Liberation Posted July 11, 2020 (edited) Hello folks, at the start of the year the 1000 lines CP started again with the latest instalment. Same rules as last time, vanilla/1000 line limit but with the added bonus of a vanilla friendly version of Otex compiled by myself (nicknamed Votex), but more on that later. So without further ado, We would like to present to you, 1000 lines 2. 34 levels made for vanilla Doom 2, over 4 different episodes/themes. A lot of new music has also been made for this project by AD_79. An internal dehacked patch is also included. Episode 1/2 Episode 3 Episode 4 Mappers list Spoiler ** Episode 1 - Industrial planet ** Map01 - Severed Dreams By Liberation Map02 - Reprocessing By Pegleg Map03 - Milliphobia By antares031 Map04 - Vedauwoo By Aquila Chrysaetos Map05 - Corrosion By StormCatcher Map06 - Wastewater Falls By Kaito ** Episode 2 - Industrial planet - Subterrain ** Map07 - Into the Dark By Liberation Map08 - Immortal Industry By Dragon Hunter Map09 - Stone Steel By Wolf McBeard Map10 - Subterraqueous By Nootrac4571 Map11 - Deep But Not Profound By Phobus ** Episode 3 - Ice planet ** Map12 - Thirty Below by Dreadopp Map13 - Zero Degrees by Lord_Z Map14 - Negelida By Worm Map15 - Abstract Thoughts by DMPhobos Map16 - Cold Shoulder by Breezeep Map17 - Snow Frontier by Misty Map18 - Dour Tower by Jimmy Map19 - The Crystalline Vault By Scotty Map20 - The Pale Helm By RonnieJamesDiner ** Episode 4 - Marble palace planet ** Map21 - The Gardeners of Eden By AD_79 Map22 - Tuama By Major Arlene Map23 - Oratory By Walter Map24 - Marblelous By Leo Map25 - Metamorphism By elend Map26 - Heavenly Gantlet By LowGcifer Map27 - THUNDERBASTARD By an_mutt Map28 - The Halls of Reckoning By Bridgeburner Map29 - Marble Tombstone By Bauul Map30 - Eldritch By RonnieJamesDiner ** Secrets maps ** Map31 - Crimson Complex By Dragonfly Map32 - Ephemeral By Aurelius ** Bonus maps ** Map33 - Boreas By Aquila Chrysaetos Map34 - Horseshoe of Death By DJV Download link https://www.doomworld.com/idgames/levels/doom2/megawads/1klinecp2 Hope folks have a lot of fun with this and as always, please leave any feedback, comments or bug reports :-) Edited September 2, 2020 by Liberation 59 Quote Share this post Link to post
Bauul Posted July 11, 2020 Huge congrats on the release everyone! I thoroughly enjoyed playing through the beta on this. With each map taking typically only a few minutes* it's got great forward momentum. You can probably play through the whole mapset in a single sitting without too much difficulty. * That one secret map excepted... 8 Quote Share this post Link to post
Terminus Posted July 11, 2020 Congrats on the release! I've been looking forward to playing this and can't wait to tell you guys what I think. Screenshots look killer :D 5 Quote Share this post Link to post
Horus Posted July 12, 2020 The midtextures don't seem to work correctly, they aren't see-through (I'm using prBoom+ complevel 2) 1 Quote Share this post Link to post
Liberation Posted July 12, 2020 (edited) 2 hours ago, Horus said: The midtextures don't seem to work correctly, they aren't see-through (I'm using prBoom+ complevel 2) Thanks Horus, 4 mid textures have been corrected. Upload link has been updated. EDIT: As it happens a fair few mid textures were playing up for some reason, the upload has been fully updated. Edited July 12, 2020 by Liberation 0 Quote Share this post Link to post
Walter confetti Posted July 12, 2020 Yes! Finally is released! Congratulations to everyone! 2 Quote Share this post Link to post
SP_FACE1 Posted July 12, 2020 Ooh... this seems real fun! One issue I've encountered so far. On MAP10 you can get trapped inside this chainsaw secret: Spoiler 1 Quote Share this post Link to post
Horus Posted July 12, 2020 (edited) Recording of levels 1-5 here. This was done on UV difficulty, prBoom+ complevel 2, before the midtex fix 00:00 - Map01 - Severed Dreams By Liberation 06:45 - Map02 - Reprocessing By Pegleg 24:15 - Map03 - Milliphobia By antares031 37:40 - Map04 - Vedauwoo By Aquila Chrysaetos 55:45 - Map05 - Corrosion By StormCatcher Edited July 12, 2020 by Horus 4 Quote Share this post Link to post
GarrettChan Posted July 12, 2020 Congrats on the release. I've heard so many good things about this project. I'll definitely play this later, and thanks everybody for making this happen! 1 Quote Share this post Link to post
Horus Posted July 12, 2020 I've just played Maps 6-11 (after midtex fix) but annoyingly the recording failed :( I played map 6 on UV, which was really hard (almost as hard as map 4) so I switched to HMP for map 7 onwards. Since then I've had an easier time of it. Map 9 seemed very imbalanced on the ammo/health front, very ammo starved in the first half, then the second half suddenly flushed with ammo and a megasphere I didn't need (looking at the editor out of curiosity I see there's a cyber flagged as hard only but megasphere flagged as medium and hard only, I suggest either the cyber is added on medium or the megasphere removed on medium). 1 Quote Share this post Link to post
Horus Posted July 13, 2020 Ice episode is pretty good so far. Wasn't a fan of being locked out of the secret exit on map 15 after dropping down into the final area though, so I used IDCLIP to get back up (a teleporter back up to the starting area would be appreciated here). What was the MIDI on map 12 btw? 00:00 - Map12 - Thirty Below by Dreadopp 09:10 - Map13 - Zero Degrees by Lord_Z 18:15 - Map14 - Negelida By Worm 30:50 - Map15 - Abstract Thoughts by DMPhobos 50:25 - Map31 - Crimson Complex By Dragonfly 3 Quote Share this post Link to post
DMPhobos Posted July 13, 2020 57 minutes ago, Horus said: Ice episode is pretty good so far. Wasn't a fan of being locked out of the secret exit on map 15 after dropping down into the final area though, so I used IDCLIP to get back up (a teleporter back up to the starting area would be appreciated here). If i had the lines to spare, i would had loved to add a way back to the start after unlocking the regular exit =P 0 Quote Share this post Link to post
Horus Posted July 13, 2020 12 minutes ago, DMPhobos said: If i had the lines to spare, i would had loved to add a way back to the start after unlocking the regular exit =P Eh, I know it's a line-constrained community project but I struggle to believe four linedefs can't be spared somewhere. Of course, completely up to you as it's your map, but I feel like it would be a worthwhile change. 0 Quote Share this post Link to post
Aurelius Posted July 13, 2020 24 minutes ago, Horus said: but I struggle to believe four linedefs can't be spared somewhere. The amount of line optimization in some of these maps is just so tight that four linedefs can become insanely difficult to find. Speaking from woeful experience :P 5 Quote Share this post Link to post
TheNoob_Gamer Posted July 14, 2020 So I have some free time on my hands and decided to give episode 3 a whirl. I'm sure that the WAD has been tested (extensively, likely on Discord) with gameplay stuff fixed, but I would still present my feedbacks anyway. Before continuing, all maps were played on UV, PRBoom+ complevel 2. In general, all maps I played so far have pretty good visuals and nice layouts (and mostly competent gameplay), and because I'm a dumb person, I don't give a shit about graphical errors. Feedbacks below will mostly focus on gameplay. MAP12 The red key battle drags on a bit too long - as in, higher tier enemies only start dropping in after the red key was obtainable. I think bullets are just too plentiful in general, maybe try toning down the bullet boxes a bit? The Cyberdemon should be blocking the exit, it felt too safe and I just ran past stuff. MAP13 The caco battle after you get the yellow key is way too cheesable, I suggest repositioning some of them or just do something with the door. Some barrels are useless here, like the ones in the caco room mentioned above. Yes, they might be useful in the revenant battle near end, but it's nonetheless hard to lure some in there. Zombies reinforced way too late in the red key ambush, I escaped the archvile with ease. (only 1 zombieman was blocking me to the right) Hell nobles at the end is a lame way to end the map - 2 or 3 should suffice. MAP14 Competent arctic techbase map, though some ambushes are a bit dumb and can be cheesed. MAP15 Again, nothing much to say. Clever abuse of infinite height and archvile and the large arena tho. 2 Quote Share this post Link to post
Tristan Posted July 14, 2020 12 hours ago, Horus said: What was the MIDI on map 12 btw? It me! Spoiler 6 Quote Share this post Link to post
Horus Posted July 14, 2020 Awesome MIDI Eris! It fits the map really well 3 Quote Share this post Link to post
Horus Posted July 14, 2020 A couple more videos. Again, fun stuff! Bug details are in the Discord 00:00 - Map16 - Cold Shoulder by Breezeep 10:10 - Map17 - Snow Frontier by Misty 22:40 - Map18 - Dour Tower by Jimmy 35:00 - Map19 - The Crystalline Vault By Scotty 00:00 - Map20 - The Pale Helm By RonnieJamesDiner 20:15 - Map21 - The Gardeners of Eden By AD_79 35:40 - Map22 - Tuama By Major Arlene 6 Quote Share this post Link to post
Horus Posted July 15, 2020 And a couple more videos: 00:00 - Map23 - Oratory By Walter 08:55 - Map24 - Marblelous By Leo 18:40 - Map25 - Metamorphism By elend 35:10 - Map26 - Heavenly Gantlet By LowGcifer 00:00 - Map27 - THUNDERBASTARD By an_mutt 28:55 - Map28 - The Halls of Reckoning By Bridgeburner 6 Quote Share this post Link to post
Lord_Z Posted July 15, 2020 It was fun to be a part of this again. Great job to everyone who worked on the project and thanks to everyone who has played it so far! 9 Quote Share this post Link to post
Horus Posted July 16, 2020 And the rest of the videos are here! What an awesome project, congrats to Liberation, the mappers, musicians, and everyone involved! 00:00 - Map29 - Marble Tombstone By Bauul 15:15 - Map30 - Eldritch By RonnieJamesDiner Spoiler Map32 - Ephemeral By Aurelius Spoiler Map33 - Boreas By Aquila Chrysaetos Spoiler Map34 - Horseshoe of Death By DJV Spoiler 5 Quote Share this post Link to post
Caleb13 Posted July 18, 2020 (edited) Nice work, the map design is surprising consistent for a community project. Anyway, I played RC1 on UV in GZdoom 4.4.2 and I noticed some problems: MAP01: not enough ammo, I had to rely on monster infigting in the blue key room and even had to finish the exit pinkie with fist. MAP10: player can become trapped inside blue armor secret. MAP18: thing 384 (shells) is unreachable. MAP22: monsters from sectors 109 and 137 never teleported into playable areas. MAP23: it would be nice to make the EXIT sign more visible. MAP26: linedef 32 must be DR, not D1. Also, player can become trapped inside sectors 148, 149 and 155 in the starting room. Edited July 18, 2020 by Caleb13 2 Quote Share this post Link to post
PixelAdder Posted July 18, 2020 (edited) Started playing this today. Very nice from what I've seen so far. Great use of detail and a very nice custom texture set. Creative use of traps and nice architecture in general. So far monster/health/ammo balance is good. Playing on UV. https://www.twitch.tv/videos/683369514?t=1h38m Edited July 18, 2020 by Serge Jkn 1 Quote Share this post Link to post
Catpho Posted August 23, 2020 (edited) I'm sad that i don't have much time to do an extensive write-up, because this megawad has some of my favorite levels of the year. Well done Liberation & Co.! Oh, and there's a possible texture misalignment on Map22 (found in the latest Crispy Doom), in front of the exit room: Spoiler Edited August 23, 2020 by Catpho 3 Quote Share this post Link to post
Major Arlene Posted August 23, 2020 3 hours ago, Catpho said: I'm sad that i don't have much time to do an extensive write-up, because this megawad has some of my favorite levels of the year. Well done Liberation & Co.! Oh, and there's a possible texture misalignment on Map22, in front of the exit room: Hide contents aw heckin heck thanks for catching it! 1 Quote Share this post Link to post
Liberation Posted September 2, 2020 Hey folks..https://www.doomworld.com/idgames/levels/doom2/megawads/1klinecp2 It is done and uploaded. Big thank you to everyone who contributed to the project! 22 Quote Share this post Link to post
DMPhobos Posted September 2, 2020 This was such a fun project to participate and i feel the quality of the maps was raised considerably compared to the last project, congrats everyone on the idgames release! 4 Quote Share this post Link to post
dmslr Posted March 21, 2021 (edited) Sorry for bumping, but I really want to beat map32 without spoilers. Spoiler Should I disable infinitely tall monsters? Just "yes" or "no". Please, don't spoil anything. Edit: Spoiler Nevermind. I managed to pass through the revenants. Edited March 21, 2021 by dmslr 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.