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Topics - Superjustinbros

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Tutorial Collection / [GUIDE] MM8BDM Installation and General Guide (v6b)
« on: October 14, 2022, 04:30:42 AM »
For those of you looking to get into playing Mega Man 8-Bit Deathmatch for the first time, this guide will serve as a basic introduction to downloading, installing, and setting up the game, including for online play. This guide will be based on the latest version, Version 6b.

    1. Download Mega Man 8-Bit Deathmatch from the official website and install it.
    2. When the installation is finished, open the game’s launcher and verify it is the latest version (Version 8.1). For single-player, simply click Start. It is recommended for playing for the first time to set up controls and play the Training mode. For multiplayer, switch to the launcher’s Multiplayer tab and click the large “Launch Doomseeker” button to launch the multiplayer server browser Doomseeker.
    3. If Doomseeker needs to be updated, click the update prompt that appears, otherwise you may ignore this step.
    4. Click a server to join. If a server contains addons/mod files, a prompt appears to download them. Accept and let the downloads complete, and when you join the server, all the needed files will be loaded automatically.
Controls and Customization:
The default control configuration for keyboard play is as follows:
    · Movement: W, A, S, and D keys
    · Jump: Space Bar (Also joins current game if spectating)
    · Camera: Mouse
    · Fire: Left Mouse Button
    · Alt Fire: Right Mouse Button
    · Choose Weapon: Mouse Wheel
    · Choose Item: Q and E keys
    · Use Item: C key, or Mouse Wheel Button
    · Show Scoreboard: TAB Key
    · Chat: T Key (Y key to chat with teammates only)
    · Display Map: M Key
    · Screen Size and Life/Ammo Bar Position: Plus and Minus Keys
    · Pause/Main Menu: Esc Key
    · Take Screenshot: Print Screen Key
Controllers and gamepads are also supported.

For changing your in-game name and character (skin), go into the Player Setup menu, or visit Roll in Dr. Light's lab. For changing your name’s color in-game, refer to this guide.

Custom skins downloaded online must be added to the "skins" folder of your 8-Bit Deathmatch folder to appear ingame-- from there you may select them as normal though the Player Setup menu. An archive of user-created skins can be found at this page.

Hosting & Joining Servers:
For hosting custom servers, TSPG, or The Sentinel's Playground, is used to host dedicated servers. Hosted servers appear on Doomseeker’s server list. If you want to host your own Megaman 8-Bit Deathmatch server, make sure to set the IWAD to “Megaman 8-Bit Deathmatch (IWAD Only) (v6a)”.

As detailed under Step 4 in the Installation section, Doomseeker is used to browse and join net game servers. Simply click any server and let any necessary files download to join-- they’ll all be placed inside the “wad” folder located in your 8-Bit Deathmatch folder.

Game Modes:
Mega Man 8-Bit Deathmatch supports the following game modes for multiplayer.
(If a mode is not listed here, it is not supported without modding)
    · Deathmatch - Score the highest number of frags (kills) to win, the default gamemode.
    · Team Deathmatch - Same as above, except players are now split into 2 to 4 teams.
    · Duel - Two players fight with no allies or other players.
    · Terminator - Players fight for possession of a powerup that boots the holder’s power.
    · Last Man Standing - Deathmatch, but players have limited lives (usually one).
    · Team Last Man Standing - Same as above, except players are now split into 2 to 4 teams.
    · Possession - Players must hold onto a circuit board without the ability to attack to score points.
    · Team Possession - Same as above, except players are now split into 2 to 4 teams.
The following modes use their own maps:
    · Capture the Flag - Two teams fight to capture the opposing team’s flags.
    · One Flag CTF - Two teams fight to capture a single grey flag in the center of the map.
    · Skulltag - Two teams fight to capture Metool helmets and deliver them to score pillars.

Rejected / Chapter 10 Genesis Unit Boss Bugs
« on: May 24, 2017, 04:13:44 PM »
So when I was fighting the Genesis Unit during the boss rush (with cheats) twice the game had entered a stalemate.

The first was the result of InstaGib Metal Blade killing Hyper Storm immediately after the phase where he sucks up Buster Rod clones without giving the trio the chance to collide together and die- leaving me stuck. I could not suicide either to restart the fight.

The second one I encountered during a re-attempt has visual proof, where during the phase where Hyper Storm swings Buster Rod with his rod out, the boss is suddenly duplicated and the game crashes not long after.
(click to show/hide)

Skins & Bots etc / The SuperJustinBros Tauntpack
« on: June 06, 2016, 01:50:15 AM »
This here is a taunt pack for class mods. It's primarily built off of the YD Classes tauntpack and includes taunts from Unholy Bosses and a few others in place of the original taunts.


Works with YD/CBM, JC, and JD. Pop it in your skins folder (note you can only have one active taunt pack at a time) and let the taunt spam begin enjoy.

In the case of taunts pre-loaded into the game, in order to replace them with taunts form the taunt pack, you must go into the SNDINFO of the class pack's file and remove the appropriate strings of data labeled "*taunt".

MM8BDM Discussion / Idea: 5-Team Support?
« on: May 24, 2014, 06:39:20 PM »
So seeing that King hijacked the fourth team's slot from Mr. X, I was wondering if out of some stroke of luck a slot for a fifth team could be considered, while the current Team 4, the King Team, represented with the color yellow instead of purple, and Mr. X returns to being the fifth team, represented by purple.
What follows are altered King's Purple team stuff to reconfigure them into yellow just incase anyone's interested.

MM8BDM Discussion / Level progression order discussion
« on: May 20, 2014, 06:37:45 PM »
In the MM1 through MM6 chapters, the order you played the initial Robot Master maps were entirely random and did not seem to follow any pattern. However starting from the MM7 chapter, all the stages are set that you first play the map belonging to the RM with the lowest ID number of the game the chapter represents, and go up by one for each map.

Help & Editing / Adding static PNG graphics on-screen
« on: April 10, 2014, 02:50:05 AM »
Basically this is a request I'm making for a friend of mine, primarily a way to add .PNG images that appear temporally somewhere on the player's screen (preferably in one of the corners) once a certain command is established that fades out after ## seconds.

Tutorial Collection / MM8BDM Text Color Guide
« on: December 15, 2013, 03:55:19 PM »

Bigger version:
(click to show/hide)

Old version:
(click to show/hide)

This is a chart I assembled containing a variety of custom text colors. Included are the 22 basic colors, everything from Fuzzball's Text Color PK3 over on the Zandronum forums.

To type in color text, add \cX, with X being any lowercase letter between A through V.

All colors on the second row and lower require you to close the letter/number code within brackets [] after typing c. So \c[c1] would give you color C1, \c[i4] would give color I4, and so on. If the color code you enter is invalid (or you don't have the necessary pk3(s) installed and loaded), the text will be in cl's color. You must not capitalize any letter in the color code, or else it will not work.

Spaces are not required to be put in-between the color codes as they are not visible to other players once the message is sent (only signaling where the text becomes colored beyond where the code is typed), so typing \chMegaman will display Megaman, and typing \cgProto\cuMan gives ProtoMan.

If making a bind, you must type "\" twice before specifying a color's ID to choose a color. So for instance you'd have to type the above example as \\cgProto\\cuMan to have it display correctly.

To always have Fuzzball's custom colors present on all servers including those that don't have the pk3 loaded, simply put the text color pk3 into your Skins folder.

Mega Man Discussion / Mega Man Classic Weapon Fusions
« on: December 08, 2013, 06:08:16 AM »
I had a recent gander into the dark allies of deviantART and somehow ended up with Kirby 64 vibes as I browsed. Kirby 64 allowed you to copy two individual powers at one time to make a new power that you could use to your heart's leisure.

So I was thinking, how would the Mega Man series do this? You kill one Robot Master to get his/her weapon, then kill another to get their weapon as well; combine both the powers into something new; usually much more powerful.

I'd prefer to have one set of Weapon Fusions per set of Robot Masters (MM1, MM2, MM3, etc.), just so we're not going all overboard with the entire series.

MM8BDM Discussion / Best Ever vs Regular Servers
« on: September 28, 2013, 02:07:03 AM »
For quite some time now I've been suspicious of the servers running under "Best Ever" that appear in Doomseeker's server list. It feels like any server that doesn't host in BE is doomed to have a very low number of players at one time or none at all.

Personally, I never used BE, primarily for the sole fault I find it to have, aside from an over-the-top account setup process: The random automated "Server" announcements that are dumped out.

Help & Editing / Enabling Chasecam in netgames w/o sv_cheats on
« on: July 08, 2013, 03:55:51 AM »
Per the title. I'd like to play certain net games of mine with Chasecam turned on while keeping sv_cheats off.

Skins & Bots etc / Superjustinbros' Custom Skin Archive
« on: December 30, 2012, 07:15:07 PM »
Hello and welcome to my personal archive of skins for Mega Man 8-Bit Deathmatch. Below you'll find all the skins I've created so far to download--simply put the associated .pk3 files in the Skins folder in your MM8BDM folder and select them like you would any of the other character skins.

Skin List:
(click to show/hide)

Resources / Mega Man 9 Tilesets
« on: December 28, 2012, 05:15:10 PM »
These are non-animated tiles I ripped from VGMaps' collection of Mega Man 9 maps, which could be used for a MM9-themed expansion.
(click to show/hide)

Resources / Superjustinbros's Resources collection
« on: December 02, 2012, 09:08:33 PM »
Hello. Since I don't know much on programming at the moment I thought I'd just showcase a few things I created in my spare time.

Mapping Assets
MM8BDM Individual Mapping Config for Doom Builder
Solid Color Textures Full set
Extended Capture the Flag Textures

Original post below
(click to show/hide)

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