public beta testing being open to everyone... as well as the leak that ensued. In response to that, we are re-organizing our testing method: This will be a closed beta test.
>>To apply: Join the server by clicking this message here & leave a message in #PB8-tryouts
>>Approved members get a testing role and access to testing channels.
>>As such, they will be able to take part in testing and feedback with a pre-release PB8 file.
Applications will be sorted by the devteam, and we will let the selected members know throughout this process.
With this out of the way, let's hope for a fun and bountiful public test! We are looking forward to your thoughts!

