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May 22, 2017, 11:16:59 AM
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Offline CutmanMike

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Mega Man 8-bit Deathmatch V5B - RELEASED!
« on: May 22, 2017, 11:16:59 AM »

V5B is finally here! Additional versions usually mean some map changes, maybe some minor tweaks here and there. But during the downtime of waiting for Zandronum 3.0 (which we are still waiting for...) I decided to go back and revamp the singleplayer bosses and story. This was something I originally had no intention of doing, but Ivory convinced me that people care about the singleplayer experience and the earlier content does not reflect the quality of the newest content. In a way it was like playing through time, you could see how the team and I got better with each new version of the game. But as cute as that is, it pains me to see new players fighting bosses like the Guts Dozer and Met Daddy so it had to be done. It took many months out of my life to rework everything but it's something I alone had to do. Hopefully it has been worth it!

The engine has also updated to Zandronum 3.0 beta (see here for more details on that). This gives modders quite a few new tools to play with. I won't list them here as many of you already know what they are and have been patiently waiting for a chance to use them.

But enough talk, it's been too long! Scroll down below and grab the download link!


New Features

    * Revamped Story + Singleplayer Campaign! Fraglimits are lower, story is more fleshed out and more terrifying bosses await!
    * Easy Mode! For players new to FPS or have difficulty with the game. It makes bots and bosses weaker!
    * New revamped training map! Visit auto to check out it's new features!
    * More weapon and item reworks, including Junk Shield, Remote Mine, Wire and more!
    * Lots of updated older maps, including Wave Man, Gyro Man, Magic Man and more!
    * New maps! Wily's fortresses continue to appear! Mega Man 4, 5 and 6 now all have Wily Stages! (not included in campaign)
    * Don't forget CTF! Now we have 25 CTF maps!
    * Many, many, MANY map/weapon/skin tweaks and adjustments! Too much to list! You'll have to discover most of the new changes!

Change Log

Here is a more detailed change log. There are NO SPOILERS here. It does not include all minor changes and fixes.

Spoiler for Hiden:
V5B Patch notes (V5A SPOILERS):


== Light's Lab
+ Massive plot/cutscene updates to the introduction of each chapter.
"Beaten the game already? Hmm... Maybe someone in the lab can help you with this predicament!"
+ You can now view letters via the letterbox.
"Letters are obtained by playing though the campaign."
+ You can now watch back older intro sequences via the TV in the living room (requires certain chapter unlocks.)
+ Added a new intro sequence that replaces the old MM2 intro.
+ Auto's training moved to a seperate training map.
+ Tweaked a few of the Roll lines to match The_Broker's.
+ Added an option to skip cutscenes when entering a boss stage if you have already beaten them.
+ Improved in game menu selection responsiveness.
+ Removed sub-bosses from Boss Attack.
+ Added a lives system to Boss Attack.
"This makes getting the Boss Attack trophy much more bearable. A true boss rush including all sub bosses and optional bosses may appear in a future version!"

== Training
+ Moved to its own map: "TRAINING".
+ You can now select inventory items in addition to a player and bot weapon.
+ You can now choose form 4 different arenas: Default, flat, water and low gravity.
+ Sniper Joe's AI can now be changed: Bot (normal), Sentry (will not move but will fire at you) and Sleep (no action).
+ Added health numbers and damage values on the HUD for both player and the bot.
"This overhaul of the training room should allow players to try out weapon/item mechanics with ease."

== Campaign
+ Major story update. Includes new cutscenes, bosses and more!
+ Fixed flags not getting unset after finding a hidden boss fight (screwing up the campaign main boss).
+ Frag limits lowered for most maps.
"The standard is now 10 frags. This number increases for small maps where the kill frequency is higher."
+ Added an "Easy" difficulty to the main menu. This slows down/weakens bots and gives you a 50% damage reduction against bosses.
"Easy mode and Normal mode share the same save data so you can choose when switch between the two."
+ CVARINFO added and all cvars changed to use them. They are converted upon entering lightlabs.
"The new format is MM8BDM_xxxx instead of Secret_xxxx"
+ Tweaked DMFLAGS and DMFLAGS2 to include spawn protetction etc.
+ Reduced the save data time to 10 tics instead of 1 second.
+ All NPC chat should now use the user defined chat colour.
+ Credits sequences can now be skipped by holding the fire button.

== Yellow Devil
+ V5B Boss update.

== Guts Dozer
+ V5B Boss update.

== Doc Robots
+ V5B Boss update.

== Met Daddy
+ V5B Boss update.

== Dark Man 4
+ V5B Boss update.

== Gamma & Robot Master Gauntlet
+ V5B Boss update.

== Enker
+ V5B Boss update.

== Punk
+ V5B Boss update.

== Ballade
+ V5B Boss update.

"The above bosses have recieved a major overhaul or rework as part of the V5B story update, which aims to put the content of older quality bosses on par with the current ones."

== Bass
+ Second phase overhaul by Lego.

== Evil Robot
+ Flying mode changed to regular flying due to 3.0 engine changes.
+ Arena is now slightly smaller so corner camping is less effective with certain attack patterns.
+ Giga Tornado damage reduced.
+ Giga Astro Crush hitboxes tweaked.
+ Giga Ice Wave 2 length decreased slightly.

== Buster Rod G
+ Now has more vulnerability time after landing.

== Mega Water S
+ Now only knocks you into the pool twice over the course of the entire fight (instead of 3 times.)
+ Harpoon speed decreased slightly.

== Genesis Unit
+ Added weapons.
+ The Genesis Unit now only do their special attacks after losing health, instead of every few seconds. They will always do their 3 special formations but never repeat them.
+ Reduced Mega Water S's harpoon damage.
+ Reduced Hyper Storm H's ground pound damage and removed stun.
+ Reduced attack time of all Genesis Unit basic attacks.
+ 4 Health and Weapon Energy pickups now spawn after each phase.
+ Fixed a bug where Buster Rod G's staff would go through and behind him (alpha phase.)
"These changes speed up the fight and make it easier. The weapons also add some player choice on how you want to fight them."

== Proto Man Boss
+ Added a checkpoint after Proto Man's initial dialogue.
+ Now faces you and has a slight delay when he's about to do a "juke shot".

== Mega Mech Shark
+ Added checkpoints for all phases.
+ Added visual barriers (same as Evil Robot's) for each phase.
+ Shark Joes slightly less vulnerable to laser trident.
+ Health missiles no longer drop health upon hitting you.
+ Missile patterns are now less annoying.
+ Phase 1 now loops on the final missile pattern, no longer granting you infinite health.
+ Sky floor no longer thrusts you backwards.
+ Dragon bones no longer have an invulnerable hitbox.
+ Dragon Fireballs now only spawn 2 trails instead of infinite until they reach the map boarders.
+ Dragon Fireballs do slightly less damage.
+ Shark Mouth now stays open longer after a laser phase allowing extra damage (Slightly increased defense versus weapons because of this).
+ Shark Gold laser attack now fires 2 projectile spinners at once with an increased delay between them.

== Police Chase
+ ??? now gives player health before the fakemen helicopters are introduced rather than after that phase.

== Fake Man (after chase)
+ Increased Mega Buster damage factor by 0.1
+ Now takes additional damage when falling onto an Ice Wave.

== Time Paradox
+ Quint takes extra damage in phase 1.
+ Adjusted the fast stomp for less player OHKO potential.
+ The first Road Attacker in the MMX phase drops a Big Health.
+ Road Attackers in the MMX phase spawn less frequently.
+ Road Attackers now steer correctly.
+ Moved the player spawn in the MMX phase away from the edge.
+ Quint will now always try to start his final rage attack at the sides of the arena (it was extremely hard to dodge if he happened to do it in the middle).
+ Fixed Quint Helmet duplication bug.
"Still no checkpoints. I want this fight to be the "Ruby Weapon" of the game. We won't make any bosses harder than this one."

== Credit maps
+ Added missing members.
+ Renamed Dr Light tv texture.


== Player
+ Fixed pain sound sometimes not playing while firing a weapon and getting hit.
+ Removed redundant frames (used by old bosses).
+ Changed FrozenDeathFX's size so the chunks to appear correctly.

== Flight/Freeze Inventory/Weapons
+ Weapons that now invoke flight/freezing now use scripts to handle them instead of watcher actors.
"This is only important for modders. The scripts now keep track of how many SetPlayerProperty effects have been applied to the player and only disable them when they have all been turned off. See core_flyplayer and core_freezeplayer for details."

== Base Weapon + Misc
+ Most weapon hud sprites now use recoloured megaman hands instead of their own sprites.
+ Weapon sprites now respect widescreen resolutions.
+ Added a "no ammo" sound when you attempt to fire a weapon with no ammo.
+ Added altfire state support. By default using a weapon's altfire will fire it's uncharged shot rapidly for you. Some weapons have specific altfire uses, read below.
+ Added fortegigasgospel's edited weapon icons.
+ All Shield weapons now use A_Warp to show their graphic instead of spamming inventory items.
+ Fire weapons now spawn an AOE "ignition" damage.
"This damage type deals no damage by default but is used for detecting if nearby objects should be ignited (oil)"

== Mega Buster
+ Now has WEAPON.ALLOW_WITH_RESPAWN_INVUL to allow sv_respawnprotection to work in both the campaign and online with servers that enable it.

== Proto Buster
+ Shield now uses multiple small hitboxes instead of a single large one. Should improve shield accuracy.
+ Shield Hitboxes moved to directly infront of the player rather than to the side.
+ Added a shield effect when a projectile is blocked.
+ Changed Buster Shot damage and sprites to match Mega Buster shots.
+ Gave the different charge shots "ProtoBuster2" and "ProtoBuster3" damage types.
+ Gave the shield +NOGRAVITY.
+ Changed to 1 tic A_Refire detection.
+ Added Altfire.
"Proto Buster's shield has had an innaccurate hitbox that sometimes blocked projectiles behind the player etc. This was due to the hitbox always being a large square. Changing it to multiple hitboxes gives it a more thinner rectangle shape.
In addition, we found the hitbox of the shield being slightly to the left was unintuitive (mainly to the user) so we've moved it directly to the front."

== Super Adaptor
+ Changed to 1 tic A_Refire detection.
+ Added altfire.
"This means letting go of the fire button should be more accurate instead of potentially 1-2 tics from actually firing."

== Laser Buster
+ Changed to 1 tic A_Refire detection.
+ Added altfire.

== Arrow Buster
+ Added NOINTERACTION on initial frames to prevent OHKO "kisses of death".
+ Changed to 1 tic A_Refire detection.
+ Added altfire.

== Duo Fist
+ Changed to 1 tic A_Refire detection.
+ Added altfire.

== Treble Boost
+ Added altfire (does not activate flight).

== Super Arm
+ Made picking up animation smoother.
+ Added an additional duplicate frame to the rock for voxel alignment purposes.
"Though we decided in the end to not use a Voxel for this weapon, mods can easily add one."

== Time Slow
+ Added proper weapon cooldown.

== Atomic Fire
+ Now consumes 15 ammo instead of 16 allowing for two full charge shots per full ammo.
+ Changed to 1 tic A_Refire detection.
+ Added altfire.

== Leaf Shield
+ Thrown shield is no longer a 14 damage RIPPER and now deals 20 flat damage instead.

== Bubble Lead
+ Slope and 3.0 fixes.

== Air Shooter
+ Projectile now uses +DONTEXPLODEFLOOR.

== Time Stopper
+ Reworked: Time Stopper now freezes all enemies in a large radius around you for a few seconds. You can switch weapons after using this.
+ No longer classed as a "Super Weapon".
"Super Weapon means it goes away on pick up and has to respawn."
+ Ammo refill rate changed to 0.25. This includes W-Tanks (but not M-Tanks).
+ Eddie can once again give you Time Stopper.
"Time Stopper was always treated as a cute gimmick weapon. Due to feedback we've decided to make it an actually useful weapon in Deathmatch that is worth your time obtaining."

== Top Spin
+ Fixed ammo incorrectly taking 5 ammo and requiring 2 (now requires and takes 4).

== Search Snake
+ Slope and 3.0 fixes.

== Hard Knuckle
+ FISTA0 changed to FISTQ0 (conflicts with zand sprites)

== Pharoah Shot
+ Changed WeaponCharge to PharaohCharge to see a visual on the charge up on the ammo bar.
+ Raised FX slightly and added force XYBillboard.
+ Added altfire.

== Drill Bomb
+ Added altfire (To fix default altfire).

== Flash stopper
+ Added weapon effect.
+ No longer classed as a "Super Weapon"

== Skull Barrier
+ Skull Barrier now only lasts 10 seconds instead of indefinitely.
+ No longer classed as a "Super Weapon"
+ Added an additional active+switching state for quicker weapon switching while activated.
+ Bots now fire Mega Buster shots from this weapon instead of using Skull Barrier incorrectly.

== Gyro Attack
+ Added altfire (Ignores splitting command). Using primary fire will cause all gyro attacks to split.

== Wind Storm
+ Fixed Wind Storm in LMS being flagged as ranged.

== Centaur Flash
+ No longer makes you invisible forever in Possession.

== Knight Crush
+ Damaged lowered to 7 damage per tic from 10.

== Freeze Cracker
+ New sprites.

== Wild Coil
+ Changed to 1 tic A_Refire detection.
+ Added altfire.

== Scorch Wheel
+ Added altfire.
+ Changed speed up method to a Powerup rather than SetActorProperty.

== Junk Shield
+ Reworked: Junk Shield now creates a temporary barrier that gives the player 100 armor. If the armor absorbs 20 damage, it will explode into many projectiles in a large radius (up to 5 times).
"Junk Shield was a rather uninteresting weapon that created some awkward situations for map creators where they would have to include electric weapons to help counter it. This version aims to create a weapon similar to Leaf Shield that counters enemy fire, but in a different way."

== Mega Ball
+ Should no longer be able to OHKO people.

== Homing Sniper
+ Updated sprites.
+ Changed to 1 tic A_Refire detection.
+ Added altfire.

== Water Balloon
+ Majority of the contact damage moved to the AOE splash.
+ AOE splash radius increased slightly.
+ Projectile radius increased slightly.

== Ice Wall
+ Added +DONTREFLECT and changed the projectile speed value to 0.
"Minor tweak to prevent problects with reflecting an icewall."

== Copy Vision
+ Added altfire (Using altfire does not create a copy or redirect it.)

== Lightning Bolt
+ New Sounds.
+ Added proper weapon cooldown.
+ Changed projectile actors to THRUACTORS instead of RIPPER.

== Remote Mine
+ Remote Mines can be placed without them detonating if one has hit the ground, up to a cap of 5.
+ Remote Mines now stick to enemy players and other shootable objects.
+ Altfire detonates mines manually without having to reach the cap of 5.

== Wave Burner
+ Added altfire (To fix default altfire).

== Concrete Shot
+ Added +CANTSEEK to the block.

== Magma Bazooka
+ Fixed Magma Bazooka's ammo bar not flashing when at maximum charge.
+ Changed to 1 tic A_Refire detection.
+ Added altfire.

== Black Hole Bomb
+ Ammo bar now flashes when Black Hole Bomb is in use.
+ Added fail effect.

== Screw Crusher
+ New projectile sprites.

== Ballade Cracker
+ Damage reduced to 30 from 48.
+ Now takes 3 ammo per shot instead of 4.

== Sakugarne
+ No longer classed as a "Super Weapon"
+ Added altfire which performs a jump cancel.
+ Added effects.

== Item-2
+ Greatly increased speed up time.

== Tango Roll
+ Increased radius slightly.
+ Increased wall bounce factor (doesn't lose as much speed after bouncing off of a wall).

== Wire Adaptor
+ Rework: Now fires an aimable grappling hook that pulls you towards where it lands. Can attach to certain objects as well.
"Wire was not the most exciting item to find since it was essentially just a two use Rush Coil that required a ceiling. This version has many extra uses without feeling redundant."

== Treble Sentry
+ Now works correctly in team modes.
+ Increased projectile speed, damage and accuracy.

== Beat Support
+ Added effects.
+ Added a "not ready" icon when Beat is on cooldown.

== Eddie
+ Eddie now attempts to give you a weapon you currently do not own and is not on the map.

== Eddie Bomber (NEW)
+ Eddie Bomber summons eddie to unleash a barrage of bombs onto the battlefield. He flies forward dropping bombs, then turns around for a second bombing run.
"I wanted to add an alternative for Tango Roll for maps that are too wide open or are lacking walls."

== Reggae
+ Rework. Reggae now litters the battlefield with Skull Tanks, which damage players that pick them up.
"Reggae performed a horrible practice of forcing weapons away from the player, something that should not be done when we have complicated weapons that perform all different kinds of tasks (i.e giving flight and keeping track of it). Having to design weapons with Reggae in mind is difficult/impossible, so we did away with this mechanic. In addition, the usefulness of teleporting a player a way and taking their weapon was questionable."

== MAPS ==

== Global
+ Team starts have been added to every single map.
"This should solve issues with spawning too close to the enemy team in LMS. Servers must enable this with sv_useteamstartsindm."
+ Added effects to fan jump pads.
+ Added a way for mappers to add "Map Cards" to their maps (see MAPCARDS.acs)
"This can be disabled via the options menu for players."
+ Added a new actor MM8BDM_Water that can be added to maps to easily define a MM8BDM water sector.
"Setting the z height of this actor will set a global water level for the entire map. Giving it a TID will set it for sectors with the same tag and allow you to add different water levels in your map."

== Wily Waterworks (MM4DW1)
+ New map by CutmanMike.
"This map brings back the old MM1FIR with some slight tweaks and new textures."

== Skull Labratory (MM5DW1)
+ New map by Dr. Freeman and Thunderono.

== Wily Outpost (MM6DW1)
+ New map by Watzup7856.

== Elecman
+ Fixed player 1 starts.

== Fireman
+ Fire pillars are now effected by Concrete Shot.

== Timeman
+ New conveyor belts.
"Conveyor belts now have little arrows on them to show you the direction they will push you."

== Bubbleman
+ Fixed some remaining instakill sectors and misc fixes.

== Crashman
+ New textures.

== Heatman
+ Changed a little level geometry and textures for clarity.

== Metal Man
+ New conveyor belts.

== Wily Castle (MM2DW1)
+ Added a missing Item-2 pickup.
+ Fixed a HOM behind the castle.

== Needleman
+ Added second skybox (50% chance to change on OPEN)

== Brightman
+ Removed pits around the outer areas of the map.

== Stoneman
+ New paths and weapon layout changes by CutmanMike.
"The new areas are to give players more choice on where they want to go rather than only having a mostly linear path to follow."

== Gyroman
+ New map by Lego.

== Waveman
+ New map by Magnet Dood.
+ Fixed bubble platforms clipping into players standing perfectly still.

== Gravityman
+ Added missing block monster lines.
+ Layout changes by CutmanMike.
"The upper areas were always prime camping zone in LMS. This new path adds a new way to get up to those areas that replaces the dead end by the teleporter."

== Plantman
+ Removed redundant monster block lines.

== Mr. X
+ Added missing block monster lines.

== Ruined Street (MM7STR)
+ Added extra measures to make sure certain classes cannot leave the map.
+ Replaced cardboard cut out tree/bush props with real actors.
+ Merged a lot of sector numbers to improve performance.
+ Removed MM7STR music file.
"This should reduce frame drops for those experiencing them on this stage."

== Freezeman
+ Raised spike pit floor for clarity.
+ Added a new spike actor to replace the hundreds of linedef textures for spikes.
"This should reduce frame drops for those experiencing them on this stage."

== Slashman
+ Earthquakes are now less intense.
+ Added additional block player lines on high cliffs.

== Junkman
+ Lava pillars now kill you when flying through them.
+ Lava pillars are now effected by concrete shot (but they do not solidify the lava floor.)

== Turboman
+ Added boxes to climb ontop of the garages (except the skull barrier one) so it's possible to shoot players hiding up there.
+ Minor texture fixes.
+ Roaders now bump players into the air and do minor damage instead of heavy ripping damage.
+ Roaders now only have randomized speeds if their arg[0] is not zero.
"This fixes a problem with older maps using Roaders"

== Cloudman
+ Middle Room now has two ladders (They were placeholder green pillar textures before) for more ways to the elusive third floor.
+ Middle pit removed.
+ Replaced lower area ladders and the middle section with jump pads.
+ Lowered the teleport destination area so it's possible to see and shoot players camping there.

== Shademan
+ Removed a redundant block monster line on the cliffs.
+ Other minor fixes.

== MM7DW1
+ Changed Yashichi sector to be impassible and made logo transparent instead.

== MM7DW4
+ Replaced centaur flash with gravity hold.

== Duo
+ Map changes by Ivory.

== MM8DW1
+ Fixed missing monster block lines.

== Coldman
+ Updated ladder texture to stand out more.

== Magicman
+ New map by Rozark
+ Updated ladder texture to stand out more.

+ Added more block monster lines.

== Magmaman
+ Script 3 now terminates correctly instead of looping endlessly.
+ Fixed a line that should have had monster blocking.

== MM9DW3
+ Fixed Petit Devils not spawning online.

== Fakeman
+ Yashichi update.

== CTF ==

+ Added new CTF flag sprites.
+ Flags are now 64 units tall.
+ Added CTF Radar.
"This adds a new HUD element when playing CTF that points you in the direction of both flags. This is to help put the focus on the objectives instead of turning into a bad game of hide and seek. Can be disabled by both server and client."

== New Maps

+ Removed MMCTF04
+ Removed MMCTF19
+ Added MMCTF04 "Lost Riches"
+ Added MMCTF19 "Trackside Tussle"
+ Added MMCTF21 "Dueling Caves"
+ Added MMCTF22 "Korboo's Haunt"
+ Added MMCTF23 "Water Works"
+ Added MMCTF24 "Coterminous Crusaders"
+ Added MMCTF25 "Sky High Skirmish"

== MMCTF08 "Edge of the Dam"
+ Removed instant death water from the upper area near Rain Flush.

== MMCTF17 "Deserted City"
+ Removed a lot of 3d sectors to (hopefully) improve performance.

== SKINS ==

+ Added CopyRobot's updated sprites for Guts Man.
+ Added CopyRobot's updated sprites for Doc Robot.
+ Added CopyRobot's updated sprites for Enker.
+ Added Dimpsy's updated sprites for Megaman-Hair.
+ Added Dimpsy's updated sprites for Bomb Man.
+ Added Dimpsy's updated sprites for Cut Man.
+ Added Dimpsy's updated sprits for Magnet Man (with help from Pegg, Valo and Blaze)
+ Added Hansungkee's updated sprites for Bass.
+ Added FTX's updated sprites for Fire Man.
+ Added FTX's updated sprites for Burner Man.

== MISC ==

+ Added an option to the launcher to disable automatic command line saving.
+ Added an option to the launcher to disable voxels.
+ MM9 Robot Master skins now use BOSSPAIN like they did in MM9.
+ Added Mushashi's high quality sounds.
+ Added Skulltag's runes for compatability.


+ Ice Wall (Weapon)
+ Spinning Top (Top Man Stage)
+ Concrete Shot (Weapon)
+ Guts Lift (Guts Man Stage)
+ Wily Barrels (MM2 Wily Stage)
+ Astro Platform (Astroman Stage)
+ Trap Platform (Shadowman Stage)
+ Item-1 (Item)
+ Item-2 (Item)
+ Plant Platform (Plant Man Stage)
+ Oil Container (Oil Man Stage)
+ Cold Cylinder (Cold Man Stage)
+ Count Bomb (Top only)

"Voxels can be disabled in game or via the launcher. They are currently buggy in software mode but may be fixed in future Zandronum versions."

View in raw text format.


Download from MEGA

Download from Cutstuff


Special thanks to the MM8BDM team who helped out in this version. This build was mostly handled by myself due to all the singleplayer stuff, but it could not have been completed without the artists, musicians, coders and testers who took time out of their day to help me keep this passion project updated. Thanks must also go out to the many community contributions we received (mainly in the art department). Your names will appear in the credits (and your medals are in the cutstuff post)!

I hope you have a blast playing the new stuff. Watching and hearing about people enjoying this monster of a Mega Man fangame is what keeps me going. MM8BDM V5C, if it is required, will not be a massive content package like this one and will just fix any remaining bugs. After that, I will back down for a while and allow the dev team to start working on V6. We may even have some new positions opening up in the future so stay tuned!

May 22, 2017, 11:17:16 AM
Reply #1

Offline CutmanMike

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Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« Reply #1 on: May 22, 2017, 11:17:16 AM »
Please do not post spoilers until page 2 of this thread. Thanks!

May 22, 2017, 11:22:25 AM
Reply #2

Offline Beed28

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Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« Reply #2 on: May 22, 2017, 11:22:25 AM »


May 22, 2017, 11:23:42 AM
Reply #3

Offline Oliver

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Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« Reply #3 on: May 22, 2017, 11:23:42 AM »
Well in that case, I'm off doing some v5b recordings.

May 22, 2017, 11:28:59 AM
Reply #4

Offline hansungkee

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Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« Reply #4 on: May 22, 2017, 11:28:59 AM »
YES!!.... :D YES!!!..... :mrgreen:

May 22, 2017, 11:44:15 AM
Reply #5

Offline Xhatahx

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Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« Reply #5 on: May 22, 2017, 11:44:15 AM »
Spoiler for Translated from Excited-ese:
Although I'm in school, I can see the changelog and it looks delicious. We really, really needed a new Time Stopper. The MM8BDM_Water actor is going to be a big help. The new Wily maps look great from what I can see in the trailer, and I've gotten new CTF maps to roam around in when I'm bored. And the new functions from Zandronum are going to make mods more inventive. Nice!

May 22, 2017, 12:24:40 PM
Reply #6

Offline Zdagger67

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Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« Reply #6 on: May 22, 2017, 12:24:40 PM »
Uhh yeah

May 22, 2017, 12:45:37 PM
Reply #7

Offline FTX6004

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Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« Reply #7 on: May 22, 2017, 12:45:37 PM »
* can someone bring me MBison's YES, YES here *

May 22, 2017, 01:33:20 PM
Reply #8

Offline The_Broker

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Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« Reply #8 on: May 22, 2017, 01:33:20 PM »
Ah, a representation of all of the Wily stages! And so many other great features! I'm gonna have to dissect this for a while... Great work everybody!

May 22, 2017, 01:59:58 PM
Reply #9

Offline Mikael_Fernandes

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Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« Reply #9 on: May 22, 2017, 01:59:58 PM »
Frickin' bless. So excited to see the story overhaul

May 22, 2017, 02:55:36 PM
Reply #10

Offline SmashTheEchidna

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Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« Reply #10 on: May 22, 2017, 02:55:36 PM »



May 22, 2017, 03:17:16 PM
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Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« Reply #11 on: May 22, 2017, 03:17:16 PM »
How to carry your progress from v5a into v5b?

May 22, 2017, 03:50:51 PM
Reply #12

Offline CutmanMike

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Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« Reply #12 on: May 22, 2017, 03:50:51 PM »
You can either copy the new content into your old MM8BDM folder, or copy your old zandronum-(name).ini file into a new V5B folder.

May 22, 2017, 04:11:19 PM
Reply #13

Offline ZipZap

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Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« Reply #13 on: May 22, 2017, 04:11:19 PM »

May 22, 2017, 04:24:54 PM
Reply #14

Offline Superjustinbros

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Re: Mega Man 8-bit Deathmatch V5B - RELEASED!
« Reply #14 on: May 22, 2017, 04:24:54 PM »
The hype is real!
So many improvements everywhere that it's hard for me to describe everything that caught me in detail.
(Really love MM4DW1's water on the window glass effect though!)