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

Download from DropBox

Download from CWahi.net

MM8BDM v2 Released!

Posted by admin | Releases | Friday 10 June 2011 3:17 pm

After many months of hard work the Mega Man 7 expansion for MM8BDM has finally been released! Special thanks must go out to the Rockman 7 FC team who did the base graphical work for us and some of the music. Without them this process would have taken a considerably longer time, and probably would never have been finished! See the in game credits sequence for the rest of the MM8BDM team who helped put this together!

MM8BDM not only adds new MM7 content, it also makes changes to other things in the game. Read the changelog below to find out what!

New Additions:

  • Upgraded to Skulltag v0.98E (included).
  • New campaign selectable at the start of the game.
  • MM7 boss battle (not secret) at the end of the campaign.
  • 12 new DM maps based on MM7 levels.
  • 1 new CTF map by ivory.
  • 8 new Robot Master Skins based on MM7 robot masters.
  • 6 new bonus skins.
  • 8 new weapons based on MM7 weapons.
  • 2 new assist items.
  • New Credits sequence.

 

Map Changes:

  • Most maps have had slight weapon layout changes, including MM7 weapons.
  • You can no longer throw projectiles down hole transitions.
  • MM1CUT – Added a Big Eye for decor.
  • MM1FIR – Changed main staircase to a sloped floor.
  • MM1DW1 – Added walkable staircases.
  • MM2HEA – Items can be found in lava pools.
  • MM2FLA – TimeStopper added (in a hard to reach spot).
  • MM2WOO – Made Bubble Bat holes impassible.
  • MM2CRA – Fixed invisible ladders.
  • MM3HAR – Blocked off cliffsides.
  • MM3SHA – Added slopes to replace the steps.
  • MM3GEM – Fixed strange sky texture bug.
  • MM3DW1 – Added stairs in various places.
  • MM4SKU – Added stairs in the “starting” room.
  • MM4DC1 – Added a slope to replace the main stairway.
  • MM5DAR – Added stairs in various places.
  • MM6KNI – Added stairs in various places.
  • MM6FLA – Fixed invisible ladder. Fixed oil glitch.
  • MM6YAM – Fixed invisible ladder.
  • MM6MRX – Added various slopes and stairs. Floor bouncers replace some ladders.

 

Weapon Changes:

  • Shield/Radius/Other weapons have been given new HUD animations.
  • Dust Crusher projectile speed increased.
  • Gyro Attack damage increased.
  • Leaf Shield has a short delay before activating.
  • Magnet Missile no longer causes hit stun.
  • Powerstone circling fixed.
  • Quick Boomerang damage increased.
  • Spark Shock has a firing delay but can be switched out quicker.
  • Super Arm Ammo usage increased.
  • Wind Storm now only throws opponents vertically, but higher than previously.
  • Time Stopper no longer appears in Duels.

 

Misc Changes:

  • “Fixed” Wind Man, Centaur Man and Blizzard Man skin colours.
  • Blood splats COMPLETELY removed from the game.
  • Bots attempt to pick their classes to support Yellow Devil’s Classes mod.
  • Secret Skins now revealed by default.
  • Musics change to the boss themes for other game modes like CTF and Duel.

 

Download & Installation

For newcomers, simply download and extract the zip into a new directory of your choice. Run MM8BDM.exe to start the launcher!

For previous installations, it’s up to you. You may simply overwrite your old files with the new v2 files or keep the old version for compatibility reasons. It should go without saying that if you choose to overwrite, you will not be able to play on servers using the old versions, even if you keep the old pk3 as we’ve upgraded the Skulltag version too!

Download from Sendspace

MM8BDM – Powered Up Expansion Released!

Posted by admin | Releases | Sunday 5 June 2011 2:01 pm

Power Up!
With less than a week until MM7 gets out, we’ve decided to rile up some more DM madness (and finally get this damn thing out after developing it for so long), with Cutstuff’s first fanmade expansion! Presenting the Powered Up expansion, a content add-on pack based on the MM1 remake for the PSP, which contained two new Robot Masters, Time Man and Oil Man. This pack includes 4 new weapons, including the two newcomers’ respective weapons, Time Slow and Oil Slider, 10 new maps, which include not only maps for Time Man and Oil Man, but also completely new maps for the original six masters, as well as two stages for Wily Castle. Some of these even include new gimmicks that weren’t in their official maps, such as Fire Pillars (freezable!) among other things. It’s also the first map-pack to include the Energy Balancer as a pickup!

But wait! There’s more! We’ve even catered to the skin enthusiasts in the community! Not only are there TWO different skins for both Time Man and Oil Man, there’s also a skin for Mega Man?, the captured and reprogrammed version of Mega Man you meet when playing as a robot master in the original game, but also a metric truckload of Roll skins, all based on the DLC roll costumes for the game!

Power Up, Cutstuff! You can grab the latest version here, which also lists the credits for who did what for the expansion! Happy busting!