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Skins & Bots etc / Re: Cartoon Network Characters as MM8BDM Skins.
« Last post by hansungkee on December 05, 2022, 12:34:32 PM »
I might try taking a stab at doing a Bugs Bunny from Looney Tunes to toss a wrench into the mix.
That's Not Made in Cartoon Network, Sorry.
Skins & Bots etc / Re: Cartoon Network Characters as MM8BDM Skins.
« Last post by ThatDamnNekomimi on November 30, 2022, 06:46:43 PM »
I might try taking a stab at doing a Bugs Bunny from Looney Tunes to toss a wrench into the mix.
Resources / Re: Superjustinbros's Resources collection
« Last post by Superjustinbros on November 27, 2022, 07:54:16 PM »

Here's another asset that may be useful to mappers; A full set of 256 solid color textures, one for each color in the Mega Man 8-Bit Deathmatch palette. Each texture is named after its equivalent color ID in the palette, shown in the spoiler below:
(click to show/hide)

Download it here.
Skins & Bots etc / Re: Bass' Skin Place (UPDATE! Black Mage casts a spell!)
« Last post by bass44 on November 19, 2022, 10:05:44 AM »
I can't believe I've been making skins for 10 years at this point, time sure does fly huh?

This time I've made a skin that was already made yeeeeeeears ago, but I decided to see if I could do a better job with it; that little wizard man from the first Final Fantasy. I think I managed to not make it look hideously ugly this time, the NES Final Fantasy had some pretty weird looking sprites as is.

I know I've run out of room on the big roster on the front post, I don't feel like expanding it right now but I will eventually when more skins come out. Speaking of, I'm hoping to get that Heat Man skin based on the Rockman Battle & Fighters game done eventually, it's my oldest unfinished project! The sprites are really awkward and weird though, that's why it's been so hard to figure out how to draw the rotations.

Check the download link here!
Events / Re: Cutstuff Mapping Jam 8: Jamburger
« Last post by VGStar on November 14, 2022, 08:46:24 PM »
I get the feeling my words were premeditated since I can only think of one theme given what I got :')
Events / Re: Cutstuff Mapping Jam 8: Jamburger
« Last post by Dr. Freeman on November 14, 2022, 07:23:50 PM »
With the submission period behind us, it's time once again to go onto phase 2! Thanks to everyone who submitted a piece!

I'm always for giving way too much time than too little time because we all run BUSY LIVES and mapping for hit game megaman 8 bit deathmatch may not be the thing we have the most time for. So as of right now the deadline for map submissions will be Sunday, February 26th at 11:59est. I almost always tend to throw a week or so on as a deadline extension though, BUT DON'T COUNT ON IT
but it'll probably happen

Now for the actual mapping! Before I lay down some groundrules, I have to briefly talk about the words you all threw into the pool. Along with your two map pieces, everyone will receive a total of THREE words completely randomly (well mostly randomly, you couldn't get your own word, well in theory, knowing my luck one slipped through the cracks...). Of these three words, you must choose two of them and they have to be related to your map in some way, shape, or form. I am very loose with definitions here so if you come up with a stupid loophole to make your word viable, the only person you have to convince is me. And if it's something cheeky and fun, I'll almost certainly allow it.
Back in Paper Jam you only got two words and you had to use both, but that led to some very difficult to make combos, so with getting three instead, I think it offers more freedom for the mapper to actually make something work, even if rng frowns upon you with weird word choices. Though if you really wanted, you COULD use all three words in in your map, it's just not required.

Now, for the actual guidelines for the maps! Mostly a copy/paste job as always!

-Each mapper must use both map pieces given to them in their map. The piece must be in the playable space of the map at all times and not off in the background or something. However, the mapper is able to make plenty of changes to the pieces if they so desire. Common ways map pieces are changed include...

-Changing the height of parts.
-Changing jump stairs to walk stairs, the other way around, changing it to a ladder or a fan, changing a slope to not a slope or the other way around, etc. etc.
-Adding little things to fill up blank space.
-Changing curved walls to normal angles (or the other way around).
-Flattening out uneven terrain.
-Any textures, aesthetics, or anything like that in the piece.

There are certainly more options than just these, but these are the common ones I've seen in the past. The general rule of thumb is I should still be able to recognize the map piece when everything is said and done. If you have any question about editing a piece because you're unsure, just ask me and I'll let you know if it's legal or not.

-You must choose two of the three words you receive and have them be relevant to your map in some way, shape, or form. This rule is pretty lax but you can't just outright ignore what you get. Please inform me of the words you chose when you submit the map as well, so I know what to look for.

-You're allowed to use custom assets to your heart's content. As long as it's still 8-bit in nature, though I'm sure that goes without saying. But you're not obliged to stick with what's in the core game, though you can if you want!

-Likewise, the song in your map must be 8-bit in nature. If it's not, I have full authority to change the song. Likewise, try not to use a song that's already in the core game, I will also change it in that case. I'm a picky soul about music as well and I will ask for a song replacement if it actually is unpleasant to listen to. Do not worry about adding boss themes because they will be replaced when the pack is released. And while you don't need to worry about adding a map card, I will need the song information so I can do it myself at the very least.

-Some general mapping courtesies. Include at least 32 spawns, 16 Light Team Spawns, 16 Wily Team Spawns, 8 Cossack Team Spawns, and 8 King Spawns (if there's a big problem I can add the team spawns myself). Make sure to keep the lighting at an even 255 unless there's a really good reason for it to be something else (AKA don't make the whole map the default 192). Also make sure you lighting isn't 256, that's a common error that leads to lighting problems. If you have any sorta instant death such as pits, lava, etc. make sure to block the edges of the platforms with block monster lines.

-I will have to either ask for changes or outright reject a map if something in it causes the game to have difficulty running, either offline or online. Software mode is very unpopular in this world, but the map needs to be functional on it, though it doesn't have to be pretty.

-Remember that this is NOT a competition, nor is it a race to the finish line. Feel free to get input from other people if you're unsure about something, and don't be afraid to ask questions if you have any! If you're new to mapping or unsure on something, I would definitely recommend not waiting until the last second to make your map so there's time to get feedback/make potential changes if that needs to happen.

-While it's incredibly unlikely to happen, I hold full authority to reject a map for a failure to abide by the main rules or for any other very unlikely reason that might pop up. As such I hold authority to make slight edits to a map myself if for some reason the situation calls for it. Don't worry about this one too much, it's more of the "just in case" rule.

Well that's enough of that. Let's get on to the map piece and word assignments! Everything will be located under the spoiler tag below!
By the by, if anyone wants to be credited under a different name than what I have here, just let me know.

(click to show/hide)

Lastly, here is the dropbox link with all the map pieces!

If you have any questions whatsoever, feel free to ask, and let's get to jamming!

Events / Re: Cutstuff Mapping Jam 8: Jamburger
« Last post by Dr. Freeman on November 12, 2022, 04:06:58 AM »
My healthy reminder that this is the last weekend to submit a map piece! If you're interested in participating, you have to submit before Sunday is over!
Projects & Creative / Re: Mega Man X Singleplayer Classes (Version 2.75)
« Last post by Mendez on November 10, 2022, 02:13:49 AM »
For MM8BDM V6A, you can try this version and see if it works:
Maps / Re: LlamaHombre's One-Off Maps (Current: guest MM2QUI updates)
« Last post by Thunderono on November 03, 2022, 04:05:25 AM »
Thanks to Llama for letting me piggyback here.  I'm probably not going to make a habit out of this; I had wanted to update MM2QUI anyway, but I wanted to get the changes out ahead of time.  Seeing how MM2BUB2 and now MM10DW3 have been handled, though, I figured people would want to host it, so to ease the burden on hosts I asked Llama if I could slip my map in here.  I don't have any other maps in core that I plan to do this for.

Similar disclaimer to Llama's that, while I'm not a member of the core team, I do intend for these changes to go into core for v6b.  Whether or not they actually do is out of my hands, but the feedback I've received from some members of the core team so far has been positive.

I wanted to take a moment to go over where my head was at while making these changes.  MM2QUI has a strong historical context in 8BDM, and while it definitely had a lot of problems, I wanted to keep its overall identity intact while addressing the pain points.  I'll be going over what I've heard and observed, my updates, and how the two relate.

To start, here's the raw changelog for anyone who just wants to know the difference.
(click to show/hide)

Alright, so let's get to the nitty gritty.  For anyone who's unaware, my name is on MM2QUI because I used a concept SmashBro came up with to drastically modify the existing MM2QUI.  At the time, my focus was primarily on making the quick beams consistent, as previously they fired entirely randomly.  While the map was modified by other users after the fact in ways that I feel were to its detriment, I think it's existed in an "it's fine" state for a while.  That being said, it's clear most people aren't fans of the version in core.

The two complaints I heard the most were:
-The map is too flat.
-The lack of null walls lets floorhuggers and flying classes terrorize matches.

Additionally, from my experience on the map, I identified the following problems:
-The southwest corners are pointless, offering no real advantage and having the worst flow on the map.
-The southern half of the map is frustratingly segmented.
-The northern half of the map can be difficult to siege thanks to predictable entry points and long sight lines.
-The item layout here is just a disaster

Now, some people might take a look at the second complaint from that first list and say "well, core shouldn't be trying to cater to CBM!"  I actually agree with this take, but in this instance, the pain CBM players are experiencing comes from a purely cosmetic choice.  While core should not be made first and foremost for CBM, I think it's fine to address CBM pain points from time to time as long as it doesn't come at a detriment to vanilla gameplay.  You'd be surprised how often it can.

However, I had one more problem swimming in my head: MM2QUI is a very nostalgic map for a lot of people.  Its flat layout and short walls have become part of a now decades-old identity for the map, and while they do cause problems, I believe that identity needs to be respected.  The challenge with this update, then, was to alleviate the pain caused by these decisions without erasing them entirely and effectively replacing the map.

I'll go ahead and break down the changes, now.

-The map is too flat.
-The southwest corners are pointless, offering no real advantage and having the worst flow on the map.
-The southern half of the map is frustratingly segmented.

(click to show/hide)

-The lack of null walls lets floorhuggers and flying classes terrorize matches.

(click to show/hide)

-The northern half of the map can be difficult to siege thanks to predictable entry points and long sight lines.

(click to show/hide)

The item layout changes probably speak for themselves, but if anyone wasn't keeping score before, I encourage you to open up the current version of MM2QUI and count how many weapons are in each slot.  It wasn't great.

Finally, a straggler change I want to discuss:
-Lowered the time between quick beam fires from 7 seconds to 6
(click to show/hide)

This was one hell of a wall of text, but the point I wanted to hammer home is that I wanted, above all else, to make changes that fixed gameplay issues without trampling what's made MM2QUI unique and special for so long.  I believe I've managed to accomplish that, but I want to get this into public hands ahead of v6b to get people thinking about what this map has needed.

Thanks again to Llama for letting me tack this onto his pack, and enjoy!
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