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DECORATE and ACS Modifications / Re: Uki's Weaponry (Ukiweps v3b)
« Last post by Ukiyama on March 26, 2023, 09:07:43 PM »
Uki Weps 3b is now available! While the content update is minimal, the main focus was getting things up and running on v6b, mweps is no longer a requirement due to core having all the features of that built in. So enjoy the usual insanity!

https://allfearthesentinel.com/zandronum/download.php?file=ukiwepsv3b.pk3
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Projects & Creative / Re: [Expansion] Rockman No Constancy - Now Updated for v6b!
« Last post by Trillster on March 23, 2023, 01:42:51 AM »
Another bump for another set of updates for this expansion. This time the map pack and the skin pack have been updated to V6B standards. For the skin pack, although every RNC robot master has different mugshots than their MM2 counterpart, it was not worth including duplicate skins in the skin pack, so still only the outwardly distinct ones (Heatman-NC, Flashman-NC, Bubbleman-NC, and Crashman-NC) are included.

Download Map Pack!
(click to show/hide)

Download Skin Pack!
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Skins & Bots etc / Re: Zdagger67 skins : Bass SGC (Revamped)
« Last post by Zdagger67 on March 20, 2023, 08:50:36 AM »
37: Bass SGC (Revamped)
after Bass-SGC has removed for replaced by Bass-MMB in V4c, and now Bass-SGC gaining revamped with new firing sprites based from MMRPG prototype bass sprites.

(click to show/hide)

Download :
https://www.mediafire.com/file/e7oozgz226wnjl4/bass-sgcrevamp-skin.pk3/file
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With Mega Man 8-Bit Deathmatch V6B having released, it gave the good opportunity to update the weapon side of this pack so that it can be preserved, now compatible with other expansion's weapon packs, and playable for the future.

When loading the newly updated weapon pack, the weapons can now appear when using randomized weapons, when playing with LMS loadouts, and even in the Training Mode! Additionally, you can load these weapons alongside the MMRF map pack without randomized pickups for the true weapon layouts.

The main post has been updated to highlight this version of the weapons alongside the standalone map pack, rather than the old full expansion links which were broken, and unlikely to be updated for the future (unless some other modder wishes to step in).

Download Weapon Pack!
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Projects & Creative / Re: [Expansion] Rockman No Constancy - Now Updated for v6b!
« Last post by Trillster on March 20, 2023, 03:21:26 AM »
With Mega Man 8-Bit Deathmatch V6B having released, it gave the good opportunity to update the weapon side of this pack so that it can be preserved, now compatible with other expansion's weapon packs, and playable for the future.

When loading the newly updated weapon pack, the weapons can now appear when using randomized weapons, when playing with LMS loadouts, and even in the Training Mode! Additionally, you can load these weapons alongside the RNC map pack without randomized pickups for the true weapon and item layouts, including all the RNC styled pickups.

The main post has been updated to highlight this version of the weapons alongside the map pack recently updated by FTX, rather than the old full expansion links which were broken, and unlikely to be updated for the future (unless some other modder wishes to step in).

Download Weapon Pack!
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Skins & Bots etc / Re: Medal's Campsite: Post MM8BDM V6b
« Last post by hansungkee on March 18, 2023, 05:45:37 PM »
MM8BDM V6b Cames Mugshot Added.
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Projects & Creative / Re: Mega Man X Singleplayer Classes (Version 2.75)
« Last post by gamerman on March 18, 2023, 03:10:50 AM »
Hey sorry if this has been answered before. I just tried to host a game over lan with a friend and for some reason we couldn't get more then one standard enemy per stage to spawn. RM and weapons worked fine. Test fire range worked fine. Any ideas how to fix that? i'm using the hotfix version
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Bugs/Suggestions / Re: Teamspawn feedback
« Last post by LlamaHombre on March 17, 2023, 08:25:36 PM »
MMBKIN remains untouched as of v6b, so I'm going to put down in writing that the team spawns here are pretty one-sided towards Wily.

(click to show/hide)

Light's only reliable path forward is down into the lowest elevation area onto the entire map, which they are unable to escape from without passing by at least some of Wily team by taking the stairs near Ice Wall. Their access to mid is either through the sightline-blocked drop down near Proto Buster, or down the hall and through the narrow door on the north side. If they want any sort of high ground, they must go north through mid/low ground, jump up a staircase to reach Flame Blast, then go through another chokepoint (either the one they are likely being shot from through, or the one closer to Remote Mine). Since the map is small, it is likely an aggressive Wily player will already be there and ready to punish their approach.

Wily spawns on the highest point on the map, and can easily reach as far forward as Pharaoh Shot and Remote Mine in the time it takes Light Team to gain any ground. Map control becomes effortless for Wily because they already have access to the largest sightlines on the map.

(click to show/hide)

This is a proposed solution that would rotate both teams around the center, putting Light closer to Flame Blast and Wily closer to Dust Crusher. This is a slight nerf to Wily and a big buff to Light, but should put them in relatively better playing fields. Wily now has to jump up to reach and claim their previous highest point (but still have access to all the perks that area comes with!), but Light has more immediate access to both the higher and lower layers of mid as well as a safer room to play from in the Remote Mine area. If Light puts up an amazing offensive front however, Wily will have way more room to duck and leave than Light does currently, as they can safely move through not only the lowest channel but through lower mid as well.

Cossack and King spawns are sort of an afterthought here. Adjust as needed.
And since MM7SHA also remains untouched, I've gone ahead and added a visual to that post as well detailing what I'd do for a v6c edit.
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MM8BDM Discussion / Re: MM8BDM V6b - Released!
« Last post by SaviorSword on March 17, 2023, 04:52:21 AM »
After 13 years, this is still goin' strong.

Be proud of what ya've made here Mike!
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Skins & Bots etc / Re: MM2Wood Skin
« Last post by Gothic on March 16, 2023, 03:13:53 AM »
Decided to remake this, the old one was too big, now it's as tall as the actual Wood Man.

EDIT: Forgot to check the new skin tutorial, I added a mugshot and updated the SKININFO
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