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Mega Man 8-bit Deathmatch => Projects & Creative => W.I.P Forum => Topic started by: Jc494 on July 21, 2016, 12:19:23 AM

Title: [Expansion] Mega Man World - Public Beta 2 Released!
Post by: Jc494 on July 21, 2016, 12:19:23 AM
(http://imgur.com/2o27evz.png)

Mega Man World is a WIP Singleplayer/Co-Operative Mod which aims (at some point in time) to have stages based on all the Robot Masters from the Classic Series, as well as unique weapons for each of the playable classes. There are also special items hidden in each stage which can be equipped by visting Auto's Shop in the Hub map.

Currently, the Mod is unfinished and possibly buggy. There are only 6 maps from MM1 at the moment as well as a special boss fight for one Robot Master. I intend to fix any bugs and possibly add the remaining maps as well update the mod in the future with new maps and new weapons!

Click here to download! (https://www.dropbox.com/s/icwqra2qyepnv5b/mmworld-publicbeta2.pk3?dl=0)

Changelog from previous version:
(click to show/hide)

Screenshots
(click to show/hide)

Discord Invite Link: https://discord.gg/VJatGrC (https://discord.gg/VJatGrC)
Title: Re: [Expansion] Mega Man World - Public Beta 1 Released!
Post by: Turbodude on July 21, 2016, 12:30:21 AM
Well, this is a pleasant surprise! Gonna test it out right now.

Great work getting it out in a playable state!
Title: Re: [Expansion] Mega Man World - Public Beta 1 Released!
Post by: fortegigasgospel on July 21, 2016, 04:16:49 AM
This is actually really cool and honestly well done. Can use some work, oh boy is Bomb's second half crazy a bit.
The pit below the Carry in Fire Man's stage caused my 8bdm to crash, so I only test Cut, Elec, Bomb, and Ice.
Also completely forgot I had done those blocks, the neutral one takes a lot of hits (for a single player using only the buster) maybe lower them to about 70 HP. Also if you would like I could probably go about making more for other various weapons, I noticed you have Toad weapon ones for instance when I looked at it with Slade.

Edit: Wanna make a note: I feel the weapon selection room is way to far away, put it in the room that show's what character has what weapon, since it will likely be obsolete once you have more weapons then that room shows, or attach it to the back of said room.

Some of the blocks seems to just, be there, kinda odd.
Also yea, check Fire, the other way the game crashed after going into the pit before I could get to the checkpoint there.
Title: Re: [Expansion] Mega Man World - Public Beta 1 Released!
Post by: CutmanMike on July 21, 2016, 05:36:24 AM
Well this came out of nowhere! I heard this has been in progress for quite some time, what's the story there? I hope the people who worked on this had the same fun (and struggles) I had when making my 4 mission mode maps.

Anyway, haven't had chance to try out all the maps yet but they look pretty good! I get a *lot* of requests to finish mission mode and give mm8bdm a true singleplayer experience so I'll be sure to point them in this direction for now.
Title: Re: [Expansion] Mega Man World - Public Beta 1 Released!
Post by: TailsMK4 on July 21, 2016, 05:58:22 AM
Thanks for the shout out, Mike! I do apologize that the mod is somewhat buggy, but it got to a point where some of us, myself included, didn't want to work on it anymore. Anyone is free to take the project up and resume from what we left off, though! The coding might be rather messy, but if you can get around that, you already have a fairly solid mod to work with. I hope people enjoy this as much as I enjoyed working on this. My efforts will go into another mod that isn't Cooperative-related, but I wish whoever picks this project back up the best of luck.

Now that this is out, however, I might do some mini-mods or even some Events with the mod. We'll have to see what happens!
Title: Re: [Expansion] Mega Man World - Public Beta 1 Released!
Post by: Jc494 on July 21, 2016, 06:31:24 AM
Public Beta 2 has been released, this update fixes a minor script numbering error which caused an Execution error when trying to run the game.

Rest assured, I will try to fix mapping and code related bugs for the next beta.

Click here to download! (https://www.dropbox.com/s/icwqra2qyepnv5b/mmworld-publicbeta2.pk3?dl=0)

Edit: Fixed the link because I'm dumb
Title: Re: [Expansion] Mega Man World - Public Beta 2 Released!
Post by: Stardust on July 21, 2016, 11:38:17 AM
I've been reviving and contributing to this a lot after it died. Since a lot of work was done on it, I really wanted to get this done so it doesn't die like 85% of the mods. Eventually toward the end (the version JC posted right here you can get) I kind of lacked motivation and lost time IRL

anyway, a big thanks to JC for his huge work on the maps (he actually finished Bombman's map when I asked him, made the whole Gutsman map by himself (based on a canvas by Pik) and even wanted to make Timeman's) and the rest of the devteam who helped with it, because it wasn't easy behind the stages.

While it's not perfectly finished it's definitely playable and I encourage everyone to give it a try (still a public beta but close to be done) (Plus it'll change from the casual daily TLMS Classes.) Most bugs found during testing were fixed, the BIG issue that we didn't manage to finish was the difficulty of the mod. The mod is extremely difficult, even in CO-OP, in my opinion. I wouldn't recommand hosting survival before at least a few adjusts.
Title: Re: [Expansion] Mega Man World - Public Beta 2 Released!
Post by: RifleGod on July 21, 2016, 03:44:51 PM
Awsome job!
Title: Re: [Expansion] Mega Man World - Public Beta 2 Released!
Post by: Trillster on July 21, 2016, 05:45:55 PM
So I guess as a developer of this I might as well make a post about this. MMWorld for me was the biggest project I've ever been a part of. In fact, it was actually the first legitimate project I've been in since the beginning and had released. A total of 1 year, 10 months, and 1 day was spent on this project (not non-stop but you get the idea), so you can guess that a lot of us on the team wanted to get this out for people to play. I will say this though, even with how chaotic development could get at times, I don't regret any of the time I spent working on this. I went into this mod with next to no coding skills, being able to mostly make weapon edits, but by working on this I've gotten tons of experience in coding. The mod's had its ups and downs, fun times with inside jokes, and the bad times with some of us at each other's throats. I just want to thank everyone who helped with this project, even if you're not on the team anymore or if you just gave some suggestions, we wouldn't have been able to release this without you. Of course this doesn't mean the end though, as Tails mentioned, we might make some mini-mods or hold some special events for MMWorld. Now the main mod is being updated by JC as well. Along with this, JC has started a MMWorld Dev Discord where you guys can give suggestions and help test the mod, https://discord.gg/8AKKA (https://discord.gg/8AKKA). To conclude this post, this mod was a lot of fun to work on and I hope that people enjoy it (even though it's filled with bugs currently).
Title: Re: [Expansion] Mega Man World - Public Beta 2 Released!
Post by: Mendez on July 23, 2016, 02:58:18 AM
So it's really apparent that the mod is unfinished because there were some bugs with the stages, and some gripes about the gameplay that I'd like to mention.
Starting with Bomb Man, one of the big bomb gates seems impossible to get through. Also, a couple of the floors cause you to "fall too far" (https://www.dropbox.com/s/wc0uvuqikkjguf5/Screenshot%202016-07-22%2019.29.17.png?dl=0). The glitched floors are the white blocks with the the blue/grey outline.
Continuing with Bomb Man, it looks like these little red things are out of sync. By this, I mean that they are impossible to shoot at because the hitbox is all over the place with these things unless they're pressed against the walls. (https://www.dropbox.com/s/himogoxpq786vdq/Screenshot%202016-07-22%2019.28.47.png?dl=0)
Now, in terms of gameplay, I feel like there's a lot of action going but it's not well paced. There's always two-three enemies shooting at you, and rarely any cover to protect you from the onslaught. In the classic megaman games, I would usually pick my targets one at a time and be able to eliminate them with a few shots. In this mod, it feels like it takes several shots just to get rid of one small enemy, and they always seem to get in your face, leaving me with little else to do but either fight or die. The mixture of platforming and shooting is sometimes well-done, but when you're dropped into a room with large cannons blasting you from each corner and you're only given a split second to understand what the heck is going on, it leaves you questioning just how fair some of these stages. I feel like you guys plan on us to die, which is why you make the enemies hard to kill and drop lots of enemies in our path. This is likely because you're tired of the predictable and simpler pace offered by other co-op mods, such as MMSP and MMXSP. In my opinion, though, those mods are much better at pacing and enemy placement than this mod, so I hope you guys try to take some cues from Mike and Max for future stages. The level of ambition in this mod is unparalleled though, so I hope you're not discouraged and continue to refine your work and ultimately release something that feels fair, challenging, and innovative.
Title: Re: [Expansion] Mega Man World - Public Beta 2 Released!
Post by: CutmanMike on July 23, 2016, 09:23:08 AM
I'll mention this here since I don't trust everything to get seen on the discord now it's very popular:

Give all actors that jump/leap around +SLIDESONWALLS. I recently discovered that this helps big jumping actors not get stuck on walls (I recently added it to all the mm8bdm bosses that do it).

I have some leftover resources from Napalm Man's stage that I never finished. These include full sprites and code for Subeil, Power Muscler, Bombthrown, Apache Joe, Met Cannon, Yudon and Taban (although they need proper testing as I never tried them online). Since you're still dealing with Mega Man 1 content I doubt you need them now but if it ever comes to Mega Man 5 stuff let me know and I'll send them over.
Title: Re: [Expansion] Mega Man World - Public Beta 2 Released!
Post by: Stardust on July 23, 2016, 11:15:04 AM
Yup, I received a message from JC with what you just said. I applied this to all enemies and bosses for the next version (or beta we'll see)

I don't think we need these sprites like, right NOW, as we're mostly fixing and balancing (and at the very best scenario adding timeman's map), but otherwise we're not really inclining toward mm2+ episodes new stages/content for the moment ^^

Just a little exception for this, I kind of wanted to rework the last part of Heat Man's stage (with the raising/lowering lava). The following was actually made months ago, but we judged too difficult to play for the first beta (everything I do is broken or difficult for some reasons), hopefully you could put in practice your obstacle course skills into this next version
(click to show/hide)

that aside thanks everyone for the mod's reception. Bugs aside (Guts lifts unsynch, Bombman being outrageously difficult and some other bugs or stuff here and there) it was overplayed for the past few days. Hopefully you'll keep appreciating it, especially after some overall difficulty tweaking (so Survival becomes more relevant, because yeah the mod was designed for a 3-lives survival)


Does anyone have a fixed link for the discord chat btw? I forgot to join it, and now it says the link has expired.

also CutmanMike sharing us on twitter FeelsGoodMan
Title: Re: [Expansion] Mega Man World - Public Beta 2 Released!
Post by: RifleGod on July 23, 2016, 02:38:42 PM
Im hosting a server BTW! The name is "Radioactive Nokia".
Title: Re: [Expansion] Mega Man World - Public Beta 2 Released!
Post by: Superjustinbros on July 23, 2016, 03:53:52 PM
At least I'm glad to hear the difficulty will receive a nerf.
Many of the stages raged from just annoying/cheap (Guts, Bomb, and Toad) to just outrageous with enemies everywhere that were made too tanky due to the health scaling.
I don't expect this to reach the difficulty level of the original MMSP, but at the moment it's currently all over the place.
Title: Re: [Expansion] Mega Man World - Public Beta 2 Released!
Post by: CutmanMike on July 23, 2016, 04:29:52 PM
My health scaling formula may not be the best. I was wondering if it would be possible to have some kind of dynamic scaling (when players enter/leave) maybe by giving/removing armor from enemies? I don't even know if that works...

Another thing I forgot to mention, I am kind of against switches in MM8BDM mods since the main game doesn't use any and players may not have a bind for them. It's why I used those switches you jump on in the first place. Consider maybe using the "player bumps" action instead for switches. That's just me though, totally up to you guys.
Title: Re: [Expansion] Mega Man World - Public Beta 2 Released!
Post by: Yoshiatom on July 23, 2016, 06:22:40 PM
Quote from: "Superjustinbros"
At least I'm glad to hear the difficulty will receive a nerf.

Same, the difficulty is absurd when playing it solo, primarily due the fact that the stock buster seems to do very little damage (Special mention goes to the Bass Buster), as well as enemies seemly everywhere, sometimes even by checkpoints! (Such as in Elec Man's stage where several Thunder Lords attack you as soon as you respawn) Also, I swear the level designers really like Sniper Joes, as they seem to be scattered throughout loads of levels, and Ice Man... good lord...

Quote from: "CutmanMike"
Another thing I forgot to mention, I am kind of against switches in MM8BDM mods since the main game doesn't use any and players may not have a bind for them. It's why I used those switches you jump on in the first place. Consider maybe using the "player bumps" action instead for switches. That's just me though, totally up to you guys.

Perhaps you could have, say, a "switch" enemy which you just shoot to activate. Perhaps it could use the sprites by the Buebeam things.
Title: Re: [Expansion] Mega Man World - Public Beta 2 Released!
Post by: Stardust on July 23, 2016, 08:31:48 PM
I kind of think some stages are about alright. Fire Man and Oil Man are about balanced IMO.
The thing is we don't want the game to be too much difficult in the early game (a.k.a when you have no weapon and no part, you just started), but at the same time not rushable/speedrunnable and easy in late game (when you go in the maps with 8 weapons, 2 parts and a stock of 5 w/e-tanks), trying to find the just equilibrium between both cases

Bass's buster power increase as his hp lowers btw. When you have high health it does 3 dmg/pellet (Megaman does 10 dmg/pellet for the reference), but when your hp gets low his bullets increase to 7dmg/pellet.
Iceman's is a special case, long story short he USED to have a map, but it had to be removed, so to compensate, Iceman himself has more health and his fight is made intentionally harder.


In some cases we used a wall switch (you press the "use" button on them), there are a few in Cutman's stage, but I'm not completly sure yet. These blue switches really seemed to be a recurent idea to implant, but we could find something alternative and maybe more dynamic/fun to trigger, or looking closer to the original games.
Title: Re: [Expansion] Mega Man World - Public Beta 2 Released!
Post by: TheDoc on July 23, 2016, 10:13:28 PM
I'm completely okay with the difficulty in this mod (except for Bomb Man's stage, but I get to that later). Currently, I've done Cutman, Bombman, Fireman, Heatman, Oilman, and Iceman (battle), and there's a lot of situations where you have to take your time or you simply have to remember where enemies are. That's what Megaman is, isn't it? Learning from your mistakes and having the patience to try the stage again is what made clearing the stage so satisfying. Yes, there are several cheapshots throughout the game (those fleas...), but when you start again, you're that much wiser about the stage than you were before. Besides, being very careful about moving forward (usually) prepares you for those surprise attacks. Yet, MMW doesn't chuck loads of instakill bullcrap at you to make for fake difficulty; the difficulty comes from your ability to react to an onslaught of enemies in new areas, and if you fail, then you start again knowing more about the encounter the next time you run into it.

That being said, a couple of things I would change (for the record, I'm playing as Protoman offline when reporting this):
1.) Bomb Man: The elevator gauntlet plus the placement of the checkpoint right before the grueling demolition segment that's before the elevator gauntlet is asinine. The demolition segment is simply too long; you have to spend time blowing up, like, 9 segments of wall going back and forth between switches only to (almost definitely) die 10 seconds into the elevator gauntlet. Personally, I would move the checkpoint to after the wall demolition or just remove the demolition thing completely, and/or nerf the elevator overall. Without my Triple Cutter being able to get under the elevator to hit the cannons ahead of time (TC being my only weapon at this point), I couldn't have beaten it. I cannot do it without killing the cannons long before I pass them. Getting past the Killer Bullets and Beaks was just luck.

2.) The Heatman rising lava segment became nigh impossible as soon as I hit the destroyable blocks. Destroying the first set was easy, but to get past the second set, I had to use Icicle Fall and just let that take care of it. Either that or running back and forth between the safe area and the 2nd set of blocks with a charge shot; it makes this segment way too tedious. I'd recommend removing the second set of blocks at least, maybe the third. There's a difference between requiring caution and requiring obedient, unnecessary patience. The above two points were the latter.

3.) Cutman: There's a couple of segments where a wall drops down in front of you and 1-2 Crazy Razies come out followed by a freaking Big Eye. I know I said caution can avoid cheapshots, but it doesn't solve all of them. Things like and the first checkpoint at Guts Man's stage is over the top. Speaking of which, please put checkpoints in SAFE PLACES. It's not uncommon for me to reach a checkpoint and see some god-forsaken flea jump out and gnaw my face off as I'm touching it, which means that happens every time I respawn. Megaman Deus Ex Machina did the same thing and I hated it.

4.) Boss and stage difficulty is inconsistent, which is one thing I personally look for in particularly in Megaman. Oilman's super is easier to dodge than his normal pattern, but Heat Man and Fire Mans' supers are......terrifying. I genuinely got scared when Heat Man did his super for the first time, and after barely escaping his 1-minute long invincible super, he just did it again right away. If you wish to keep such "survival supers" where the boss is invincible and does something outrageously, please make it much more uncommon to reoccur, if at all.
The stages also vary significantly in difficulty. Fireman's stage was a cakewalk compared to Cutman and Bombman. Bosses and stages should be consistant enough in difficulty so that the player actually feels like they have a choice on who to go after first. I would never, in a million years, try Bombman's stage first.

You guys did and are doing something amazing here, and even though you might just stop after MM1 is complete, recognizing the full scope of this mod's ambition is something that many, many people here would appreciate and enjoy. Just the sheer amount of effort poured into this kind of thing is crazy. If you guys have the time and energy, I want you to know that this kind of work does not go unappreciated. Maybe I can help out sometime? yea we'll see about that... I wish you the best!
Title: Re: [Expansion] Mega Man World - Public Beta 2 Released!
Post by: Superjustinbros on July 23, 2016, 10:41:17 PM
Toad Man's stage has a particularly cheap segment after the wind-platforming area where you can suddenly get ambushed and slaughtered by two fish and a slime you can barely see before jumping in due to their absurd HP.

I would also suggest trying not to go overboard with the destroyable blocks in stages- MMPU used them in scarce numbers and only really incorporated them in secret rooms/paths, usually as a way of rewarding players for sequence-breaking and fighting bosses out of their weakness order (such as bringing Oil Slider into Fire Man's or Super Arm into Time Man's). In this mod I feel as it they were just placed on the main paths just to exist for no reason and get in the way (the Heat Man example TheDoc brought up being a perfect example).
Title: Re: [Expansion] Mega Man World - Public Beta 2 Released!
Post by: TheDoc on July 24, 2016, 02:44:56 AM
As a person who likes playing any mod offline first before going online, I've had a lot of offline experience particularly with SP mods (including this one at some point), and I've noticed that using CVARs as progress recorders never seems to work out, at least for me. I don't know if it's like this with everyone who plays offline (I seem to be the only one ever reporting it), or if anyone even plays offline at all, but every time I close out MM8BDM, launch it again, and go back into my save file, the CVARs recording the progress of unlocked parts and tools, bosses defeated, etc. are always 0. I've had to archivecvar every time I unlock a part or beat a boss, and it's kind of a nuisance. Again, though, I don't know if this is worth the trouble addressing if no one plays offline that much anyways, but if you do, the only solution I can think of ("me" being an amateur coder here) is recording progress through inventory and/or flags rather than CVARs. This way even multiple save files for the same class can function properly and independently. Just a suggestion, though; it's probably not going on the top of your priority list :mrgreen:
Title: Re: [Expansion] Mega Man World - Public Beta 2 Released!
Post by: Knux on July 28, 2016, 07:48:57 AM
I was willing to go ahead with this outside the forums in a peaceful, civilized manner, but since people can't admit to their faults...

Yeah, the spoiler contains "drama". And by that I mean the facts that people hate to listen to and conveniently write off as such, as seems to be the trend. Don't wanna read all of that? That's mighty fine, too. Here's a tl;dr:

- MMWICE (https://www.mediafire.com/?qq7g64p76vr5b4t)
- Enjoy, I guess. That's the last thing I'm doing for this game.

(click to show/hide)
Title: Re: [Expansion] Mega Man World - Public Beta 2 Released!
Post by: TailsMK4 on July 28, 2016, 08:29:46 AM
I guess I got some explaining to do. During the time when I was looking for mappers for MMWorld, Knux was someone that I was in good terms with, so the two of us agreed he can help out with mapping, though JC did the majority of the mapping. Knux's biggest contribution was the Ice Man map. Things were fine until it came time for item placement and other details...I'm not really sure how to put the problem into words, but SOME of his anger towards me is deserved, since I failed to let him know what was going on mapping-wise in MMWorld. Things spiraled down from there, and I had to make a choice since there was no way to please everyone involved in the team. It basically came down to either someone that contributed and acted like a leader to the project (Stardust) versus someone that contributed map work (Knux). That's really as condensed as I can put it, since I have forgotten some details (really wanted to forget about it and would have kept quiet if Knux hadn't said anything).

I've moved on from this incident and this is primarily why I will be taking a much reduced role on the project in the future, since I feel in some ways I failed as a leader. Another project that is on-going will give me another chance to act my role...

Knux, if you do happen to read my post, I am sorry for not letting you know what was going on prior to the drama, but I still stand by the decision I made.
Title: Re: [Expansion] Mega Man World - Public Beta 2 Released!
Post by: Jc494 on July 28, 2016, 10:29:06 AM
@Knux on the off chance that you actually read this

tl;dr;
- I'm the leader of this project now
- I was willing to talk you about this and resolve this drama
- I won't use your map in it's current state, I'll most likely redesign it and re-use some sections
- If you want to get in contact with me about this, you can contact me via Skype or via the MMWorld Discord chat

(click to show/hide)
In MMWorld Related news, the next public beta is coming along slowly, the next release will be around 1 week after v5 hits (possibly later, but definitely not before). It will have a ton of bug fixes as well as improvements to certain maps (mainly Bombman and Gutsman's maps). It may even have a playable version of Timeman's map, no promises though.
Title: Re: [Expansion] Mega Man World - Public Beta 2 Released!
Post by: LemonPig on August 15, 2016, 01:42:58 AM
hey guys :) im just here to ask if i can make MMWKNI?(NOT the items, the map only.)Tell me every detail of mmw mapping, so i can improve my skills.
thx
Title: Re: [Expansion] Mega Man World - Public Beta 2 Released!
Post by: Jc494 on August 15, 2016, 02:02:02 PM
hey guys :) im just here to ask if i can make MMWKNI?(NOT the items, the map only.)Tell me every detail of mmw mapping, so i can improve my skills.
thx

While I appreciate your enthusiasm we are not working on MM6 maps at the moment.

HOWEVER, if anyone in the community wishes to create their own custom co-op map which isn't specifically for a robot master, I could include it as an extra "challenge" map (similiar to custom PU stages). For these maps, the creator would be allowed to use any tilesets and/or gimmicks they choose to include. These maps are intended to be strictly optional maps which do not unlock any items/weapons. These maps may also have custom enemies and/or a custom boss. If someone wishes to make a stage based on a RM from a game we do not plan to include in the base mod (RMs from fan games/rom hacks) then we may make an exception. At earliest the first set of challenge maps will be added in PublicBeta4 (assuming people actually submit such maps).

In regards to PublicBeta3, it should be (hopefully) released by the end of this week.
Title: Re: [Expansion] Mega Man World - Public Beta 2 Released!
Post by: Trillster on August 15, 2016, 08:55:09 PM
As the guy who implemented it at first, I would like to mention that the Boss Base actor was specifically made for it to be easily understandable. It has comments off to the side that explain what each actor property does and how the Super Attack mechanics work. So if you make a boss, make sure to follow its example.
Title: Re: [Expansion] Mega Man World - Public Beta 2 Released!
Post by: DMGUYDZ64 on October 03, 2016, 11:43:32 AM
Support this ticket if you want the lifts Multiplayer bug to be fixed  :cool: : http://zandronum.com/tracker/view.php?id=2850
Title: Re: [Expansion] Mega Man World - Public Beta 2 Released!
Post by: CutmanMike on October 03, 2016, 01:41:44 PM
I doubt that will be fixed. Updating actor positions require bandwidth and if every A_SetVelocity call did it, it would be extremely laggy. However you can play around this limitation by having the guts lift call a function that Zandronum knows to update to all players (A_Chase might do the job). I would recommend experimentation with the DECORATE code.
Title: Re: [Expansion] Mega Man World - Public Beta 2 Released!
Post by: Jimmy Turner on August 02, 2017, 05:36:13 AM
I'm not trying to sound impatient but will this expansion ever get updated?  It's been like 3/4 of a year and still nothing.  I just hope this isn't cancelled because I'm really wanting to play more of this.
Title: Re: [Expansion] Mega Man World - Public Beta 2 Released!
Post by: fortegigasgospel on August 02, 2017, 05:39:00 AM
Yea, unless they have been doing work in complete secret, this project is dead.
Title: Re: [Expansion] Mega Man World - Public Beta 2 Released!
Post by: GamerTai on December 31, 2017, 09:46:08 PM
Link is down. Can anyone reup? I loved this mod, but recently lost the file.
Title: Re: [Expansion] Mega Man World - Public Beta 2 Released!
Post by: fortegigasgospel on December 31, 2017, 11:39:21 PM
It hasn't been updated in a long time and is likely not compatible with the most recent version of 8bdm.
Title: Re: [Expansion] Mega Man World - Public Beta 2 Released!
Post by: Stardust on January 01, 2018, 11:24:10 AM
Here try this
https://allfearthesentinel.net/zandronum/download.php?file=mmworld-publicbeta2.pk3
it's, the same version that is being hosted on doomseeker / and it's uploaded on TSPG, our main savior for hosting MM8BDM servers. It's obviously outdated and contains more or less bugs (since MM8BDM received updates), but playable definitely

happy new year btw if you read that now      :   )