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May. 14, 2025, 1:53 PM
ComHotel 🏝️
Hey. You went silent. What happened to you?
May. 12, 2025, 12:34 PM
Mega Man 8-Bit Deathmatch V6C Newsletter
Hey all you Mega Fans! It's that time again for another V6C Newsletter!
I don't have much of a preamble for you all this time, so let's dive right into looking at some more of our map updates! Firstly, here's one that is less of a full rework, and more so just reworking very specific parts of the map.



That's right, we have some changes coming to Knight Man's stage! A majority of it will be the same that you already know, but the infamous tower has been in a... questionable state for some time. So the goal here was to expand the tower into an actual playable setpiece rather than a tall room with a lot of ladders and a dead end. This came with a slight expansion into the courtyard and the castle itself as you can see in the screenshots.
There are other smaller flow changes to the map to both help its flow in general and compliment this change (as you can kind of see in the last screenshot) but a majority of the map remains as it always has, just with some quality of life.
Now, let's take a look at another map that, while keeping its base layout, received a lot more radical changes all around the board.




Air Man's stage has received quite the makeover! Air Man's tileset has always been... iconic to put it lightly, and there's only so much we can do about that. But like some other of the early NES titles, we added some extra on theme tiles to help add some more variety to a map that really needed it.
But outside of that, while the very basic blueprint still exists, there have been a lot more changes in this latest iteration of the map. Mostly in the form of more forms of cover (and the platforms and architecture such cover creates) and a lower section to the map which also helps break up the near endless sightlines that come with being a very open stage in the clouds. Everything still looks very busy on paper because it's still... well, it's still Air Man, but in practice the map flows miles better than it did before.
That's all for today's newsletter! We'll see you next time!
I don't have much of a preamble for you all this time, so let's dive right into looking at some more of our map updates! Firstly, here's one that is less of a full rework, and more so just reworking very specific parts of the map.



That's right, we have some changes coming to Knight Man's stage! A majority of it will be the same that you already know, but the infamous tower has been in a... questionable state for some time. So the goal here was to expand the tower into an actual playable setpiece rather than a tall room with a lot of ladders and a dead end. This came with a slight expansion into the courtyard and the castle itself as you can see in the screenshots.
There are other smaller flow changes to the map to both help its flow in general and compliment this change (as you can kind of see in the last screenshot) but a majority of the map remains as it always has, just with some quality of life.
Now, let's take a look at another map that, while keeping its base layout, received a lot more radical changes all around the board.




Air Man's stage has received quite the makeover! Air Man's tileset has always been... iconic to put it lightly, and there's only so much we can do about that. But like some other of the early NES titles, we added some extra on theme tiles to help add some more variety to a map that really needed it.
But outside of that, while the very basic blueprint still exists, there have been a lot more changes in this latest iteration of the map. Mostly in the form of more forms of cover (and the platforms and architecture such cover creates) and a lower section to the map which also helps break up the near endless sightlines that come with being a very open stage in the clouds. Everything still looks very busy on paper because it's still... well, it's still Air Man, but in practice the map flows miles better than it did before.
That's all for today's newsletter! We'll see you next time!
May. 11, 2025, 12:58 PM (Edited by Moriya)
Grand Classes - v2eh5
Spark said:
When are you adding Sniper TF2
Shovel biased patch can what will do
Soon :TM:
May. 11, 2025, 4:59 AM
Cobra's MM8BDM mod updates
Weekly mod news 11/5/2025 "Monkey updates & upgrades"
Bloons mod: "Implementing icons & updating base code, and *breathes in* **The Glue gunner buffs are REEEEEEEEEAAAALLL!**"
1. Implemented Sniper monkey vertical attack icons.
2. Added more sounds from the bloons series into the mod! Sadly it doubled the file size...
3. Super & Plasma fan club ability now gives its buff to all dart monkeys in the map, causing increased firing speed to all monkeys up to a certain tier.
(Base fan club, goes up to tier 3, that means spike-o-pult & crossbow can be given this buff)
(Plasma fan club, speed buff goes to tier 4, but passive +1 layer damage & plasma property affects all monkeys, including Ultra juggernaut & Crossbow Master! (they do crusher damage instead!))
4. Global buff giver updated to fit Super & plasma fanclub buffs.
5. Made basic templates for projectiles & other stuff to save space & make modding easier.
6. Glue gunner getting buffs:
Glue shots can pop a basic 1 HP Bloon in 3 shots flat,
Missed glue shots become short lived glue puddles, bottom path upgrades extend the lifetime!
Glue rain is way more powerful, but it did get a pierce reduction.
7. Dart, Glue, Sniper & Ninja monkey projectiles updated!
8. Added LongGlueCorrosive (201 glue) state while also fixing an exploit allowing any Bloon (Not Moab-Class) to be deleted by "LongGlue" damagetype.
9. Sharpshooter & Crossbow master crits have timers between each Crit shot instead of RNG.
Other:
1.
Plans for next week? A bunch of great changes this week! I plan to tackle the code updates of Boomerang, Super & more of the Ninja monkeys next week.
Bloons mod: "Implementing icons & updating base code, and *breathes in* **The Glue gunner buffs are REEEEEEEEEAAAALLL!**"
1. Implemented Sniper monkey vertical attack icons.
2. Added more sounds from the bloons series into the mod! Sadly it doubled the file size...
3. Super & Plasma fan club ability now gives its buff to all dart monkeys in the map, causing increased firing speed to all monkeys up to a certain tier.
(Base fan club, goes up to tier 3, that means spike-o-pult & crossbow can be given this buff)
(Plasma fan club, speed buff goes to tier 4, but passive +1 layer damage & plasma property affects all monkeys, including Ultra juggernaut & Crossbow Master! (they do crusher damage instead!))
4. Global buff giver updated to fit Super & plasma fanclub buffs.
5. Made basic templates for projectiles & other stuff to save space & make modding easier.
6. Glue gunner getting buffs:
Glue shots can pop a basic 1 HP Bloon in 3 shots flat,
Missed glue shots become short lived glue puddles, bottom path upgrades extend the lifetime!
Glue rain is way more powerful, but it did get a pierce reduction.
7. Dart, Glue, Sniper & Ninja monkey projectiles updated!
8. Added LongGlueCorrosive (201 glue) state while also fixing an exploit allowing any Bloon (Not Moab-Class) to be deleted by "LongGlue" damagetype.
9. Sharpshooter & Crossbow master crits have timers between each Crit shot instead of RNG.
Other:
1.
Plans for next week? A bunch of great changes this week! I plan to tackle the code updates of Boomerang, Super & more of the Ninja monkeys next week.
May. 8, 2025, 6:18 PM (Edited by Dr. Yellow)
¿¿¿MM8BDM for LINUX????
Hello! If you want to create a server on Ubuntu, you can do one of two things:
LINUX:
You could compile a Zandronum server based on the instructions from this page. Since the current version of MM8BDM is 3.1, you will want to check out the latest stable version for this game by using 'hg update ZA_3.1' instead of 'hg update ZA_3.2'. Also, if you are planning to run the server only on Linux then I recommend that you compile the server-only binary, else just compile the client-binary which will allow you host and play games just as you would with the standard Windows executable. After that, you can create a batch file from the server directory which will launch the game by providing the necessary iwad 'megagame.wad' and pk3 file 'MM8BDM.pk3' in the boot arguments of the server.
If you are unsure on how to do this, just simply create a simple bash file with the contents below:
As needed, modify the batch file to add any necessary parameters or additional files that you want for your server. If you are unsure of what parameters to add, then I recommend to look at the default parameters in the MM8BDM server GUI.
WINE:
If your server uses a visual interface then another alternative is to simply open the 'MM8BDM Launcher' provided that you have WINE installed and host a server the same way as you would on Windows. Saving a lot of time and frustration.
LINUX:
You could compile a Zandronum server based on the instructions from this page. Since the current version of MM8BDM is 3.1, you will want to check out the latest stable version for this game by using 'hg update ZA_3.1' instead of 'hg update ZA_3.2'. Also, if you are planning to run the server only on Linux then I recommend that you compile the server-only binary, else just compile the client-binary which will allow you host and play games just as you would with the standard Windows executable. After that, you can create a batch file from the server directory which will launch the game by providing the necessary iwad 'megagame.wad' and pk3 file 'MM8BDM.pk3' in the boot arguments of the server.
If you are unsure on how to do this, just simply create a simple bash file with the contents below:
#!/usr/bin/env bash
./zandronum -iwad megagame.wad -file MM8BDM-v6b.pk3 -host
As needed, modify the batch file to add any necessary parameters or additional files that you want for your server. If you are unsure of what parameters to add, then I recommend to look at the default parameters in the MM8BDM server GUI.
WINE:
If your server uses a visual interface then another alternative is to simply open the 'MM8BDM Launcher' provided that you have WINE installed and host a server the same way as you would on Windows. Saving a lot of time and frustration.
May. 7, 2025, 11:32 AM
¿¿¿MM8BDM for LINUX????
Hi, I'm new to this community. I would like to know if there is a recent version of MM8BDM for Linux, as I want to create a server on Ubuntu, but so far it hasn't worked for me hahaha. I'm from Chile, greetings!
May. 4, 2025, 4:14 AM
Cobra's MM8BDM mod updates
Weekly mod news 4/5/2025 "Starting May off with a bunch of icons!"
Bloons mod: "Minor bloon code & a fully complete set of icons!"
1. Made & optimized more Bloon Decoy code.
2. Fixed a issue with some of the attack icons facing the wrong way. (Mortar & ninja icons fixed)
3. Finally finished the super monkey attack icons, that means all the classes have their attack icons done!
Other:
1. published video, Monthly mod news (April)
Plans for next week? Since that break is done time for me to start applying upgrades to all the monkeys, starting with the glue gunner!
Bloons mod: "Minor bloon code & a fully complete set of icons!"
1. Made & optimized more Bloon Decoy code.
2. Fixed a issue with some of the attack icons facing the wrong way. (Mortar & ninja icons fixed)
3. Finally finished the super monkey attack icons, that means all the classes have their attack icons done!
Other:
1. published video, Monthly mod news (April)
Plans for next week? Since that break is done time for me to start applying upgrades to all the monkeys, starting with the glue gunner!
Magnet Dood Administrator
Good to have you on the bad side, Mega Man.
April. 30, 2025, 8:49 PM (Edited by Magnet Dood)
Freezer Bowl Fridays!
Going to try something different this time (because I hate seeing a ton of threads for the same thing over and over lol) — I'm gonna put all Freezer Bowl news in this thread and post any schedules to the blog. Should work out the way I hope!
This month features quite a few LMS modes this time around. Given it's a popular game mode, that should come as no surprise. We also have a very important event for Memorial Day Weekend to commemorate one of 8-Bit Deathmatch's finest fights. Hope to see you there!

This month features quite a few LMS modes this time around. Given it's a popular game mode, that should come as no surprise. We also have a very important event for Memorial Day Weekend to commemorate one of 8-Bit Deathmatch's finest fights. Hope to see you there!

April. 28, 2025, 12:31 PM
Mega Man 8-Bit Deathmatch V6C Newsletter
Hey all you Mega Fans! We're back at it again with another V6C newsletter!
This is honestly a little awkward timing with the release of Zandronum 3.2 last night because my newsletter is not nearly as exciting given Zandro has released. But please check out Trillster's post about 3.2's release because you will need to make sure you install it to even properly play online on the current version, never mind V6C. So check it out here if you haven't already!
https://mm8bdm.net/forum/thread/zandronum-3-2-has-released-213
Anyhow, today's newsletter isn't nearly as big and exciting as Zandronum 3.2 (not that we don't have big and exciting things to show off, but it's all about pacing!). Instead, I'm here to talk about something a good chunk of you probably already know about; The Bounty Maps.
For those who are unaware, a little while ago we held a Bounty Contest for the community to make maps to replace four troublesome maps in the game; Flash Man, Crash Man, Wind Man, and Mega Water S. The results came in a while ago but those four winning maps are in the game now and ready to go.








It's not really possible to go over everything, but a good number of changes have taken place between the Bounty competition and the final maps that are in V6C, ranging from texture changes, weapon layout changes, and adding some more props where there were none. But the base layouts remain just about the same as the winning entries.
Now I don't have a big surprise for you all today (as I said above, pacing is key!) but I'd feel a little bad leaving you all with exclusively the four maps that people already knew were being changed, so I'll show off one more map. The map itself is actually remaining the same as it always has, but it has received something of a visual makeover while keeping the original layout intact.



Dark Man is one of the most popular maps in the game, and for good reason. But from a visual standpoint it's been nearly the same since the start of the game, and unlike certain other maps, there were a lot more to pull from when it comes to the source material, so the map has received a fresh coat of paint! But don't worry, it's still the same Dark Man we know and love. Though there might be at least one more surprise here that will have to wait until V6C releases...
That's all for today's newsletter! We still have a lot of work to get done before V6C's release, even with Zandronum 3.2's release, but the dev team is working hard to get it all done to a high quality! We'll see you next time!
This is honestly a little awkward timing with the release of Zandronum 3.2 last night because my newsletter is not nearly as exciting given Zandro has released. But please check out Trillster's post about 3.2's release because you will need to make sure you install it to even properly play online on the current version, never mind V6C. So check it out here if you haven't already!
https://mm8bdm.net/forum/thread/zandronum-3-2-has-released-213
Anyhow, today's newsletter isn't nearly as big and exciting as Zandronum 3.2 (not that we don't have big and exciting things to show off, but it's all about pacing!). Instead, I'm here to talk about something a good chunk of you probably already know about; The Bounty Maps.
For those who are unaware, a little while ago we held a Bounty Contest for the community to make maps to replace four troublesome maps in the game; Flash Man, Crash Man, Wind Man, and Mega Water S. The results came in a while ago but those four winning maps are in the game now and ready to go.








It's not really possible to go over everything, but a good number of changes have taken place between the Bounty competition and the final maps that are in V6C, ranging from texture changes, weapon layout changes, and adding some more props where there were none. But the base layouts remain just about the same as the winning entries.
Now I don't have a big surprise for you all today (as I said above, pacing is key!) but I'd feel a little bad leaving you all with exclusively the four maps that people already knew were being changed, so I'll show off one more map. The map itself is actually remaining the same as it always has, but it has received something of a visual makeover while keeping the original layout intact.



Dark Man is one of the most popular maps in the game, and for good reason. But from a visual standpoint it's been nearly the same since the start of the game, and unlike certain other maps, there were a lot more to pull from when it comes to the source material, so the map has received a fresh coat of paint! But don't worry, it's still the same Dark Man we know and love. Though there might be at least one more surprise here that will have to wait until V6C releases...
That's all for today's newsletter! We still have a lot of work to get done before V6C's release, even with Zandronum 3.2's release, but the dev team is working hard to get it all done to a high quality! We'll see you next time!
April. 27, 2025, 3:56 AM
Cobra's MM8BDM mod updates
Weekly mod news 27/4/2025 "Ending the month with one last giant bloon rush!"
Bloons mod: "The last week of a giant Bloon recoding month"
1. Made attack icons for Mortar monkey
2. made attack icons for glue gunner/monkey
3. Remade Purple bloons, their ability is being immune to energy/fire debuffs while taking less damage from these damagetypes (Energy, Fire, Plasma)
4. Remade Lead bloons, they are the same as before but now having the same movement pattern as all the normal bloons.
5. Moab-class bloons have been recoded with more passive abilities to make them tougher!
Defensive Bloons: When damaged it will spawn bloon decoys and the lower the Moab-class Bloon's health, will release higher tier decoys. But they also inherit the Moab's current Debuffs so use that to your advantage!
Thick skinned: due to the thick layer of a moab, it soaks up a bunch of pierce from projectiles that hit it. Also not passing DOT effects onto its children when popped. But that doesn't stop you from applying the debuffs the moment they spawn in!
Big size: Some projectiles may hit this bloon multiple times, but thanks to "Thick skinned" projectiles have a hard time piercing through them.
6. Moab class bloons shouldn't be able to instantly zip towards you now when taking a lot of damage at once.
7. Bloon decoys now exist (Bloons that drop no money on death, are usually seen by the Moab-class ability: Defensive Bloons)
8. Re-added the "Stunned" state to the base red bloon! (Yes I forgot to fix this one.)
9. Reworked the afterburn warper to only work on Moabs as all other bloons do it themselves, and lasting way longer.
Other:
1.
Plans for next week? Well I'll get the showcase video out soon like usual, but as I have the bloon code done I can now get onto fixing the monkeys! And add some new gimmicks while I'm at it! But I'll take a small break first...
Bloons mod: "The last week of a giant Bloon recoding month"
1. Made attack icons for Mortar monkey
2. made attack icons for glue gunner/monkey
3. Remade Purple bloons, their ability is being immune to energy/fire debuffs while taking less damage from these damagetypes (Energy, Fire, Plasma)
4. Remade Lead bloons, they are the same as before but now having the same movement pattern as all the normal bloons.
5. Moab-class bloons have been recoded with more passive abilities to make them tougher!
Defensive Bloons: When damaged it will spawn bloon decoys and the lower the Moab-class Bloon's health, will release higher tier decoys. But they also inherit the Moab's current Debuffs so use that to your advantage!
Thick skinned: due to the thick layer of a moab, it soaks up a bunch of pierce from projectiles that hit it. Also not passing DOT effects onto its children when popped. But that doesn't stop you from applying the debuffs the moment they spawn in!
Big size: Some projectiles may hit this bloon multiple times, but thanks to "Thick skinned" projectiles have a hard time piercing through them.
6. Moab class bloons shouldn't be able to instantly zip towards you now when taking a lot of damage at once.
7. Bloon decoys now exist (Bloons that drop no money on death, are usually seen by the Moab-class ability: Defensive Bloons)
8. Re-added the "Stunned" state to the base red bloon! (Yes I forgot to fix this one.)
9. Reworked the afterburn warper to only work on Moabs as all other bloons do it themselves, and lasting way longer.
Other:
1.
Plans for next week? Well I'll get the showcase video out soon like usual, but as I have the bloon code done I can now get onto fixing the monkeys! And add some new gimmicks while I'm at it! But I'll take a small break first...