Mega Man 8-Bit Deathmatch Forum
Showing Results For:
February. 27, 2025, 10:11 AM (Edited by BullGator)
Wizards Convention
Wizards Convention - Wild Magic

Hello and welcome to the Wizard's convention! Take a seat or go for a walk around this place to learn more about all things wizardy and magical magics.
This mod focused around team play with various robot masters joining in donning their brand new and hot topic™️ wizard hats! You may have heard (or even played, or neither) of Wizcon a couple of years back, this is the mod's continuation, slowly rebuilt with some added spiciness now that there are a lot more features to work with.
All of the wizards have a preferred play-style and have adjusted their circuits to better represent their supposed element. There will be plenty more wizards joining in to the convention.
Currently intended for Capture the Flag, although it can be played in other team modes such as Team Deathmatch, Team Possession, etc.
Current wizards attending and their general play-style:
Join the discord!
Download Wizconvo v1b - hotfix 2
Download Wizconvo v1b - hotfix
Download Wizconvo v1a
Wild Magic
Upon slaying The Anomaly and returning your team's Flag/Skull, your team will receive a powerful team-wide buff.
Currently the buffs are: True healing regeneration (Unnafected by anti-heal), Self-Regenerating armor, speed buff and a damage buff. More buffs will be added in future updates.
Every one of the buffs provided by this orb does not persist after death.


Anti-heal
Taking any form of damage (Including but not limited to map hazards) applies anti heal to you for 5 seconds, which reduces healing received by the % displayed on the icon.
Anti-heal increases over time and has a cap. Most sources of healing from other mages is affected by anti-heal unless stated otherwise.
Vanilla health pickups are NOT affected by anti-heal.



Hello and welcome to the Wizard's convention! Take a seat or go for a walk around this place to learn more about all things wizardy and magical magics.
This mod focused around team play with various robot masters joining in donning their brand new and hot topic™️ wizard hats! You may have heard (or even played, or neither) of Wizcon a couple of years back, this is the mod's continuation, slowly rebuilt with some added spiciness now that there are a lot more features to work with.
All of the wizards have a preferred play-style and have adjusted their circuits to better represent their supposed element. There will be plenty more wizards joining in to the convention.
Currently intended for Capture the Flag, although it can be played in other team modes such as Team Deathmatch, Team Possession, etc.
Current wizards attending and their general play-style:
- Maestro wizard (Offensive/Copywep)
- Ice wizard (Defense/Defender)
- Fire wizard (Offensive)
- Nature wizard (Healer/Support)
- Lightning wizard (Support)
- Water wizard (Healer/Combat Medic)
- Air wizard (Area Denial/Support)
- Stone Wizard (Tank/Frontline)
- Poison Wizard (Offensive/Debuffer)
Join the discord!
Download Wizconvo v1b - hotfix 2
Download Wizconvo v1b - hotfix
Download Wizconvo v1a
Wild Magic
Upon slaying The Anomaly and returning your team's Flag/Skull, your team will receive a powerful team-wide buff.
Currently the buffs are: True healing regeneration (Unnafected by anti-heal), Self-Regenerating armor, speed buff and a damage buff. More buffs will be added in future updates.
Every one of the buffs provided by this orb does not persist after death.


Anti-heal
Taking any form of damage (Including but not limited to map hazards) applies anti heal to you for 5 seconds, which reduces healing received by the % displayed on the icon.
Anti-heal increases over time and has a cap. Most sources of healing from other mages is affected by anti-heal unless stated otherwise.
Vanilla health pickups are NOT affected by anti-heal.


February. 24, 2025, 6:24 PM (Edited by Reincarnation Mark 1)
The Nano Tower
The Nano Tower V10AH Released!
This minor hotfix version basically adds something that should have been added in V10A and also fixes some minor issues, but i unfortunately didn't had time to code it properly before the release even though everything was already planned by (TNTPT), with all the pressure of so many players on the community wanting to experience the mod and being so curious about it we had to release it without these changes.
This hotfix does not have a changelog in-game as it is not necessary, so i'll just list here what got added and what got changed:
#1 - Particle effects were added to the game, now your character can get wet with water or oil, burn in flames or get frozen, just hit your opponent with a weapon that has any of these characteristics or launch yourself at a terrain that has splashes and BAM!... Those does not change the gameplay of course, they are merely cosmetic but they can emit noises and light you up with dynamic lights so there's a chance you'll get spotted because of that.
#2 - Fixed and polished all actors that are spawned and attached to the player such as footstep sounds and buster charge particles. There were some bugs related to that, check issue #84 on the known issues tab at the main post.
#3 - The project's versioning got changed, now the "test" versions are only going to be used when a major version is released and once things are stabilized, they are going to be released as "stable". This gives us freedom to change the WAD at any time if a minor problem is found.
For the future, we have plans for the Terminator game mode, stay tuned.
This minor hotfix version basically adds something that should have been added in V10A and also fixes some minor issues, but i unfortunately didn't had time to code it properly before the release even though everything was already planned by (TNTPT), with all the pressure of so many players on the community wanting to experience the mod and being so curious about it we had to release it without these changes.
This hotfix does not have a changelog in-game as it is not necessary, so i'll just list here what got added and what got changed:
#1 - Particle effects were added to the game, now your character can get wet with water or oil, burn in flames or get frozen, just hit your opponent with a weapon that has any of these characteristics or launch yourself at a terrain that has splashes and BAM!... Those does not change the gameplay of course, they are merely cosmetic but they can emit noises and light you up with dynamic lights so there's a chance you'll get spotted because of that.
#2 - Fixed and polished all actors that are spawned and attached to the player such as footstep sounds and buster charge particles. There were some bugs related to that, check issue #84 on the known issues tab at the main post.
#3 - The project's versioning got changed, now the "test" versions are only going to be used when a major version is released and once things are stabilized, they are going to be released as "stable". This gives us freedom to change the WAD at any time if a minor problem is found.
For the future, we have plans for the Terminator game mode, stay tuned.
February. 23, 2025, 3:20 PM
Recreation Map Pack
Version 3a is here, and cause ya'll got to it before the announcement after I updated all my links there is a hotfix version. Featuring 1 new CTF map and 4 new DM maps, with 1 alt version of one of the DM maps
February. 23, 2025, 3:07 PM (Edited by Forte_Gigas.Gospel)
Recreation Map Pack
Recreation
What is Recreation? A community map pack that all the maps in are from other games, remade for 8bdm.Requirements are simple, the map featured should be at least recognizable as the map, and saying what the map is and what game it is from.
For Version 3ah >Click Here<
Changelog
Version 3ah
Featured Maps
RECTF
REDM
Current Map Cards
February. 23, 2025, 9:11 AM
Wizards Convention
Forum post updated to include v1b (And its hotfix version oops) update!
Files are up on TSPG's website, link in the main post.
Files are up on TSPG's website, link in the main post.
February. 23, 2025, 3:13 AM (Edited by El cobra(SkullSnake))
Cobra's MM8BDM mod updates
Weekly mod news 23/2/2025 "weapon updates, player adjustments and the fan favourite Rush appears!"
Bloons mod: "N/a"
1. n/a
Platformer mod: "Weapon code optimization & Rush is here!"
1. All weapons got their slide code size optimized slightly reducing file size! I have a feeling no one gives a shit about this but hey! More space for other things.
2. Power stone projectiles now have a circular path instead of a diamond shaped one!
3. To balance the super powerful Power Stone I decided to reduce the distance the projectiles can travel, so it does not end up being a second screen nuke.
4. Yet more adjustments to the player controller, this time fixing an ice physics bug,
5. More touch ups to stone man's stage
6. Working on making a few new megaman sprites as the old ones don't look too good.
7. Implemented Rush coil & Rush jet! I made sure to adjust their values to try and make both of them good but not better than the other.
8. Did some camera script shenanigans.
9. Fully charged MegaBuster shots can now pierce through enemies if it kills.
10. Fixed an extremely painful ladder movement bug which allowed players to fly if they held the strafe right button.
Other:
1. Worked on a new video!
Plans for next week? I'll be making the monthly mod showcase video this week! But I'll try to fix more bugs for the platformer mod while I'm at it.
Bloons mod: "N/a"
1. n/a
Platformer mod: "Weapon code optimization & Rush is here!"
1. All weapons got their slide code size optimized slightly reducing file size! I have a feeling no one gives a shit about this but hey! More space for other things.
2. Power stone projectiles now have a circular path instead of a diamond shaped one!
3. To balance the super powerful Power Stone I decided to reduce the distance the projectiles can travel, so it does not end up being a second screen nuke.
4. Yet more adjustments to the player controller, this time fixing an ice physics bug,
5. More touch ups to stone man's stage
6. Working on making a few new megaman sprites as the old ones don't look too good.
7. Implemented Rush coil & Rush jet! I made sure to adjust their values to try and make both of them good but not better than the other.
8. Did some camera script shenanigans.
9. Fully charged MegaBuster shots can now pierce through enemies if it kills.
10. Fixed an extremely painful ladder movement bug which allowed players to fly if they held the strafe right button.
Other:
1. Worked on a new video!
Plans for next week? I'll be making the monthly mod showcase video this week! But I'll try to fix more bugs for the platformer mod while I'm at it.
February. 22, 2025, 1:18 AM (Edited by Hansungkee)
Fixed for MM8BDM V6c
Weapons Fixed.

Dr Light Sprites ReWorked.

Buster Shots Sprites Fixed.

Joe Skins Sprites Updated.
Magma Man Sprites Fixed.

Centaur and Crash Fixed.

Wood man Fixed

Auto Fixed

Bubble and Air Fixed

Dr Light Sprites ReWorked.

Buster Shots Sprites Fixed.

Joe Skins Sprites Updated.
Magma Man Sprites Fixed.

Centaur and Crash Fixed.

Wood man Fixed

Auto Fixed

Bubble and Air Fixed
February. 21, 2025, 1:59 PM (Edited by Russel)
Russel's Mapping Utils
Updated the google drive link to actually be downloadable. Sorry about that!
February. 21, 2025, 7:39 AM
Mega Man 8-Bit Deathmatch V6C Newsletter
then... I'll Be Waiting.
February. 16, 2025, 6:29 PM (Edited by Reincarnation Mark 1)
The Nano Tower
Pumpkin said:
Why you need a EULA on a mod for a Mega Man fan-game?
No idea what your talking about, didn't this issue got resolved already? As explained before, the READ-ME was old. However, if what you want is a more in-depth explanation, there is a real reason as to why it was so enforced.
Back in the day, [tspg] rules were kinda weak and most of the time content would get stolen. Hell, we didn't even had a player user name tracker like today meaning peoples could impersonate with each other's nick names.
One of the best examples of a project that has turned into a complete shitshow on the Doom community is the Complex Doom project where the amount of assets stolen and no credits given is astronomical.
And yes, as a content creator for this game and community i don't want my content stolen, and i am 100% sure that literally any mod maker can agree with me on that, working thousands of hours long so your content gets stolen with no credits and respect to the original creator is bad. If anyone wants help with your particular mod, just contact me directly and we can make new content for you, but never give what is already inside our projects, we don't want trouble with that.


















