This guide is NOT for actually getting MM8BDM and running it. This guide assumes you can run the game and get into matches etc. and is entirely a gameplay guide. This guide is for those new to playing the game or people interested in how this game plays.
Getting started with controls and settings:
1. Start a single player game. Dr. Light will talk to you and tell you to set your controls.
2. Just as he said, set your controls, and make sure you have: movement keys, jump, main fire, switch weapon, use item, and switch item. Fly Up/Down is also used for Rush Jet/Marine but it’s not real important.
3. Talking to Dr. Light for the first time also sets your auto-run to true, freelook to true, and your crosshair to true (though I think these might be true by default now...).
4. Couple of non-vanilla controls covered in mod section.
Movement in MM8BDM:
1. This game uses the Doom Engine, and thus your fastest form of movement is strafe running. Forward + StrafeRight/StrafeLeft, also known as SR40, is the standard form of movement. SR50 is generally unimportant and unused.
2. MM8BDM has higher standard jumps then a lot of other FPSes.
3. You can jump cancel by releasing jump before you reach the apex of your jump.
4. You run slower while airborne. Avoid unnecessary jumps and use jump cancel to minimize time spent in the air.
5. There is no swimming, being underwater reduces personal gravity, resulting in slower fall speed and higher jumps.
Weapons in MM8BDM:
1. There are a lot.
2. MM8BDM weapons are projectile-based as opposed to the hitscan bullets of most FPSes. The main weapons that don’t adhere to this are weapons that emanate splash damage from the user such as Gravity Hold and Centaur Flash.
3. The projectile nature of MM8BDM places more emphasis on prediction of opponent’s movement in order to get hits as well as the ability to dodge storms of projectiles.
4. Getting hit by attacks inflicts hitstun by cutting a portion of current velocity. The amount of hitstun varies from weapon to weapon with Crash Bomb inflicting a complete stop per hit and Quick Boomerang inflicting no hitstun.
5. Auto’s training simulator gives little readouts on each weapon and allows for a live test fire against bots.
6. Or you can bring up console with ~ and type “Give Weapons” to get all the weapons to try out at once.
7. The numbers on your keyboard switch to particular weapon categories and general weapon order and categories go like this:
1. Buster
2. Long-Range
3. Rapid
4. Close Range
5. Power
6. Area of Effect
7. Shields
Less Obvious Weapon Intricacies Not Covered by Readouts
1. Busters are given by inventory items, they work without ammo, and you can only have 1 buster at a time.
2. Getting hit can lock jump for a bit due to something in the Doom Engine. This is most apparent when getting hugged by Star Crash.
3. Getting hit by Spark Shock locks running but allows jumping in place.
4. Junk Shield is pierced by electric weapons.
5. Using Charge Kick in the air allows overall faster movement than Charge Kick on the ground.
6. Getting hit by Concrete Shot inflicts a debuff that prevents jumping.
Items in MM8BDM:
Here's a list since there's no real in-game list.
1. Health pickups (small and large): They give you health.
2. Weapon Energy pickups (small and large): They give you ammo for your current weapon.
3. Tanks: You can carry these around and then use these to restore health/ammo when you decide you need them. ETank fully heals you. WTank gives full ammo to your current weapon. Mtank fully heals you AND gives full ammo to ALL your weapons.
4. Item1: Spawns a temporary platform. Get 3 at a time.
5. Item2: Spawns a platform that goes forward. Get 2 at a time.
6. Wire: Launch a grappling hook at the ceiling and pull yourself up. Get 2 at a time.
7. ExitUnit: Use this to teleport yourself to a random place on the map.
8. Energy Balancer: Allows you to pick up ammo even if your current weapon's ammo is full. The ammo goes to your lowest-ammo weapon.
9. Eddie: Gives you ANY random weapon.
10. BeatCall: Saves you from a pit by flying you out once.
11. RushCoil: It's a high launching spring.
12. RushJet: Gives you temporary flight.
13. RushMarine: Gives you temporary flight within water.
14. Tango: Tango rolls into a bouncy ball to shred enemies.
15. Treble: Treble stays put as a sentry and shoots foes.
16. BeatSupport: Beat temporarily accompanies you, flying out alongside your attacks, acting as a bird missile.
17. Reggae: Reggae flies over to a foe, stealing their weapon, giving it to you, and warping them somewhere else on the map.
18. Buster upgrades: These replace your current buster with a different buster weapon.
Gamemodes:
Press F1 in-game for in-game mode explanations.
Most are pretty self-explanatory, but further explanation can be found at
http://wiki.zandronum.com/Game_ModesOf those, the modes default MM8BDM supports are:
(Team) Deathmatch, Terminator, (Team) Possession, (Team) Last Man Standing, (One Flag) Capture the Flag, Duel, and Instagib.
1. About Last Man Standing. The round start randomly selects 5 different weapons from MM8BDM’s vast arsenal: a long range weapon, a rapid weapon, a close range weapon, a power weapon, and a shield weapon. All players then get those weapons, guaranteeing relatively equal footing for all players.
Other:
1. Skins do not affect player hitbox or size in any way. While smaller skins are harder to spot, bigger skins can throw off opponent aim; just choose who you like.
2. There is a difference between being underwater like in MM2BUB and outright gravity changes like in MM5STA: being underwater only affects personal gravity, other gravity effects also affect projectiles.
3. Consider getting a rapid fire bind(
http://cutstuff.net/forum/index.php?topic=5597.0) as some charge weapons have utility when rapid fired. MM8BDM will eventually include a rapid fire solution (
http://cutstuff.net/forum/index.php?topic=10345.0).
Mods:
1. Default, unmodded MM8BDM is “vanilla.” Vanilla tends to be overshadowed by mods.
2. Mods tend to use altfire a lot, so have that key set. Lobstacle course also uses the “use” key. Class mods also tend to use the taunt key to make your class say funny stuff, but it’s not required for play. Also Class taunts are a separate optional file.
3. If a mod requires more custom controls than this, it will probably say so in its thread.