Mega Man 8-bit Deathmatch – V4c Released!

Posted by admin | Releases | Wednesday 1 April 2015 2:48 pm

This is no April Fools, MM8BDM is getting another update! This version aims to make a minor few adjustments/fixes but most importantly to update Zandronum to 2.0. This will mostly help out modders as it adds a few more editing features and bugfixes from ZDoom. Want to see the MM8BDM patch notes anyway? Click here!

DOWNLOAD FROM CUTSTUFF

Mega Man 8-bit Deathmatch – V4b Released!

Posted by admin | Releases | Saturday 3 January 2015 3:37 pm

Happy new year from Cutstuff.net! People come and go in our community but that does not stop Mega Man 8-bit Deathmatch from staying alive and up to date. This version includes a couple of new features but mostly fixes and a very important update to the next Zandronum version (bundled with the game). Grab it from the download link below or click here to view the list of changes first!

DOWNLOAD FROM MEGA

Mega Man 8-bit Deathmatch – V4 Released!

Posted by admin | Releases | Saturday 17 May 2014 2:43 pm

Mega Man fans rejoice, as Mega May continues to explode with new Mega Man content and announcements! As expected, Cutstuff continue the celebrations with a new version of Mega Man 8-bit Deathmatch! This update includes Mega Man & Bass content, a game that was released on the Super Nintendo originally in Japan only but eventually made it’s way onto GBA around the world. Did you know: Capcom made Mega Man & Bass on the SNES for kids who weren’t rich enough to own a Playstation to play Mega Man 8?

A full list of changes and discussion can be found on the forums. Enjoy!

DOWNLOAD FROM MEGA (97.9MB)

Mega Man 8-bit Deathmatch – V3b Released!

Posted by admin | Releases | Monday 12 August 2013 3:46 pm

MM8BDM gets better and better with a new version! This update is all about refining old content, and includes many updates and fixes to maps and weapons. The highlight of this patch though is the inclusion of replacement maps! Out with the old and in with the new! Shadow Man, Top Man, Gemini Man, Wave Man, Spring Man and Burst Man have all been blessed with all new arenas.

But that’s not all! Many older maps have received significant layout and quality changes. Click here to check out the full change log, or download below and check out the new additions for yourself!

Download from MEGA

Mega Man 8-bit Deathmatch – Version 3 Released!

Posted by admin | Releases | Friday 21 December 2012 5:24 pm

After a long period of silence, Mega Man 8-bit Deathmatch rises again with a brand new expansion! This time it’s Mega Man 8′s turn to get 3d deathmatch treatment. New weapons, skins, maps and much much more await you in this version of Mega Man 8-bit Deathmatch!

Praise must go out to the new MM8BDM team (lead by Ivory) who put this together. Without them this expansion would have not have received the love and care Mega Man 8 deserves. Special thanks must also go out to the Zandronum team who continue to support Skulltag’s mod friendly legacy, allowing us to fix and add new and better things to Mega Man 8-bit Deathmatch.

For a full changelog of this version, visit the forums!

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MM8BDM – Bot Apocalypse!

Posted by admin | Releases | Tuesday 15 November 2011 7:12 pm


I am going to introduce myself in the first paragraph of my first blog post like the two before me did. Consistency, you know? I’m Yellow Devil, you probably know me. If not, then I am an old community member who has played since the SGC Demo and has modded since 2010. I was assigned to this position following the departure of SmashBroPlusB, and also because the blog has not been updated for almost two months.

My first post on this blog is about one of personal favourite community-created modes, Bot Apocalypse. Often referred to as BotApoc, the mode was first created by SaviorSword in his custom server. Back then the mode would be run by hand, with the host adding bots and moving players as required. A community modder called Sick Sad World begun coding the mode, which was an attempt to “automate what they had done manually”. The mod split in two a while after coding began due to a “glass ceiling”, which saw another modder, Messatsu, creating the same mode with a few key differences. Sick Sad World’s original modification was finished and released in early October, with Messatsu’s mod being released at a similar time.

But that is enough about what happened, how about a slice of what’s happening?

Sick Sad World’s BotApoc is the ‘true’ BotApoc Savior and T’s Inventions hosted way back then. The mode is played in Team Last Man Standing and it features two teams, one full of players, and one full of bots with a bot leader. The bots are randomly assigned at the start, and all the bots will be of the same robot. The players win when all the bots and their leader are eliminated. The leader wins when he or his bots eliminate the players. There is a real sense of challenge here, as the bots tend to group up and destroy players when given the chance.

Messatsu’s BotApoc is similar, but at the same time adds new features and modifies others. Due to similarities with another of Messatsu’s mods, I will refer to this version as RageBotApoc. The objectives are not edited, but players may find themselves in radically different situations due to other factors. Bot Leaders are given increased health to protect themselves from the players, and they drop M-Tanks on death. Bots drop health on death to encourage the players to take them out. When there is only one player left, the lone man gains a Rage Rune (double firing speed) so that he can make a final attempt at winning. Finally, RageBotApoc has a timer system. If the round lasts for more than five minutes, huge meteors will begin crashing down on the players to speed up the match.

Both versions of BotApoc are a blast in large servers, I recommend trying them both out and hosting them whenever possible!

Download BotApoc here.
Download RageBotApoc here.

Spotlight: IX-Pack

Posted by admin | Releases | Friday 23 September 2011 1:49 pm

Hello everyone, I’m one of the new writers for the MM8BDM Blog! My name is SmashBroPlusB, and I’ve been around the community since ye old SGC demo was officially released. Since then, I’ve stuck around the forums, mainly annoying helping the other users and giving feedback on various community projects. However, this blog post isn’t about me, and if you want to talk to me that badly then just hit me up with a PM you sexy beast.

 

Anyway, I’m here to (sort of) introduce the IX-Pack. In reality, the IX-Pack is mainly recycled content. Ivory’s I-Pack and Mr. X’s X-Pack have been merged into one giant mountain of awesome, and it’s all here for your 8-bit pleasure. Notorious maps such as Sunset Canyon, Whomp’s Fortress, and Blade Man Castle are present in the pack’s roster. Now I know you’re thinking, “If I already have the I-Pack and the X-Pack, why should I download this?” Simple. First of all, the new content is more than enough to lure you in. There are 10 new maps in the pack, all of which have been expertly designed by a long-time veteran of the community. As if that wasn’t enough, the pre-existing maps from the I- and X-Packs have all been retouched, eliminating bugs and glitches, slightly changing layouts for better level flow, and moving around weapons/items for better balance.

 

The IX-Pack actually came out a few weeks ago, so technically this isn’t really an “introduction”, but even still it’s nice to get some free publicity, right? If you’re one of the few who hasn’t managed to grab the IX-Pack yet, you can find the download link here. You’ll also find a complete map listing, more information on the pack itself, and some nifty screenshots.

MM8BDM-v2c Released!

Posted by admin | Releases | Friday 19 August 2011 5:40 pm

Time for an upgrade! This new MM8BDM version brings to the table a whole lot of bug fixes and not much else. Still, take a gander at the changelog below, perhaps you’ll see something that sparks your interest!

  • Upgraded Skulltag to 98e Alpha.
  • In Possession, if the circuit board is not picked up after so long the match ends.
  • The game mode “TeamGame” now uses player colours correctly.
  • Junk Shield has been completely changed. Activating it creates three orbiting junk pieces that can damage enemies and block non-ripping projectiles.
  • Turbo Roaders now die correctly if “destroyed” (mirror buster etc).
  • Gravity Hold can now be obtained again in Duel.
  • Some weapon layouts changed (mostly less Wild Coil, no Wind Storm/Gravity Hold combo)
  • Eddie now drops Treble Sentry.
  • Treble Sentry fires faster and has faster projectiles.
  • In CTF and other team modes, Treble fires constantly in the direction he is spawned.
  • Danger Wrap explosions appear correctly.
  • Danger Wrap now drops bombs that explode when in contact with walls, ceiling etc.
  • Search Snake is now in weapon slot 2.
  • Scorch Wheel no longer gets reflected by Mirror Buster (simply blocked).
  • Leaf Shield no longer reflects Treble’s shots.
  • Super Adaptor’s wings are removed correctly after death.
  • Colours for Noise Crush and Wild Coil have been fixed for Software users (patch by Lego).
  • Wild Coil now fires springs at wider angles, making it harder to OHKO.
  • Noise Crush now switches colours correctly when changing weapon from a charge shot.
  • Noise Crush does less damage.
  • Silver Tomahawk does less damage.
  • Ballade Cracker uses more ammo.
  • Drill Bomb uses more ammo.
  • Rolling Cutter uses more ammo.
  • Hard Knuckle uses more ammo.
  • Mirror Buster uses ammo faster.
  • MM7SLA now appears in the launcher’s map rotation correctly.
  • MM7SHA secret is now blocked off.
  • Possibly other minor map/weapon tweaks!

This will probably be the last update of v2 unless something big crops up. This means that I will be trying to see if I can get a team together to work on the MM8 expansion, if that’s what you guys want. The majority of the work will not be done by me for three reasons. Firstly, because a fun and easy as it is, I’m tired of the Doom engine and would like to move to something¬† fresh (and without limits!). Second, because being a one man band means it takes longer for it to get done. And of course finally, I hate Mega Man 8. Despite this though, I will try to keep an eye on what’s being done to keep it up to quality with the rest of the expansions. Still, this can’t happen without a project leader and a team! Stay tuned for a forum post about this.

Download from SendSpace

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Noise Crush does less damage.

Screw Scramble Released!

Posted by admin | Releases | Monday 20 June 2011 11:00 pm


Screw Scramble is a new team deathmatch based game mode with a twist. Players must battle it out in order to obtain screws from fallen foes (or allies). The screws must be taken to either Auto or Reggae (depending on your team) who randomly spawn in the arena. Once Auto or Reggae reach the screw limit, the game is over and the corresponding team wins! Auto and Reggae will reward those who bring big batches of screws, but be careful! Dying results in you dropping ALL of your screws, for anyone to pick back up!

  • Game must be played in Team Deathmatch (teamplay) or Team Game (teamgame). The latter is used for playing with CTF maps where Auto and Reggae replace the Red/Blue flags.
  • Your screws are displayed at the bottom of the screen. How many Auto/Reggae require is displayed on the right. The highlighted character is the one you should head to for screw deposits!
  • Players drop 5 screws plus whatever extra screws they were holding when they die.
  • Large deposits will result in unique rewards. 15 screws or more gives you an MTank. 25 Increases your fire rate. 30 gives you triple shot! These bonuses cannot be stacked (except MTank obviously) and you only receive one bonus per deposit.
  • The default screw requirement is 150 screws. It can be changed via the winlimit server setting. The winlimit is multiplied by 10, so winlimit 20 will change the screw requirement to 200.
  • Carrying lots of screws slows you down. It only becomes noticeable near the 100 screw mark. This feature may be removed.
  • Junk Shield and Leaf Shield do not appear in this mode.
  • Currently only supports 2 teams, but may be increased in the future.

Download v1 from sendspace!

MM8BDM-v2b Released!

Posted by admin | Releases | Saturday 11 June 2011 8:11 pm

Barely 24 hours have passed and there’s a new MM8BDM update! Well what do you expect when I get paid so mu… oh wait. Yes folks, this is a bugfix release so don’t expect too many new things to see here. There have been some SLIGHT balance changes but nothing major because I wanted to get this release out to fix the huge amount of crashes that have been going on recently. Playability is important y’know! Depsite that, I managed to fix quite a few niggles and minor annoyances that some of you have made me PAINFULLY aware of… Here’s the list of changes.

  • Thunder Bolt ammo bar fixed.
  • Fixed the turbo man “fail spot” where you could get stuck.
  • M Tanks now work with MM7 weapons.
  • Danger Wrap no longer shows a napalm bomb on detonation.
  • Increased Slash Claw/Thunder Bolt volume.
  • Fixed MMCTF10 blocking lines.
  • Gravity Hold, Super Adaptor and Exit Unit removed from duel mode.
  • Super Adaptor ammo depletion bug fix. You can now change weapons properly in mid air.
  • No longer able to “swim down” to reach weapons in Burstman stage.
  • Gravity Hold removed from Burstman stage.
  • Baccones no longer murder people when touched sometimes.
  • Crows, Fire Traps, Quick Beams and other hazards now correctly take a frag away from the player (But upon doing this ruined their obituaries, no way around it. Prove me otherwise!)
  • MM7 weapons added to LMS.
  • Eddie can now throw out MM7 weapons.
  • Super Adaptor now kills in 3 hits rather than 2.
  • AOE HUD hands now have five fingers (Kapus).
  • MM7 Boss no longer blinds software users.
  • Gamma’s energy refill bug fixed.
  • Sniper Joe now respawns correctly in training mode.
  • Junk Shield makes a sound when it is destroyed (from either too much damage or using another shield).
  • Downgraded to Skulltag 2999 to fix the huge amount of crashes players were getting online.
  • Removed hole in springman stage.
  • Cloud Man weapon layout changed slightly.
  • Thunder Bolt split damage reduced slightly.
  • Exit Unit removed from Gemini Man stage.
  • Blocked off a certain line which prevented Guts Man G spotting you.
  • Fixed Gutsman G “sniping” people.
  • Danger Wrap mines self detonate in a shorter period of time.

There may be other minor fixes that I didn’t think we worth listing (typos etc) but that’s the majority of this update. The big one is the downgrade of Skulltag version. I could have taken the time to report a bug and wait for the ST dev team to look into it but that’s not my style. My players come first, believe it or not, as a lot of you seem to have forgotten. If you want to make it known that something should be changed, please give me REASONS why you want something changed. Baseless whining and “IMO”‘s don’t get us anywhere.

To the rest of you who actually helped out and gave me reasons to change things, thank you for contributing. Hopefully this quick release will show that yes, your voices are heard.

Download from Sendspace

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