Mega Man 8-Bit Deathmatch Forum
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April. 15, 2025, 5:04 AM
MMO-Styled Chat
is theres sans undertale in one of the pics????
April. 14, 2025, 10:42 PM
MMO-Styled Chat
Ragestacle can now be an authentic Roblox obby.
April. 14, 2025, 10:42 PM
MMO-Styled Chat
Absolute peak just dropped out of god damn nowhere. Though i wonder how does it interact if you disable messages with F8 (Default key to turn on/off messages in zandronum) where you can't see the ingame chat above you, does it still display the chat above your head?
April. 14, 2025, 1:39 PM
Mega Man 8-Bit Deathmatch V6C Newsletter
Hey all you Mega Fans! We're back again with another V6C newsletter! We have two more maps receiving changes to show off today, so strap on in! Let's begin with another map that spouts more minor, yet very important changes.


Toad Man's stage has always been very thematically fitting for what his stage in Mega Man 4 is, a sewer system. With that in mind, it's quite unlike any other map in the game I would say. While there were improvements to be made, we definitely didn't want to change the identity of the stage at all, so the changes made are simple on paper but very impactful in gameplay: You can now jump out of the currents at almost any point in the map rather than having to be stuck down there until you make it to a ledge. This not only gives you more options when it comes to, you know, getting out of the lowest parts of the map, but not having to commit to being down in the water allows you to make better use of the movement the current provides.
The sewers have also been more populated with some more enemies from Toad Man's stage. There's more than just what's in this picture, so keep an eye out when V6C releases.
Anyway, let's take a look at another map where the blueprints are still there, but the changes are a lot more major.




Blizzard Man's stage is receiving a rather sizable revamp in V6C! There is certainly something very iconic about the stage, or rather, the middle section with the boat. The sides have always been rather unremarkable and the map's openness hasn't always been the most popular despite the boat. So our goal was simple, keep the middle section somewhat similar, albeit throw in some cover and better ways to traverse between the two sides, and completely expand upon the side paths so they're not relegated to buildings that teleport between each other. What we end up with is a map that is a lot more fun to play with, but doesn't lose the most memorable parts of the original map, and you know that boat is staying intact. Albeit it's a lot easier to get on and off it now without plummeting into the icy water below.
As an aside, if you're paying attention to these screenshots, you might have noticed that the assist items now have a blue border around them rather than the standard one that you've seen up until now. This was a decision we've made to help easily allow players to know what's a weapon pickup and what's an item that's going into your inventory. Sure for someone familiar with the franchise, it should be a no brainer that Beat Support is an item and Tornado Hold is a weapon, but for someone less familiar with the Mega Man series, that wouldn't be so easy to tell apart. It's just a small quality of life for the players, but one if I didn't address would probably leave everyone stumped to why Item-1 and Eddie are suddenly surrounded in blue.
Anyway, that's all I have for this newsletter! We'll see you next time!


Toad Man's stage has always been very thematically fitting for what his stage in Mega Man 4 is, a sewer system. With that in mind, it's quite unlike any other map in the game I would say. While there were improvements to be made, we definitely didn't want to change the identity of the stage at all, so the changes made are simple on paper but very impactful in gameplay: You can now jump out of the currents at almost any point in the map rather than having to be stuck down there until you make it to a ledge. This not only gives you more options when it comes to, you know, getting out of the lowest parts of the map, but not having to commit to being down in the water allows you to make better use of the movement the current provides.
The sewers have also been more populated with some more enemies from Toad Man's stage. There's more than just what's in this picture, so keep an eye out when V6C releases.
Anyway, let's take a look at another map where the blueprints are still there, but the changes are a lot more major.




Blizzard Man's stage is receiving a rather sizable revamp in V6C! There is certainly something very iconic about the stage, or rather, the middle section with the boat. The sides have always been rather unremarkable and the map's openness hasn't always been the most popular despite the boat. So our goal was simple, keep the middle section somewhat similar, albeit throw in some cover and better ways to traverse between the two sides, and completely expand upon the side paths so they're not relegated to buildings that teleport between each other. What we end up with is a map that is a lot more fun to play with, but doesn't lose the most memorable parts of the original map, and you know that boat is staying intact. Albeit it's a lot easier to get on and off it now without plummeting into the icy water below.
As an aside, if you're paying attention to these screenshots, you might have noticed that the assist items now have a blue border around them rather than the standard one that you've seen up until now. This was a decision we've made to help easily allow players to know what's a weapon pickup and what's an item that's going into your inventory. Sure for someone familiar with the franchise, it should be a no brainer that Beat Support is an item and Tornado Hold is a weapon, but for someone less familiar with the Mega Man series, that wouldn't be so easy to tell apart. It's just a small quality of life for the players, but one if I didn't address would probably leave everyone stumped to why Item-1 and Eddie are suddenly surrounded in blue.
Anyway, that's all I have for this newsletter! We'll see you next time!
Trillster Administrator
what's a code
April. 13, 2025, 9:10 PM (Edited by Trillster)
Map Voting
Are you tired of not having enough agency over the map rotation? Let this addon save you from one too many trips to PAP03. Map Voting is a quality of life addon that implements Source game styled vote commands that you can type in chat at any time to vote for what the next map should be.
The ballot options are pulled from the server's map rotation with respect to the size limits of each map and whether or not the map has already been played. Players can customize how the voting display appears via typing mvoptions into their console to bring up the settings menu.
Download Here!
For mappers interested in adding map previews, see this tutorial page.
The ballot options are pulled from the server's map rotation with respect to the size limits of each map and whether or not the map has already been played. Players can customize how the voting display appears via typing mvoptions into their console to bring up the settings menu.
Download Here!
For mappers interested in adding map previews, see this tutorial page.
Trillster Administrator
what's a code
April. 13, 2025, 9:09 PM (Edited by Trillster)
Ping Button
Although Zandronum has voice chat now, some folks may still prefer to have it off. In that case, this addon's a good compromise for allowing teammates to communicate well. Ping Button is a quality of life addon that implements every Apex / Valorant player's favorite solo-queue form of communication, the ping system.
By typing pboptions in the console, you can bind five new keys for various pings. The following ping types are provided: a basic location ping, another for an alert / danger ping, one for a heal ping, one for an enemy missing ping, and another for a locate allies function.
Allies and spectators can see and hear these pings as an indicator of where you're at and what's going on. If someone's being too disruptive with their pings, you can mute them either via the pboptions menu or by using ignore_ping_idX in the console, with X being their player ID.
Download Here!
See here for adding class mugshot support if making custom classes.
By typing pboptions in the console, you can bind five new keys for various pings. The following ping types are provided: a basic location ping, another for an alert / danger ping, one for a heal ping, one for an enemy missing ping, and another for a locate allies function.
Allies and spectators can see and hear these pings as an indicator of where you're at and what's going on. If someone's being too disruptive with their pings, you can mute them either via the pboptions menu or by using ignore_ping_idX in the console, with X being their player ID.
Download Here!
See here for adding class mugshot support if making custom classes.
Trillster Administrator
what's a code
April. 13, 2025, 9:09 PM (Edited by Trillster)
Side Swap
If poor team spawns have got you down, look towards this addon for relief. Side Swap is a gameplay modifying addon that modifies 2 team LMS to use the typical ruleset of a game like Valorant or CS.
With Side Swap, players swap teams at half-time so that each set of players can play from both sets of team spawns equally. This addon also implements the overtime and sudden death scenarios that typically comes with those games, the former requiring you to win by 2 rounds and the latter being a final winner takes all round.
By default, this addon has teams play out 2 sets of overtime and if no winner still, then sudden death is entered. However, server hosts can also modify the amount of overtime sets played using the following server setting:
Use a value of -1 for infinite overtime until a winner arises (the preferred setting for competitive play).
This addon requires Zandronum 3.2 and only works for 2 team LMS with a win limit greater than 1.
Download Here!
With Side Swap, players swap teams at half-time so that each set of players can play from both sets of team spawns equally. This addon also implements the overtime and sudden death scenarios that typically comes with those games, the former requiring you to win by 2 rounds and the latter being a final winner takes all round.
By default, this addon has teams play out 2 sets of overtime and if no winner still, then sudden death is entered. However, server hosts can also modify the amount of overtime sets played using the following server setting:
trill_ss_sv_overtimeCapThis addon requires Zandronum 3.2 and only works for 2 team LMS with a win limit greater than 1.
Download Here!
April. 13, 2025, 3:57 AM
Cobra's MM8BDM mod updates
Weekly mod news 13/4/2025 "Ui changes and more bloon code optimization"
Bloons mod: "A lot of UI work this time!"
1. Normal bloon code optimization
2. Regrow bloons updated to the new system. (Red-Ceramic, leads & Purples will be done eventually)
3. All upgrade mugshots for the current monkeys implemented.
4. New UI made and implemented! This is applied to: (and only on Vertical UI by the way)
1. dart monkey + icons implemented
2. Boomerang monkey + icons implemented
Other:
1.
Plans for next week? Since I did a lot of work on the UI stuff to keep the coding experience fresh it's time for me to work on the bloon code again, but this time it's the camo bloons alongside their special ability which will make them more of a threat! But this will also allow me to give camo detection upgrades a buff making them useful.
Bloons mod: "A lot of UI work this time!"
1. Normal bloon code optimization
2. Regrow bloons updated to the new system. (Red-Ceramic, leads & Purples will be done eventually)
3. All upgrade mugshots for the current monkeys implemented.
4. New UI made and implemented! This is applied to: (and only on Vertical UI by the way)
1. dart monkey + icons implemented
2. Boomerang monkey + icons implemented
Other:
1.
Plans for next week? Since I did a lot of work on the UI stuff to keep the coding experience fresh it's time for me to work on the bloon code again, but this time it's the camo bloons alongside their special ability which will make them more of a threat! But this will also allow me to give camo detection upgrades a buff making them useful.
Korby Administrator
Benvenuto nella room italiana!
April. 12, 2025, 11:40 PM (Edited by Korby)
FIGHTING PALETTES - Now supports Gondola v2.7!

Fighting Palettes
Fighting game-styled palette swaps for classes!
Download Fighting Palettes v1 (TSPG)
- Download FP Gondola Palettes v2a (TSPG)
- Coming Soon: FP Venice's Bridge Palettes
Fighting Palettes by itself is a framework developed by Trillster that enables the ability to define and use 5 additional palettes for any translation in the game when used by a specific defined class.
This is a really powerful tool that enabled a brainworm that I've had for a very long time; giving every class in the game additional palettes for non-team games, both to make mirror matches readable and to allow for more personalization.
FP Gondola Palettes is developed by myself and Pegg and contains 6 unique palettes for every single class in the game.
That's about 800 palettes in total! In addition, every class skin included in Gondola is supported; some of them might even have unique touches, so have fun experimenting!

Changelog:
FP Gondola Support v1b ---> v2a
-- Added new palettes for Blockman and Impactman. Previews have been added to the second post of this thread!
-- Corrected the palette numbers for the MM11 classes to match the updated numbers in Gondola.
-- No other changes! If you find any issues make sure to let me know, because as far as I know nothing has needed updating. Yay!
FP Gondola Support v1a ---> v1b
-- Fixed an error that occurred with Sunstar's skin because of necessary file replacements in FP.
-- Added in additional translation colors for all of Sunstar's Palettes for his rework in GondFM-72.5
-- Added in an additional translation color for the sprite Fuseman himself turns into while dashing/using his Speed Gear. This does not affect the blue trail he spawns while dashing, as that does not change color with anything related to the player's translations.
FAQs:
Making Your Own:


