Mega Man 8-Bit Deathmatch Forum
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July. 1, 2025, 11:40 PM
issue playing in cooperation mode
every one just dies the moment they respawn in the same spot, this only happens in the cooperation mode and other similar ones. how do I fix this
July. 1, 2025, 8:12 PM (Edited by Superjustinbros)
REVAMPED MM8BDM Text Color Guide
Here's an updated reference image with the color codes spaced out and re-organized. It also includes the 105 new colors from the latest version of the Custom Text Color PK3.

If I'm not mistaken, in the most recent build of Zandronum you can now use non-default colors when entering your name on Player Setup and they should work as they do everywhere else.

dot.jpeg said:
The easiest way to change your player name is on the title screen. Simply go to Player Setup, and edit your name using the function. However, in this instance the function only works if you're using the default color codes. If you want to use the added color codes, you need to use the CVar or change the .ini file.
If I'm not mistaken, in the most recent build of Zandronum you can now use non-default colors when entering your name on Player Setup and they should work as they do everywhere else.
June. 30, 2025, 11:45 PM
[SUGGESTION] Inventory bar
I workshopped this, and figured it was "less than ideal" due to how much hardcoded stuff tied to using this feature from Zandronum's side.
Still figured I'd post the wads that came out of the experiment here anyway:
Still figured I'd post the wads that came out of the experiment here anyway:
- This CVar Toggleable Version mirrors a hypothetical vanilla implementation of this feature. It adds a CVar to toggle the inventory bar on and off. Since the CVar overhead requires ACS to manage, this version requires a server to host it.
- This Postload Version allows you to try this out in live servers today, by adding it to your Postload folder. This is because SBARINFO (including the new appendstatusbar block) is not a protected lump.
June. 30, 2025, 10:39 PM
Mega Man 8-Bit Deathmatch V6C Newsletter
Nice seeing all of the utility items from across the series getting love in v6c; I never thought we'd see the likes of the Magnet Beam, Balloon, or the Super Arrow officially in this game.
June. 30, 2025, 7:42 PM (Edited by HeelNavi)
[SUGGESTION] Inventory bar
Dear MM8BDM team,
Good job on the update so far. I'll be brief: currently, the v6c teasers seem to indicate the implementation of at least 3 new items.
In order to help or possibly fight back against inventory clutter, it seems wise to consider adding a popup inventory display as seen in HeXen or other mods like Complex Doom.
For the MM8BDM-only team members, here is a video very briefly showcasing it at the bottom of the screen (@ 1:10):
It might also be fun to think of how to customize the graphics in a Mega Man framework, but I trust your artists on that.
Thank you for your time and consideration, and best wishes for the end of v6c development.
Good job on the update so far. I'll be brief: currently, the v6c teasers seem to indicate the implementation of at least 3 new items.
In order to help or possibly fight back against inventory clutter, it seems wise to consider adding a popup inventory display as seen in HeXen or other mods like Complex Doom.
For the MM8BDM-only team members, here is a video very briefly showcasing it at the bottom of the screen (@ 1:10):
It might also be fun to think of how to customize the graphics in a Mega Man framework, but I trust your artists on that.
Thank you for your time and consideration, and best wishes for the end of v6c development.
June. 30, 2025, 6:49 PM (Edited by Relm)
Mega Man 8-Bit Deathmatch V6C Newsletter
Woolock said:
Excellent!
Now we patiently await MM4DUS's day
lol
Aside from that I get super excited just seeing these screenshots, takes me back…
June. 30, 2025, 5:28 PM
Mega Man 8-Bit Deathmatch V6C Newsletter
Excellent!
Now we patiently await MM4DUS's day
June. 30, 2025, 12:33 PM
Mega Man 8-Bit Deathmatch V6C Newsletter
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!
June. 30, 2025, 8:42 AM
Justi-Derp X(DX)
love it, thats how I see a masterpiece
June. 30, 2025, 8:32 AM
overclocked Rathor (CBM Mod v6b)
nestingP said:
All credits for assets go to Pegg Allanx Inc. Celebi ThéophileCaceres,
NEW Update (unfinished 1.0.2)
This Project is now being worked on again

This is the overclocked RaThor CBM
for V6B (I changed the name)

New Meteor Weapon Added
New Charge Weapon Added
New minor graphical update for the new weapon
New minor graphical update for slam and unfinished charging sprite for weapon 8
removed charging sprites for w8 for now Complete rework of w7
dash item slight rework* Weapon 6 got a Slight Makeover
Download Here TSPG 1.0.3
Download Here TSPG 1.0.2
Download Here TSPG 1.0.1
Download Here TSPG alpha
A Better Video Example
Charge Shot
Meteor Shower
This is a joke mod, do not take this seriously
So I was bored and made this, why "Rathor" out of all the classes? because yes
Also, there are minor changes for the ogDUO and evil robot class.
Anyway, the changes are
Added jump sprites and jump shoot sprites to Rathor (all sprite credits go to Pegg)
Speed increased from 0.86 to 2.4 (quick man's speed in cbm is 1.2, so logically his speed would be twice that)
immediate ammo regen on all alt fires
Added FX for Rathor's dash attack + removed slowdown and time limit on how much you can hold the target
Significant Damage Increase to all weapons
Now you fire 10 Hell Discs!
And 3 hell vortexes with a different flame attack when they hit the ground
Red Sphere has been changed to a sort of Beam and OP one.
added extra sway shots
There are no changes to the shield because it's perfect as is!
Not Anymore Now The Shield heals you
Now the electric balls are 7 instead of 3 and shoot in a flower pattern.
A lot more lightning bolts !!!
Elec globs are now 7 and shot in an eye formation.
More Hell disc when you become visible again
added a new weapon, "Rathor Dark Energy". It's a cool weapon OP
Alt-fire is Dawnbreaker
New Charge Shot Cool isn't it
A new meteor weapon alt-fire is a charge that releases a green black hole.
So, what is this mod? This is an edit of CBM, but Ra Thor is OP.
I uploaded this mod because why not?
NOTE: This is a joke version of CBM. Don't take this mod seriously, I made it in a few days (I have 0 coding knowledge and I had to learn by trial and error)
If this gets removed by mods for being stupid, I would understand it is ridiculous
So yeah, have fun with the stupid thing I made
NEW Update (unfinished 1.0.2)
This Project is now being worked on again

This is the overclocked RaThor CBM
for V6B (I changed the name)

New Meteor Weapon Added
New Charge Weapon Added
New minor graphical update for the new weapon
New minor graphical update for slam and unfinished charging sprite for weapon 8
removed charging sprites for w8 for now Complete rework of w7
dash item slight rework* Weapon 6 got a Slight Makeover
Download Here TSPG 1.0.3
Download Here TSPG 1.0.2
Download Here TSPG 1.0.1
Download Here TSPG alpha
A Better Video Example
Charge Shot
Meteor Shower
This is a joke mod, do not take this seriously
So I was bored and made this, why "Rathor" out of all the classes? because yes
Also, there are minor changes for the ogDUO and evil robot class.
Anyway, the changes are
Added jump sprites and jump shoot sprites to Rathor (all sprite credits go to Pegg)
Speed increased from 0.86 to 2.4 (quick man's speed in cbm is 1.2, so logically his speed would be twice that)
immediate ammo regen on all alt fires
Added FX for Rathor's dash attack + removed slowdown and time limit on how much you can hold the target
Significant Damage Increase to all weapons
Now you fire 10 Hell Discs!
And 3 hell vortexes with a different flame attack when they hit the ground
Red Sphere has been changed to a sort of Beam and OP one.
added extra sway shots
There are no changes to the shield because it's perfect as is!
Not Anymore Now The Shield heals you
Now the electric balls are 7 instead of 3 and shoot in a flower pattern.
A lot more lightning bolts !!!
Elec globs are now 7 and shot in an eye formation.
More Hell disc when you become visible again
added a new weapon, "Rathor Dark Energy". It's a cool weapon OP
Alt-fire is Dawnbreaker
New Charge Shot Cool isn't it
A new meteor weapon alt-fire is a charge that releases a green black hole.
So, what is this mod? This is an edit of CBM, but Ra Thor is OP.
I uploaded this mod because why not?
NOTE: This is a joke version of CBM. Don't take this mod seriously, I made it in a few days (I have 0 coding knowledge and I had to learn by trial and error)
If this gets removed by mods for being stupid, I would understand it is ridiculous
So yeah, have fun with the stupid thing I made
i still dont know how to add proper charging sprites they are still in the files tho
