Mega Man 8-Bit Deathmatch Forum
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November. 3, 2024, 10:15 AM (Edited by BullGator)
[WIP] Gondola Class Talents
Gondola Class Talents
Welcome! This is a Paladins-inspired addon for Gondola Classes, so, if you've played Paladins before, you will be familiar with what this is about.
This project aims to give every class a "Talent", making them slightly switch up how they're played in regards to said talent. The goal is to give all 133 (at the time of making this post) classes 3 talents, which can vary from very small changes like HP increases to adding a new mechanic to a class.
While it sounds interesting to make how a class plays different from before, a vast majority of these Talents come with a trade off, a negative effect in most cases depending on how you see them.
Download the mod here!
Class talents mod - v0c hotfix download - TSPG
Sidenote: Remember to load after the gondola patch!
Here are some previews of what the Talents will look like
Forgive some spelling/grammar mistakes
Main discussion for this mod/addon can be found in Gondola Classes official Discord server, in the respective thread under #8bdm-discussion
November. 3, 2024, 3:16 AM
Cobra's MM8BDM mod updates
Weekly mod news 3/11/2024 "More afterburn application & more!"
Bloons mod: "The last of the mortar monkey code, and the reworked bloon machine system!"
1. Mortar monkey Burny stuff DOT added to Camo, Regrow, & Camo Regrow bloons. That means it works on all bloons now.
2. Ninja monkey flash bombs used on red bloons wouldn't give money to players, don't know how I missed that but it's fixed now.
3. Mortar monkey dunk huds implemented
4. Fixed an oversight where all ninja monkey paths got the benefits of 100 and where it got nuts is if you would get 100crosspath & have shinobi buff creating an insane firing speed buff on any path. Making the super monkey completely outclassed.
5. Mortar monkey now is able to move while firing but it's very slow movement, it's slow to keep the main downside of playing the mortar monkey but making it a little bit more forgiving.
6. The Bloon machine has been reworked! Now for the bloons to spawn you'll need to make ACs scripts holding the wave composition only spawning the next wave once all bloons are dead. This allows for more customized round formations! Of course you'll need to place a new object that are bloon spawners, currently they come in all-bloons, No-moabs, and finally Only-Moabs. All default rounds implemented!
7. Pink Speed is getting a price buff as it was insanely valuable for it's price, $500 > $900.
8. Due to the round machine change rounds are processed faster! I assume it's 2-4x faster than the old system.
9. The first bloons mod map BLONM1 I put more boundries in it to prevent bloons from going out of bounds + added bloon spawnpoints to the map.
Plans for next week? So I plan to work on another video while I come up with how I'm going to tackle the final reworks for the super monkey. I believe he should take about 4-6 weeks to complete and once he's done I can get onto the final stage of the mod, more maps, balancing & enhanced visual effects.

"Why is the machine here if you said the rounds machine was reworked?" That machine is to start the default rounds. Once the machine is hit rounds will spawn when the previous one is cleared until everyone dies or all the rounds are beaten.

"Cobra what's this? A countdown?!" Yes, it is. So when a round finishes a new message shows up and for the first round there is a 5 second timer before the rounds start, every round after that has a 2 second timer I'm still figuring out how long the timer should be in between rounds.

So these Fortified red bloons are the new bloon spawnpoints, these will be invisible on release.
Bloons mod: "The last of the mortar monkey code, and the reworked bloon machine system!"
1. Mortar monkey Burny stuff DOT added to Camo, Regrow, & Camo Regrow bloons. That means it works on all bloons now.
2. Ninja monkey flash bombs used on red bloons wouldn't give money to players, don't know how I missed that but it's fixed now.
3. Mortar monkey dunk huds implemented
4. Fixed an oversight where all ninja monkey paths got the benefits of 100 and where it got nuts is if you would get 100crosspath & have shinobi buff creating an insane firing speed buff on any path. Making the super monkey completely outclassed.
5. Mortar monkey now is able to move while firing but it's very slow movement, it's slow to keep the main downside of playing the mortar monkey but making it a little bit more forgiving.
6. The Bloon machine has been reworked! Now for the bloons to spawn you'll need to make ACs scripts holding the wave composition only spawning the next wave once all bloons are dead. This allows for more customized round formations! Of course you'll need to place a new object that are bloon spawners, currently they come in all-bloons, No-moabs, and finally Only-Moabs. All default rounds implemented!
7. Pink Speed is getting a price buff as it was insanely valuable for it's price, $500 > $900.
8. Due to the round machine change rounds are processed faster! I assume it's 2-4x faster than the old system.
9. The first bloons mod map BLONM1 I put more boundries in it to prevent bloons from going out of bounds + added bloon spawnpoints to the map.
Plans for next week? So I plan to work on another video while I come up with how I'm going to tackle the final reworks for the super monkey. I believe he should take about 4-6 weeks to complete and once he's done I can get onto the final stage of the mod, more maps, balancing & enhanced visual effects.

"Why is the machine here if you said the rounds machine was reworked?" That machine is to start the default rounds. Once the machine is hit rounds will spawn when the previous one is cleared until everyone dies or all the rounds are beaten.

"Cobra what's this? A countdown?!" Yes, it is. So when a round finishes a new message shows up and for the first round there is a 5 second timer before the rounds start, every round after that has a 2 second timer I'm still figuring out how long the timer should be in between rounds.

So these Fortified red bloons are the new bloon spawnpoints, these will be invisible on release.
November. 1, 2024, 12:00 PM
[Allanx Inc] Allanx Inc Skins v1c
Everything released these past 2 weeks having to defend 8BDM's 2024 year:


November. 1, 2024, 4:22 AM (Edited by Stardust Motion)
[Allanx Inc] Allanx Inc Skins v1c
the release streak must go on
Korby Administrator
Benvenuto nella room italiana!
October. 31, 2024, 11:58 PM
Inspired BURST! -V6b Weapon Competition -Ends 9/28
Happy Halloween, everyone! Sorry for the long delay on results; part of it was due to two (2) massive hurricanes hitting areas where Russel lives, and some of it was straight up complacency. Oops!
However, after much delay, the judges have finalized their scores and that means...
You can read our thoughts about them by clicking the above link, but I'll just list the winners down here, too.
First Place:
Alucard Sword by CutmanMike 
Second Place:
Magnet Sphere by Ukiyama 
Third Place:
Artery Core by MegaVile 
I'd like to thank everyone for joining the competition! Frankly, I didn't expect the turnout that we got and it makes me really happy to see how much interest there was not just in making things for the competition, but playing on the test servers. I even got requests to keep them going after the final scheduled day!
It's safe to say that this isn't the last you've seen of Inspired BURST! and I hope you can understand our reasonings for the winners that got picked.
In addition to the results being out, we're now accepting changes to your weapons for the full release of the pack!
Anyone who wants to make changes to their weapons now that the competition is over can submit them to the judges! (or in the official MM8BDM discord, I'll probably see it there)
There's no real deadline for this, but we'd like to get a more patched up version of this out that lets people feel less assaulted by some of the more crazy weapons in the pack.
That's it for this competition! Thanks again for all those who entered or showed interest, and we'll see you next time as long as you don't burn us at the stake!
However, after much delay, the judges have finalized their scores and that means...
You can read our thoughts about them by clicking the above link, but I'll just list the winners down here, too.
First Place:
Alucard Sword by CutmanMike 
Second Place:
Magnet Sphere by Ukiyama 
Third Place:
Artery Core by MegaVile 
I'd like to thank everyone for joining the competition! Frankly, I didn't expect the turnout that we got and it makes me really happy to see how much interest there was not just in making things for the competition, but playing on the test servers. I even got requests to keep them going after the final scheduled day!
It's safe to say that this isn't the last you've seen of Inspired BURST! and I hope you can understand our reasonings for the winners that got picked.
In addition to the results being out, we're now accepting changes to your weapons for the full release of the pack!
Anyone who wants to make changes to their weapons now that the competition is over can submit them to the judges! (or in the official MM8BDM discord, I'll probably see it there)
There's no real deadline for this, but we'd like to get a more patched up version of this out that lets people feel less assaulted by some of the more crazy weapons in the pack.
That's it for this competition! Thanks again for all those who entered or showed interest, and we'll see you next time as long as you don't burn us at the stake!
Trillster Administrator
what's a code
October. 30, 2024, 9:11 PM (Edited by Trillster)
Damage Display
If you're a numbers nerd, this addon might be for you. Damage Display is a quality of life addon that helps players track their damage by providing number popups, a damage tracking UI, and a damage report on death.
Players can individually toggle each feature by typing ddoptions in their console to open the settings menu. Additionally, each feature can be toggled on the server level to be visible only to spectators using the following server variables:
Note that the damage and frag sounds that this mod implements are disabled in MM8BDM V6B and above. For those versions, refer to MM8BDM's settings for toggling the base game's damage and frag sounds.
Download Here!
Players can individually toggle each feature by typing ddoptions in their console to open the settings menu. Additionally, each feature can be toggled on the server level to be visible only to spectators using the following server variables:
trill_dd_sv_statdisplay
trill_dd_sv_deathprintout
trill_dd_sv_extendedscoreboard
trill_dd_sv_realtimedamage
trill_dd_sv_realtimeknocks
trill_dd_sv_damagenumbers
trill_dd_sv_healnumbers
trill_dd_sv_hitsound
trill_dd_sv_fragsoundNote that the damage and frag sounds that this mod implements are disabled in MM8BDM V6B and above. For those versions, refer to MM8BDM's settings for toggling the base game's damage and frag sounds.
Download Here!
October. 27, 2024, 5:28 AM
Cobra's MM8BDM mod updates
Weekly mod news 27/10/2024 "Mortar monkey week, ignited edition!"
Bloons mod: "More Mortar monkey reworks, the destructive power of flames!"
1. Mortar monkey Burny stuff DOT works! On red - ceramic & all Moab class bloons, still needs compatibility with camo, regrow & camo regrow bloon variants.
2. Green regen charm nerfed: 35tics for 2 hp > 30tics fo4 1 hp.
3. Mortar monkey afterburn had a bug where you could stack more and more afterburn effects every time a Bloon would get hit by afterburn inducing damage types. So if you had blooncineration you'd shred high health bloons with relative ease as long as you could keep connecting the lingering hitbox.
4. Old exit text changed and new ones added for a total of 16!
5. Mortar monkey bug discovered where if BM_NoAutoCashPickup is set to FALSE afterburn would give no money so I've made bloons drop corpses if they die with the afterburn debuff on them. It will be like this until I find out how to fix this problem which will take quite a while due to Zandronum jank.
Plans for next week? Some skins for the super monkey, hopefully applying afterburn to the rest of the bloons, and getting mortar dunk huds implemented. I also plan to rework the bloon machine once those other three objectives are done, mainly to make the bloon spawns more customizable and lower the chance of trolling. I'm going to need to sleep well tonight as the mortar monkey afterburn has been a real pain wanting to work for 2 seconds then not working taking 26 minutes to fix that then more jank taking more time... You get it, not fun stuff. But yeah once the Mortar monkey is done and the bloon machine is updated I'll be able to work on the super monkey once and for all unless if another issue needs addressing.

I got to make more screenshots like these while I'm doing mod making.
Bloons mod: "More Mortar monkey reworks, the destructive power of flames!"
1. Mortar monkey Burny stuff DOT works! On red - ceramic & all Moab class bloons, still needs compatibility with camo, regrow & camo regrow bloon variants.
2. Green regen charm nerfed: 35tics for 2 hp > 30tics fo4 1 hp.
3. Mortar monkey afterburn had a bug where you could stack more and more afterburn effects every time a Bloon would get hit by afterburn inducing damage types. So if you had blooncineration you'd shred high health bloons with relative ease as long as you could keep connecting the lingering hitbox.
4. Old exit text changed and new ones added for a total of 16!
5. Mortar monkey bug discovered where if BM_NoAutoCashPickup is set to FALSE afterburn would give no money so I've made bloons drop corpses if they die with the afterburn debuff on them. It will be like this until I find out how to fix this problem which will take quite a while due to Zandronum jank.
Plans for next week? Some skins for the super monkey, hopefully applying afterburn to the rest of the bloons, and getting mortar dunk huds implemented. I also plan to rework the bloon machine once those other three objectives are done, mainly to make the bloon spawns more customizable and lower the chance of trolling. I'm going to need to sleep well tonight as the mortar monkey afterburn has been a real pain wanting to work for 2 seconds then not working taking 26 minutes to fix that then more jank taking more time... You get it, not fun stuff. But yeah once the Mortar monkey is done and the bloon machine is updated I'll be able to work on the super monkey once and for all unless if another issue needs addressing.

I got to make more screenshots like these while I'm doing mod making.
October. 26, 2024, 11:16 PM
mmvSkirmishBotsModification
https://allfearthesentinel.com/zandronum/wadinfo.php?name=mmv-skirmish-bots-main-v2.1-moddedv4.pk3
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
it is finally ready and it's released to you all thank you for waiting
if you still have all the mods from the first post i wrote
then get ready for another skirmish bot mod i made along the way
as this is no joke this one requires the same wep mods you saw on the first post
p.s don't use allanxwepsv3c use v3bh instead cause i have not got a new version and the bots don't come with the new weps sorry
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
it is finally ready and it's released to you all thank you for waiting
if you still have all the mods from the first post i wrote
then get ready for another skirmish bot mod i made along the way
as this is no joke this one requires the same wep mods you saw on the first post
p.s don't use allanxwepsv3c use v3bh instead cause i have not got a new version and the bots don't come with the new weps sorry
October. 24, 2024, 1:33 AM (Edited by Pumpkin)
Public Resource Dump Thread
Yeah, I don't like how links and images are locked behind Discord, it doesn't archive anything.
For me, I use catbox for images, it's easy and fast too.
BTW, I dump some of my own assets for my planned project, you can use it if you wish. Not too prideful over small textures anyway. I'll dump more here since the forum is slow for now.


For me, I use catbox for images, it's easy and fast too.
BTW, I dump some of my own assets for my planned project, you can use it if you wish. Not too prideful over small textures anyway. I'll dump more here since the forum is slow for now.


October. 23, 2024, 12:48 AM
LegoPack - Small batch of small maps (LATEST: v2c)
LegoPack
This map pack originated in 2014 or so when I wanted to get into mapping.
I was known as "Lego" back then. Hence, LegoPack.
Some of these maps are pretty old, but they were made around the time of the game beginning a "mapping renaissance" of sorts. Jam started soon after.
In general, these maps are better for small-scale play. Usually between 2 and 6 players are ideal for pretty much all of these.
Download Here! (TSPG)
Included Maps
Latest Changelog
-v2b -> v2c-
How to Host
Criticisms are always welcome, thank you for trying my pack and all the support I've received so far!
This map pack originated in 2014 or so when I wanted to get into mapping.
I was known as "Lego" back then. Hence, LegoPack.
Some of these maps are pretty old, but they were made around the time of the game beginning a "mapping renaissance" of sorts. Jam started soon after.
In general, these maps are better for small-scale play. Usually between 2 and 6 players are ideal for pretty much all of these.
Download Here! (TSPG)
Included Maps
Latest Changelog
-v2b -> v2c-
How to Host
Criticisms are always welcome, thank you for trying my pack and all the support I've received so far!















































