Mega Man 8-Bit Deathmatch Forum
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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
June. 29, 2025, 12:22 PM
Mush-skins v1c
These are really good yo!
June. 28, 2025, 7:14 PM (Edited by Stardust Motion)
Justi-Derp X(DX)
this is truely my favorite class based modification.
Also, the v5 => v6b porting only in a few days expert
Also, the v5 => v6b porting only in a few days expert
June. 28, 2025, 11:35 AM
Flame Sword retool suggestion!
Pr. Fly said:
After a bit of brainstorming with MegaVile.
Bro brainstormed with his friend. The brainstormer. Friendmaxxing.
June. 27, 2025, 10:21 PM (Edited by Pr. Fly)
Flame Sword retool suggestion!
FLAME SWORD!!!
"I'm going to start slapping bitches!" -Gordon Ramsay
8BDM's balance on the vanilla side is something that I don't think I fully understand as much as I should. Those who know me know that I'm a pretty balance-oriented individual mostly when it comes to classes mods, so the rare off-chances that I try and dip my toe into suggesting things for the base game can vary from being good enough to actually make it to the base game with a few tweaks to being... questionable, putting it nicely. Regardless, I've had a lot of time since v6b's release to think about the state of weapon balance in between working on my own projects and spending time off the game entirely.
So, what have I come back with? If you couldn't tell by the big bold text and the title of the thread, I wanted to talk about Flame Sword. Why? Well, there are a few key points that influenced my decision-making process here.
There are a bunch more smaller thoughts I could probably list out but these are the few that I wanna highlight because these points are what I'm gonna come back to more often than not. So, where did I start? Funnily enough, my initial drafts were more focused on Slash Claw, as I figured that it was the volatility of Mega Man's best Pluto impression that people were not fond of and that making it stand out more would distinguish the two weapons better. I had drafted up a reworked version of the move, one where you swiped twice that I borrowed from an old weapon pack that I promise I'll get around to updating. After that proved to not play as well as I had hoped in a purely vanilla setting, I opted to simply rework the projectile itself. Slash Claw has pitiful range as it stands so I reworked it to be a projectile that traveled fast but slowed down rapidly, making it stronger as a tool for stopping enemies from getting close to you and weaker if you rammed yourself inside their hitbox (consensually, I hope). It felt good, yes, but in retrospect I think it ultimately fails to satisfy what people want Slash Claw to be. Its high rate of fire and damage were clearly designed to make it the aggressive tool of choice for people who need high damage fast. Ultimately, I dropped the idea altogether and wouldn't pick up the idea of rebalancing the two melee weapons for a good year or so after.
Fast forward to last night. I saw some interesting overhauls to Flame Sword's visuals that another member of the community had posted, and it had me thinking about vanilla melee weapons again. Whereas my previous attempts were focused on Slash Claw and lacked a clear vision of what I really wanted, I thought about what Flame Sword has that would allow it to stand out from it's older brother. After a bit of brainstorming with MegaVile, I present to you the fruits of my labor.

Ta-da! I decided to lean into Flame Sword's wide area of effect and made it swipe in a full semi-circle in front of you. This retool of the weapon addresses every key point I listed a while back in the sense that it feels unique to use, offers a consistent damage spread, actually has the capability to hit multiple enemies with its increased range and reduces lag while moving forwards, and looks pretty! Much like the version you're most likely used to by now, this travels from the left of your screen to the right and vice versa while airborne. What's new about this tool, beyond its obvious visual appearance and size, is the consistency that this new tool offers. As it stands right now, Flame Sword fires five spawners that travel one after another that leave damaging projectiles that move sideways, giving the illusion of a moving swipe. While it does its job of selling the look and being a melee weapon, I think the inconsistency that comes with spawners with travel time before they reach their max range that spawn projectiles with travel time makes the weapon feel worse than it really should. This newer version now fires 5 spawners whose only real travel delay comes in moving from left to right as they send out damaging projectiles that travel similarly to their current counterparts. These damaging projectiles now rip through players and apply one large hit of damage before hitting for much weaker damage at fixed increments, meaning that you can successfully slash through a crowd without having your damage getting eaten up by one singular enemy and have that damage be something you can rely on instead of forcing you to play 20XX's most dangerous slot machine. To compensate for all these buffs to both its feasibility and consistency though, I decided to increase the ammo cost on use significantly, meaning that you can't go off swinging your sword all willy-nilly like you're in a dark alleyway in London and that it works best sparingly to reliably finish off a group of combatants running to a health kit or steal kills during a hectic fight.
While it took some extra feedback to get it right, I really am proud of this iteration of the weapon. It looks good, plays good, is balanced and helps separate it from Slash Claw in a way that is meaningful. Now, instead of having two inconsistent melee weapons with one having worse stats than the other in nearly every regard, you have the choice between the fast, cheap but tiny Slash Claw and a massive, consistent but costly Flame Sword. I would greatly appreciate feedback on this version of the weapon as I've made my iteration public and compatible with v6b. Thank you for your time!
THE FILE: 8bdm-flameswordtweak-v1a.pk3
"I'm going to start slapping bitches!" -Gordon Ramsay
8BDM's balance on the vanilla side is something that I don't think I fully understand as much as I should. Those who know me know that I'm a pretty balance-oriented individual mostly when it comes to classes mods, so the rare off-chances that I try and dip my toe into suggesting things for the base game can vary from being good enough to actually make it to the base game with a few tweaks to being... questionable, putting it nicely. Regardless, I've had a lot of time since v6b's release to think about the state of weapon balance in between working on my own projects and spending time off the game entirely.
So, what have I come back with? If you couldn't tell by the big bold text and the title of the thread, I wanted to talk about Flame Sword. Why? Well, there are a few key points that influenced my decision-making process here.
- 1. Slash Claw and Flame Sword serve near-identical functions, with one ultimately always overshadowing the other. Lately, the former is considered better than the latter.
2. The above point is considered to be the case as Flame Sword's increased range does not justify being an option with inconsistent damage that is consistently lower than what Slash Claw is capable of putting out. Why maybe hit someone for 40 with the chance of hitting someone else for more-than-likely worse damage when you can nuke someone with upwards of 95 at a faster pace?
3. I do not think Flame Sword in its current state accurately conveys the feeling of swinging a sword. This point is purely subjective but it was an itch I attempted to scratch in the process of making this.
4. The nature of Flame Sword as a melee weapon in a projectile-heavy mod means that it will inevitably lag behind the user if they are aggressing with it.
There are a bunch more smaller thoughts I could probably list out but these are the few that I wanna highlight because these points are what I'm gonna come back to more often than not. So, where did I start? Funnily enough, my initial drafts were more focused on Slash Claw, as I figured that it was the volatility of Mega Man's best Pluto impression that people were not fond of and that making it stand out more would distinguish the two weapons better. I had drafted up a reworked version of the move, one where you swiped twice that I borrowed from an old weapon pack that I promise I'll get around to updating. After that proved to not play as well as I had hoped in a purely vanilla setting, I opted to simply rework the projectile itself. Slash Claw has pitiful range as it stands so I reworked it to be a projectile that traveled fast but slowed down rapidly, making it stronger as a tool for stopping enemies from getting close to you and weaker if you rammed yourself inside their hitbox (consensually, I hope). It felt good, yes, but in retrospect I think it ultimately fails to satisfy what people want Slash Claw to be. Its high rate of fire and damage were clearly designed to make it the aggressive tool of choice for people who need high damage fast. Ultimately, I dropped the idea altogether and wouldn't pick up the idea of rebalancing the two melee weapons for a good year or so after.
Fast forward to last night. I saw some interesting overhauls to Flame Sword's visuals that another member of the community had posted, and it had me thinking about vanilla melee weapons again. Whereas my previous attempts were focused on Slash Claw and lacked a clear vision of what I really wanted, I thought about what Flame Sword has that would allow it to stand out from it's older brother. After a bit of brainstorming with MegaVile, I present to you the fruits of my labor.

Ta-da! I decided to lean into Flame Sword's wide area of effect and made it swipe in a full semi-circle in front of you. This retool of the weapon addresses every key point I listed a while back in the sense that it feels unique to use, offers a consistent damage spread, actually has the capability to hit multiple enemies with its increased range and reduces lag while moving forwards, and looks pretty! Much like the version you're most likely used to by now, this travels from the left of your screen to the right and vice versa while airborne. What's new about this tool, beyond its obvious visual appearance and size, is the consistency that this new tool offers. As it stands right now, Flame Sword fires five spawners that travel one after another that leave damaging projectiles that move sideways, giving the illusion of a moving swipe. While it does its job of selling the look and being a melee weapon, I think the inconsistency that comes with spawners with travel time before they reach their max range that spawn projectiles with travel time makes the weapon feel worse than it really should. This newer version now fires 5 spawners whose only real travel delay comes in moving from left to right as they send out damaging projectiles that travel similarly to their current counterparts. These damaging projectiles now rip through players and apply one large hit of damage before hitting for much weaker damage at fixed increments, meaning that you can successfully slash through a crowd without having your damage getting eaten up by one singular enemy and have that damage be something you can rely on instead of forcing you to play 20XX's most dangerous slot machine. To compensate for all these buffs to both its feasibility and consistency though, I decided to increase the ammo cost on use significantly, meaning that you can't go off swinging your sword all willy-nilly like you're in a dark alleyway in London and that it works best sparingly to reliably finish off a group of combatants running to a health kit or steal kills during a hectic fight.
While it took some extra feedback to get it right, I really am proud of this iteration of the weapon. It looks good, plays good, is balanced and helps separate it from Slash Claw in a way that is meaningful. Now, instead of having two inconsistent melee weapons with one having worse stats than the other in nearly every regard, you have the choice between the fast, cheap but tiny Slash Claw and a massive, consistent but costly Flame Sword. I would greatly appreciate feedback on this version of the weapon as I've made my iteration public and compatible with v6b. Thank you for your time!
THE FILE: 8bdm-flameswordtweak-v1a.pk3
==Flame Sword
-Function reworked, now swipes across wide area in front of user
--Projectile spawners no longer affected by travel time
-Damage adjusted 25/7 > 30/5
--Subsequent hits now apply every 3 tics instead of every tic
-Ammo consumed on use increased 2 > 4
-Damaging projectile duration doubled 3 tics > 6 tics
--Damaging projectiles now rip through enemies
-Altfire now swings in opposite direction
-Updated VFX, partially provided by TheophileCaceres
June. 24, 2025, 12:32 AM (Edited by Dimp)
Dubious Deeds Skin Pack (v2a)
A compilation of a ton of my old skins into a single pack, as well as a few brand new skins created recently to add on to the amount.

The new skins include:
Current skin count: 105
Download Skin Pack (v2a)
The new skins include:
Current skin count: 105
Download Skin Pack (v2a)