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July 29, 2016, 01:49:17 PM
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Offline CutmanMike

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Mega Man 8-bit Deathmatch V5B - 22/05/17!
« on: July 29, 2016, 01:49:17 PM »


It's been 2 years since the last update, but MM8BDM continues on! Mega Man 9 was a fantastic little treat from Capcom (and Inti Creates) that even became the favourite Mega Man game in many people's hearts. I have always loved 9 as I do the other Mega Man games, and ever since it's release I've always wanted to do it justice in MM8BDM. We've had to make some interesting choices here and there but I think the end product is something MM9 fans will enjoy, and we have plenty of surprises for Mega Man fans as well so scroll down and grab the download link below!

Trailer



New Features

    New Mega Man 9 weapons, maps and skins!
     Reworked old weapons including Leaf Shield, Skull Barrier and Centaur Flash!
     Lots of updated older maps, including Bubble Man, The Robot Museum and a ton of Mega Man 7 maps!
     Updated Light Labs! The lab has been extended for more content and many things have changed. Take a look around!
     New Boss fights! So many new boss fights! Do you dare face them all?

Change Log

Here is a more detailed change log.
 Spoiler:
== Light's Lab
+The construction work on Light Labs is finally complete. Explore and check out the new basement!
+Dr. Light's missing Robot Masters will appear once you have defeated them in the campaign!
+A new machine has been added in the basement which will allow you to re-fight hidden bosses you have defeated (but is locked until a certain Robot Master has visited the lab). Note that you will have to defeat them again in v5 to unlock them here.
+Weapon Training and Stage select can now be exited by pressing jump.
+Pressing forward and backward in stage select will go through selections quicker.

== Launcher:
+Removed update banner.
+Extra Command Line Parameters are now saved upon exit and loaded automatically.
+Added a Configuration tab with the following:
* Set Video Renderer
* Open MM8BDM Directory
* Visit Official Website

== Skins
+New skins based on all the Mega Man 9 robot masters!
+New skin for Mega Man 7-styled Sniper Joe.
+New skin for Time Man.
+New base skin.
+MegaMan now has his own skin.
+Alien now plays sounds when landing.
+SearchMan shoulders now colored cyan instead of blue.
+King has more readable firing frames.

== Health and Weapon Energy pickups
+Weapon Energy pickups no longer change values with sv_doubleammo.
+Weapon Energy pickups now restore 30% and 72% of maximum ammo values rather than hard-set values.
+A longer sound effect plays when you pick up a large capsule.


== Item 2
+Now spawns underneath you when you're in the air.


== Weapons
+All weapons now inherit from a single source: BaseMM8BDMWep.

== Laser and Arrow Buster
+Laser and Arrow Buster mid charge shot now use the damagetype "ChargeBuster".

== Duo Fist
+Charge HUD animations lowered and made semi-transparent.
+Uncharged shot no longer faces you when returning.

== Proto Buster
+Uncharged shot colors changed slightly.
+Charge Sound changed to match Mega Man 9's.
+Can no longer hold shield out when charging a shot.

== Super Adaptor
+Full Charge animation changed slightly.
+Colors changed to better reflect Rush's NES palettes.
+Fist can now only home in on people in the user's vision.

== Fire Storm
+Shield damage now originates from the center of the player's body.
+Shield damage now full radius.

== Oil Slider
+You now keep your previous momentum when turning.

== Super Arm
+Can no longer be autoaimed.

== Thunder Beam
+Can no longer one-hit kill.

== Time Slow
+Slow duration reduced: 5 -> 3 seconds
+Weapon switch cooldown reduced slightly: 4 -> 2 tics [1 tic = 1/35th of a second]
+Range indicator added.

== Air Shooter
+Damage Reduced: 25 -> 20

== Atomic Fire
+Full charge ammo cost increased: 10 -> 15
+Full charge projectile speed: 24 flat -> 8-32 windup

== Bubble Lead
+Now climbs slopes

== Leaf Shield
+Complete rework.
+Put up a temporary shield that blocks one oncoming hit*
+Lasts a short period
+If the shield is hit, release a flurry of leaves in the target direction.
* damage may still be sustained from the hit, depending on the source.

== Gemini Laser
+Fixed a bug where shots would bounce off shootable actors.

== Hard Knuckle
+Damage reduced: 70 -> 65

== Magnet Missile
+Shots can now only home in on people in the user's vision.

== Search Snake
+Ground speed increased: 18 -> 23
+Can now be aimed.

== Dust Crusher
+Bits pass through players for the first few tics.

== Pharaoh Shot
+Explosion damage reduced: 65 -> 60
+Full explosion damage radius increased: 0 -> 16
+Maxmimum explosion radius reduced: 128 -> 96
+Explosion animation added.

== Skull Barrier
+Complete rework.
+Now fully blocks the damage from one hit.
+Has a cooldown of two seconds after breaking.
+During these two seconds, you are immune to stage hazards that would typically kill you instantaneously.*
* Presses of any kind not included.

== Crystal Eye
+Fixed a bug where bits would bounce off shootable actors.

== Gravity Hold
+Added a range indicator.

== Power Stone
+Code was made easier to modify.

== Star Crash
+Damage radius now starts at your center rather than at your feet.

== Centaur Flash
+Complete rework.
+When used, now renders you invisible for a short period.
+Do not use near birds.

== Plant Barrier
+While active, you take 30% increase damage from all sources.

== Silver Tomahawk
+Reduced speed: 65 -> 50

== Danger Wrap
+New sprites.

== Freeze Cracker
+Bits pass through players for the first few tics.
+Visual effect moved from the weapon to the projectile.

== Noise Crush
+Fixed a bug where uncharged shots would get stuck on Mirror Buster.
+Charge shot ammo cost increased: 2 -> 4

== Thunder Bolt
+No longer spawns two graphic effects when fired.

== Wild Coil
+New sprites.
+New sounds [stolen from Classes].
+Uncharged speed increased: 18 -> 25

== Astro Crush
+Fixed a bug in Zandronum 3.0 where you would not hang in the air when using it.

== Flame Sword
+Can no longer be autoaimed.

== Homing Sniper
+Shots can now only home in on people in the user's vision.
+You didn't need that pistol ammo anyway.

== Mega Ball
+Default slot changed from 4 [Close] to 2 [Ranged]

== Copy Vision
+Default slot changed from 6 [AoE & Special] to 2 [Ranged]
+Shot damage buffed: 8 -> 10
+No longer reorients itself to match your aim automatically.
+Now reorients when you fire while Copy Vision is selected.

== Ice Wall
+Now climbs slopes.

== Lightning Bolt
+Fixed a bug in Zandronum 3.0 where you would not hang in the air when using it.

== Remote Mine
+Base speed increased: 20 -> 25
+Redirect speed increased: 8 -> 11

== Tengu Blade
+Remove the fade effects on the dash.
+Changed the actor name "TenguMelee" to "TenguDash" to be more precise.

== Ballade Cracker
+Obituary properly set in LANGUAGE.

== Mirror Buster
+Fixed a bug where climbing weapons [ex. Search Snake] would repeatedly trigger the counter.
+Actor names changed for clarity.
+Damage windows for shot values changed:
*  Mid shot: 11 -> 12 damage.
*  Strong shot: 25 -> 40 damage.
+Large shot damage increased: 40 -> 45.

== Sakugarne
+Default slot changed from 6 [AoE & Special] to 4 [Close]

== Screw Crusher
+Fixed a bug where shots would bounce off shootable actors.


== MAP CHANGES

== MM1CUT
+Weapon layout changes
+Minor structural changes

== MM1ELE
+Weapon layout changes
+Elec Traps now deal "Disintegrate" damage

== MM1TIM
+Arrows now show direction of conveyor belt movement

== MM1OIL
+Oil Canisters now deal more consistent damage
+Oil Canider damage reduced slightly

== MM2BUB
+Full map overhaul

== MM2HEA
+Various structures tweaked and simplified

== MM2QUI
+Northern area reworked

== MM2DW1
+Teleporter bunkers closed off.

== MM2DW2
+Various structures adjusted.

== MM3TOP
+Skull Barrier now easier to acquire.

== MM4DIV
+Complete layout and texture overhaul

== MM4BRI
+Updated darkness textures
+100 Watton now drops a large health on death*
* does not apply to LMS game modes.

== MM4DC1
+Large health pickups near pillar swapped with small ones
+Four small health pickups added outside

== MM5GRA
+New room added
+Moved central staircase to provide better cover in the lower hallway
+Stairwell leading up towards the south replaced with a ladder

== MM7STR
+New map based on Mega Man 7's intro stage!

== MM7FRE
+Complete layout overhaul

== MM7BUR
+Various structures adjusted
+Underwater filters removed

== MM7CLO
+Complete layout overhaul

== MM7SLA
+New room added connecting the river chokepoints
+Various jumps made easier

== MM7SHA
+Cliffside adjusted
+Teleporter moved to the bottom of the cliff
+Various visual changes

== MM7JUN
+Weapon layout changes
+Background elements added

== MM7TUR
+Complete layout overhaul

== MM7DW1
+Various visual changes

== MM7DW2
+Weapon layout changes
+Pit teleporters now both face the same direction.

== MM7DW3
+Weapon layout changes
+Minor visual adjustments

== MMBMUS
+Complete layout overhaul

== MMBPIR
+Complete texture overhaul
+Layout of back cave area changed

== MMBBUR
+Various flow adjustments


== Misc
+All previously existing damaging stage hazards now have damage types.
+All music given more accurate loops.
+New team colors!

Download

Download from MEGA
Download from Cutstuff

Notes

Shouts must go out to the current MM8BDM team who made this possible. V5 had a rough start with the departure of Ivory who set an very high standard of quality and was very proactive towards getting the project done. Mega Man 9 may have had the content ready for us to implement but there is still a lot you have to think about and tinker with once you start adding it to the core game. It is also a very beloved game so there were lots of conflicting opinions on how things should look, behave or even sound. It could not have been done without such a relentless team of people who took time out of their lives to contribute, for nothing but what working on the game means to them. Thank you for your continued support (your medals are in the Cutstuff post!)

Also thank you to those still sticking with us and playing MM8BDM. I know a ton of players don't even read the forum, but seeing players still enjoy and get hyped for MM8BDM is what keeps me going back to have long battles with ACS and DECORATE and push Zandronum to it's limits.

I think at this point promising that a MM10 expansion should come a lot faster than this one would be shooting myself in the foot so I'll just close with "Stay tuned".

July 29, 2016, 01:49:24 PM
Reply #1

Offline CutmanMike

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #1 on: July 29, 2016, 01:49:24 PM »
Please provide working mirrors if you can, I know a lot of you don't like MEGA for downloading.

Oh yes, and for the sake of people just coming in:

Try to avoid posting spoilers... at least until page 2 of this topic.

July 29, 2016, 01:51:51 PM
Reply #2

Offline Beed28

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this is pretty much a meme now every time mm8bdm releases
« Reply #2 on: July 29, 2016, 01:51:51 PM »


FIRST :D

Wait, you mean it's finally out?







...WAY!

July 29, 2016, 01:53:23 PM
Reply #3

Offline MusashiAA

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #3 on: July 29, 2016, 01:53:23 PM »
Can't say I wasn't expecting Beed to be first.

I'll provide a Painkiller link if anybody doesn't before me.

http://allfearthesentinel.net/download?file=mm8bdm-v5a.pk3

wasnt me

July 29, 2016, 01:56:43 PM
Reply #4

Offline Yoshiatom

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #4 on: July 29, 2016, 01:56:43 PM »
Finally, the world's F5 keys can be put at rest! :P

Thanks for the hard work on this great mod, can't wait to play it and struggle against the bosses!

July 29, 2016, 01:57:14 PM
Reply #5

Offline TheRealRoyale

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #5 on: July 29, 2016, 01:57:14 PM »
YES





GOTTA DOWNLOAD 'EM ALL!

July 29, 2016, 01:58:00 PM
Reply #6

Offline Turbodude

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #6 on: July 29, 2016, 01:58:00 PM »
The expansion I've been awaiting the most since MM7, it's finally here!

Stupendous job to all those involved. I am so psyched to play this!

July 29, 2016, 01:58:14 PM
Reply #7

Offline GameAndWatcher

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #7 on: July 29, 2016, 01:58:14 PM »
IT'S OUT?!



I'll have to get this when I get home!

July 29, 2016, 02:02:50 PM
Reply #8

Offline ThatOneEnder

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #8 on: July 29, 2016, 02:02:50 PM »
OH YES!
I've been so excited for this!
I'll post my thoughts of it once I finish it, but till then, whooo, exciting!

July 29, 2016, 02:06:03 PM
Reply #9

Offline Gothic

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #9 on: July 29, 2016, 02:06:03 PM »
Awesome!

July 29, 2016, 02:40:30 PM
Reply #10

Offline Promestein

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #10 on: July 29, 2016, 02:40:30 PM »
This is top-notch. GG guys.
 Spoiler:
Glad to see Quint getting some love. Looks like I need to play through the entire campaign again.

July 29, 2016, 02:49:02 PM
Reply #11

Offline Rui

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #11 on: July 29, 2016, 02:49:02 PM »
Quote from: "CutmanMike"
Please provide working mirrors if you can, I know a lot of you don't like MEGA for downloading.

Dropbox
Google Drive


Beautiful work! Congratulations to everyone on the dev team!

Only one more expansion til we receive Sheep Man ;v;

July 29, 2016, 02:57:24 PM
Reply #12

Offline Superjustinbros

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #12 on: July 29, 2016, 02:57:24 PM »
YESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYESYES

July 29, 2016, 03:38:12 PM
Reply #13

Offline SmashBroPlusB

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #13 on: July 29, 2016, 03:38:12 PM »
Quote from: "CutmanMike"
== Item 2
+Now spawns underneath you when you're in the air.
Wait, but then how will you be able to "staircase" your way up to a high ledge? Does it check for velocity instead of just checking for a floor beneath you?

Quote from: "CutmanMike"
== Proto Buster
+Can no longer hold shield out when charging a shot.
I'm ready for Proto Buster in Duel :ugeek:

Quote from: "CutmanMike"
== Leaf Shield
+Complete rework.
+Put up a temporary shield that blocks one oncoming hit*
+Lasts a short period
+If the shield is hit, release a flurry of leaves in the target direction.
* damage may still be sustained from the hit, depending on the source.
So it's more like a "quick counter" version of Skull Barrier? Interesting. I'm gonna like playing with this.

Quote from: "CutmanMike"
== Mega Ball
+Default slot changed from 4 [Close] to 2 [Ranged]

== Copy Vision
+Default slot changed from 6 [AoE & Special] to 2 [Ranged]

== Sakugarne
+Default slot changed from 6 [AoE & Special] to 4 [Close]




I haven't looked at any stage changes, gonna keep those a surprise for myself.
Great work guys, can't wait to really dig my fingers into this.

July 29, 2016, 03:48:26 PM
Reply #14

Offline NES Boy

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Re: Mega Man 8-bit Deathmatch V5 - RELEASED!
« Reply #14 on: July 29, 2016, 03:48:26 PM »
I just started V5, so one of the first things I did was to check on one of Guts Man's lines. Sure enough:



This line was relevant from v3a to v4c, but now it needs to be updated, since the boss endurance chamber is back now. Just have Guts Man say it used to be where the patio is.