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CutmanMike
@CutmanMike
Creator of Mega Man 8-bit Deathmatch, The Ghoul's Forest series, Corruption Cards and other mods for ZDoom/Zandronum etc.
United Kingdomko-fi.com/cutmanJoined July 2008

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what a thing to wake up to been listening to gametal remixes since ~2014, insanely surreal to see sprites i made show up in a video of his thank you so much for this, it made my year!!
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🔵🎶New GaMetal Remix!🎶🔵 The #3 most requested song from the 2022 GaMetal Song Ballot (TIED with SotSG) comes from @CutmanMike's amazing Mega Man fangame Mega Man 8-bit Deathmatch, here's Thy World Consumed / For Everlasting Peace! Full Song Here ➡️ youtu.be/9R6aTMtF8Rg
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MODTOBER #18 is Maestro from Mega Man 8-Bit Deathmatch! I don't know much about Mega Man itself, aside from what is presented in MM8BDM. I like the mod itself a lot, it's got some really cool ideas for weapons! Unfortunately, I get eye strain from playing it for too long. 😔
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I began almost immediately with MM8BDM v2 and made most of the MM7 maps too. Again they were gimmicky or just bad. By the end of it 8BDM fans had gotten their hands on Doombuilder and started outdoing me in the map department, so these were my last ones for quite some time.
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Big spectacle bosses is the thing that gets me going for each 8BDM version. Again these were experimental but I had some experience with big flashy bosses in Armageddon Invasion and GVH's Yurei fight. This sprite was quite a project!
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For v1 I made every map from Mega Man 1-6 with the exception of about 3 guest maps. A lot were inspired by my favourite skulltag maps but a lot of them were... experimental. Those maps pretty much all got culled from future MM8BDM versions.
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Then we made a little demo for the Screwattack SGC convention. There were like 6 or so maps made at the time so I picked 3 of the better ones to be available. MM2MET got mirrored after this demo but I can't remember why I did that.
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The lab only had the training room and the mini tutorial by Dr. Light. It was going to stay that way too, until Ivory spiced it up with talking npcs and people LOVED it. So much so it inspired me to revamp the whole campaign later on with cutscenes and story.
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Pizzastart also started making more skins. Started with these three, but then *everyone* jumped on board to get every robot master into the game. Neat. Also this map hasn't changed too much.
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The OTHER alpha level. A build exists online somewhere with both of these on. Also had the temporary invincibility frames when you get hit like in Megaman - terrible idea for a fast paced FPS.
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Screenshot of the very first textured level I made, which was rubbish. Kotaku picked up on these screenshots in particular which put MM8BDM in orbit and attracted so much help. Also check out that side pain frame! Glad we didn't end up using those (100+ skins btw).
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