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100 Line Massacre (Vanilla Megawad) [FINAL]


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Well that was fast.

 

RC 1.2 is now out! (link updated in OP)

 

Thanks to @NightFright and @Keyboard_Doomer for helping me find and fix more bugs!

 

1.2 Changelog:

Spoiler

 

  • Added missing monster in MAP31 (HMP)
  • Added compat_light (MAP31 fix) and compat_nopassover in ZMAPINFO
  • Fixed multiplayer starts on MAP11 and MAP12
  • Changed cryptic solution for non-speedrunners for MAP35 to be less obvious (Thanks @Vile :P)

 

 

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Here's a minor RC 1.3 update. (Link updated in OP)

 

We've added back coloured blood for Cacodemons and Hell Knights / Barons of Hell for DSDA Doom and Prboom Plus.

Originally, we removed this feature because the stable 4.02.00 build of Eternity Engine had a bug where it would spawn zombies when those enemies died.

 

But we've decided to re-add the feature and tell people to use the devbuild of Eternity Engine instead.

 

Also we are working on adding author commentary for each map in the text file, just like some of those older wads like Memento Mori or Hell Revealed II had. So y'all can look forward to that.

 

1.3 Changelog:

Spoiler
  • Added coloured blood for Cacos and Hell Knights/Barons of Hell for DSDA Doom / PrBoom Plus
  • ^ You must use the devbuild of Eternity Engine, since the coloured blood is broken on the stable build.

 

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This one of those 'how does this ~not~ have a video of some of it yet?' topic, for sure.

So I figured I'd oblige with this video of me playing Maps 1-5 with Walpurgis:

I always like projects that have some kind of restriction in place, they usually make for creative maps, and this is no exception. A highly intense little map-set with some neat gimmicks (you good me good with that red-key trick, I started thinking I was in The Legend of Grimrock for a moment).

Considering I picked HNTR for my first run, that's a heck of an intense HNTR, by the way, might want to consider shuffling that up a bit? Also not sure what's going on with the weird strings happening at the start of each level~ guessing they're actually supposed to level names rather than random item references (lol). This may be because I always assume the DeHacked is going to be integrated in the Wad and don't load it seperately.

Also keep in mind that people with HP Spy mods like me will see the silly tags you've given monsters (as you can see here, lol).

Still, fun set overall so far!

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22 minutes ago, eharper256 said:

 So I figured I'd oblige with this video of me playing Maps 1-5 with Walpurgis:

It's super interesting to see the mapset being played with other gameplay mods! It also looks like the mod replaces some of the default textures and skies too, which is also interesting to see! :)

 

24 minutes ago, eharper256 said:

A highly intense little map-set with some neat gimmicks (you good me good with that red-key trick, I started thinking I was in The Legend of Grimrock for a moment).

I am constantly getting surprised on how such a simple little puzzle seems to stump people for as long as it does lol.

 

25 minutes ago, eharper256 said:

Considering I picked HNTR for my first run, that's a heck of an intense HNTR, by the way, might want to consider shuffling that up a bit?

Are you saying that you think HNTR is too difficult? I did most of the balancing for difficulties and HNTR is definitely easier than UV.

 

26 minutes ago, eharper256 said:

Also not sure what's going on with the weird strings happening at the start of each level~ guessing they're actually supposed to level names rather than random item references (lol). This may be because I always assume the DeHacked is going to be integrated in the Wad and don't load it seperately.

Yeah I'm not sure what's going on with the strings in the beginning... It's supposed to have 3 lines: The mapname, the author, and the music title/composer. You don't have to worry about the external DehackEd since there is already a DehackEd embedded into the wad.

 

Those strings are actually done via ACS. It's honestly a very simple script, and I'm not sure why Walpurgis is having some conflict with them. You can see a simplified version of the code here:

#include "zcommon.acs"

str HundredLine_AuthorMusic[35][3] = {
  { "\c[HundredBlue]Underpass", "NinjaDelphox", "'Thorny Wall' - Thyrbse" },
  // all other maps go here
};

Script "HundredLine_LevelName" OPEN {
	str mapLump = strParam(n:PRINTNAME_LEVEL);
	if(StrCmp(mapLump, "TITLEMAP") != 0) {
		SetHudSize(640, 480, 0);
		SetFont("BIGFONT");
			HudMessage(s:HundredLine_AuthorMusic[GetLevelInfo(LEVELINFO_LEVELNUM)-1][0]; HUDMSG_TYPEON, 0, CR_GREEN, 320.0, 20.0, 6.0, 0.03, 1.5);
		Setfont("smallfont");
			HudMessage(s:HundredLine_AuthorMusic[GetLevelInfo(LEVELINFO_LEVELNUM)-1][1]; HUDMSG_TYPEON, 0, CR_GRAY, 320.0, 32.0, 6.0, 0.02, 1.5);
			HudMessage(s:HundredLine_AuthorMusic[GetLevelInfo(LEVELINFO_LEVELNUM)-1][2]; HUDMSG_TYPEON, 0, CR_RED, 320.0, 47.0, 6.0, 0.02, 1.5);
			}
}

 

30 minutes ago, eharper256 said:

Also keep in mind that people with HP Spy mods like me will see the silly tags you've given monsters (as you can see here, lol).

Gonna be honest, watching your video and seeing those names was making laugh hysterically! Really not sure if there's a way to fix that besides replacing all normal doom monsters via DECORATE just to change their name. And to be honest, I kinda don't mind seeing the names. It's far more entertaining :P

 

The "funny" names are actually the names in DehackEd specifically meant for the Endcast shown after map30.

 

32 minutes ago, eharper256 said:

Still, fun set overall so far!

I'm glad you've enjoyed what you've played through so far!

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Quote

It also looks like the mod replaces some of the default textures and skies too, which is also interesting to see! :)

That's not Walp specifically, its just my HD texture-pack (or maybe the actions of Wadsmoosh putting all the Doom resources into the single iwad).

Quote

I am constantly getting surprised on how such a simple little puzzle seems to stump people for as long as it does lol.

This is simply down to how one thinks when playing Doom: we expect to see results in front of us when switches go off (or at least hear a platform moving etc.) combined with the brain's tendancy to overthink problems (like me going around the corner and using my hitscan wand after passing the trigger line). You are very likely to find some people doggedly trying various combinations of switches in this section over and over even moreso than I. XD

Quote

Are you saying that you think HNTR is too difficult? I did most of the balancing for difficulties and HNTR is definitely easier than UV.

I mean, its not hugely difficult as such, but I tend to judge by original Doom's balancing, versus what modern Doomworld seems to see as standard (which is hugely inflated from the old days). Just saying you might surprise some people.

Quote

Those strings are actually done via ACS. It's honestly a very simple script, and I'm not sure why Walpurgis is having some conflict with them.

Not Walpurgis, I don't touch level-bootup. Just checked through a few of the other mods; seems like its Tekish's HUD stuff that's the culprit; probably because its fiddling with the UI as well (and that's also the thing showing up your names, haha).

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Fast and furious gameplay with lot of fun and panic times! loved it!

 

I found 2 issues, but only in coop:

Spoiler

MAP26: crossing line 83 closes sector 3(tag 13) and players that later join will get stuck in the ground at start area

MAP32: player that fall on sector 11 will get stuck (no damage floor/lift?)

 

PS: nice HUD!

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6 hours ago, boom_compatible said:

Fast and furious gameplay with lot of fun and panic times! loved it!

Glad you liked it! Also glad you liked the HUD, since I was the one who made it :)

 

Also thanks for letting us know about the coop issues. Neither of us really play Doom Coop, so any coop bugs y'all let us know is appreciated!

  • I knew about the map32 inescapable pit and complained to Ninja, and he just called it the "pit of shame". However I didn't realise that in multiplayer players could get stuck there, so I'll make it damaging.
  • The player starts getting blocked in map26 is totally my fault. I completely forgot that in multiplayer those starts would be closed off. I'll find a solution to fix it. Thanks for letting us know that!

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Here's the semi-big 1.5 update!!

 

100 Line Massacre RC 1.52 (also updated in the OP)

 

This includes some multiplayer bug fixes (Thanks @boom_compatible!) and some UV Plus monster/item balancing changes!

 

Also I'm glad to announce that this update includes MAP-by-MAP Author Commentary included in the text file (like Memento Mori, Hell Revealed II, and other old pwads).

 

Changelog:

Spoiler

1.52:

  • Eternity Engine no longer requires the -vanilla argument to work correctly.
  • DSDA Doom and Woof-based ports now can read a COMPLVL lump and automatically set the complevel.

1.51:

  • Added obituaries and new monster to end cast call in Eternity.

1.5:

  • Added map-by-map author commentary in main text file!! (like Memento Mori, Hell Revealed II, and other old pwads)
  • Fixed bugs:
    - MAP26 - players no longer get stuck in wall on respawn in multiplayer
    - MAP32 - pit now has damaging floor so that players no longer get softlocked
  • Tweaked multiplayer / UV Plus on:
    - MAP10 - changed multiplayer exclusive Barons to Revenants
    - MAP11 - moved Cyberdemon in start room to somewhere else
    - MAP16 - changed ammo, weapons and rad suit locations
    - MAP17 - added some shells and an Archvile
    - MAP21 - added a Cyber and some extra cells
    - MAP23 - added an Archvile
    - MAP25 - added 2 Pain Elementals
    - MAP32 - added 2 Cybers before the exit 

 

We'll wait a while to see if anyone finds anything super broken... Then in about a week, we'll submit it to /idgames and consider this the final release.

 

Also small note: I've recently discovered that the glide meant to progress in MAP35 is actually possible in GZDoom/ZDoom!! (Previously I thought it wasn't). We've kept the hidden switch for players who are unable to do the glide.

Edited by Arsinikk
Added note about MAP35 glide

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Released a minor update RC 1.51!

 

This minor update that adds obituaries and the new monster to the end cast call for the Eternity Engine.

(updated link in the OP and last post).

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This may seem like a minor update, but this is an exciting one!!

 

RC 1.52 is now out!  (also updated in the OP)

  • Eternity Engine no longer requires the startup command -vanilla to work properly. Now the compatibility settings are automatically applied via the OPTIONS lump.
  • Also DSDA Doom and Woof-based ports now automatically set the correct complevel via the COMPLVL lump.
  • (PrBoom Plus still requires -complevel 2 to work properly).

 

Big thanks to @Shepardus for his help on this! 

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Thanks for making the multiplayer fixes!
Unfortunately, the fix for MAP32 is not entirely foolproof since players can still get effectively stuck by staying on the non-damaging unraised bridges. Making those sectors damaging without also making them level with the liquid floor wouldn't quite work either because players could still stand on the edge of the sectors to avoid damage.

 

There aren't any lines left to create new lifts or teles but you could make those lifts that lower the bridges into teleporters instead (and probably flip the lines if you do that). If you don't want them in singleplayer you could also make the teleport destination multiplayer-only. This would make the damaging pits inescapable but seems like you were OK with that from the beginning.
 

Edited by Keyboard_Doomer

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First off, I'd like the thank you @Keyboard_Doomer for checking out some of the later changes to this wad. The feedback is much appreciated. 

 

9 hours ago, Keyboard_Doomer said:

Unfortunately, the fix for MAP32 is not entirely foolproof since players can still get effectively stuck by staying on the non-damaging unraised bridges.

I don't necessarily think this is a big problem. The main issue before was that a player could get softlocked by falling into the pit after a pistol start, because the pit was inescapable and since the player only had the BFG and no rocket launcher, the player had absolutely no means to die and reset the level without resulting in IDCLEVing the map again. Just by adding the damaging floor, we have solved that small issue in giving the player a way to restart the level without cheats.

 

However, it is true that it is still an inescapable pit until the bridges are raised. This is a hard thing to fix, not only because of the line limit, but also because that's the kind of thing that the map's creator has to take into consideration during its development. MAP32 is a NinjaDelphox map, and Ninja is highly inspired by Hell Revealed II. When it comes to him and inescapable pits, he honestly finds no problem in them. Personally I try to avoid inescapable pits in my own maps, but because of the fact that MAP32 isn't my map, how it wasn't designed for the pit to be escapable in the first place, and just based on the kind of inaccessible slaughtermap nature of the map itself, I think the best I can do is at least give the player a way for them to die in the pit so that they can easily retry the map.

 

MAP32 is probably the most difficult and inaccessible map in the set, and has many similarities to mapsets like The Microslaghter Community Project and Haste. And like those projects, this map also includes inescapable pits. I would say the benefit to this wad's MAP32 is that since it's only 100 lines, the map is generally short to begin with and so if you did happen to get stuck in the pit, another 5 minutes isn't too taxing imo.

 

9 hours ago, Keyboard_Doomer said:

There aren't any lines left to create new lifts or teles but you could make those lifts that lower the bridges into teleporters instead (and probably flip the lines if you do that). If you don't want them in singleplayer you could also make the teleport destination multiplayer-only.

Again if this was my map, I'd be more concerned about giving an escape to the player. In Multiplayer UV, I've added a Cyberdemon on each bridge mostly so that the player 1) has an enemy to fight after all other enemies are dead and 2) so that after hitting the main switch the player can't just rush to the exit. Maybe it would be benefitable to add these Cyberdemons to normal UV as well (with Mancubi on HMP, and maybe a group of imps on HNTR/ITYTD). That way the player would be less likely to just stand on the non-damaging bridges since there'd be enemies there, but also it would make getting to the exit harder after pressing the switch. What do you think of that idea?

 

Besides the fact that Ninja probably wouldn't like adding teleports to the bridges (he has this weird thing about logic and realism in his maps), I don't really think it's required for the player to escape the pit. In multiplayer once a player dies in the pit, they can just respawn at the start, grab another BFG and grab the plenty of extra cells that the map provides. While it might suck in singleplayer to get stuck and die in the pit, the map is also not too long that the consequence isn't too taxing to try the map again.

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1 hour ago, Arsinikk said:

I don't really think it's required for the player to escape the pit. In multiplayer once a player dies in the pit, they can just respawn at the start, grab another BFG and grab the plenty of extra cells that the map provides.

In online multiplayer, at least on ZDaemon, you typically only get 1 life so dying and respawning is not an option.
I'm just speaking from an experience of an mp player and a server mod. Unlikely to be an issue in such a small and deadly map but stuck players tend to go AFK rather than voluntarily killing themselves and an AFK player being the last one alive means a stuck map.
 

Ultimately, any non-foolproof solution requires mod presence just to be sure the whole server isn't stuck because of someone going AFK. If you decide to not address this issue we would just create a coopfix as we always do so it's not an insurmountable obstacle but of course it's always best to have the original wad itself be free of coop issues so that anyone who wants to host a server doesn't have to be aware of the coopfix existing.
 

In any case, thanks for the consideration you give to multiplayer, it's appreciated.
 

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1 hour ago, Keyboard_Doomer said:

In online multiplayer, at least on ZDaemon, you typically only get 1 life so dying and respawning is not an option.
I'm just speaking from an experience of an mp player and a server mod.

Ah apologies, I'm quite unfamiliar with how Doom multiplayer is typically done. I assumed that players just played with respawning, but it seems that is not always the case.

 

1 hour ago, Keyboard_Doomer said:

If you decide to not address this issue we would just create a coopfix as we always do so it's not an insurmountable obstacle but of course it's always best to have the original wad itself be free of coop issues so that anyone who wants to host a server doesn't have to be aware of the coopfix existing.

I'd rather not have a separate coopfix just for MAP32, as I think that would just be ridiculous. Especially since this seems to be the only map that has a coop problem. We'll look into this and see if we can find a solution.

 

Thanks for elaborating a little more on why this would be a problem for multiplayer. I'm a bit ignorant when it comes to my knowledge of Doom coop.

Edited by Arsinikk

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3 hours ago, Arsinikk said:

First off, I'd like the thank you @Keyboard_Doomer for checking out some of the later changes to this wad. The feedback is much appreciated. 

 

I don't necessarily think this is a big problem. The main issue before was that a player could get softlocked by falling into the pit after a pistol start, because the pit was inescapable and since the player only had the BFG and no rocket launcher, the player had absolutely no means to die and reset the level without resulting in IDCLEVing the map again. Just by adding the damaging floor, we have solved that small issue in giving the player a way to restart the level without cheats.

 

However, it is true that it is still an inescapable pit until the bridges are raised. This is a hard thing to fix, not only because of the line limit, but also because that's the kind of thing that the map's creator has to take into consideration during its development. MAP32 is a NinjaDelphox map, and Ninja is highly inspired by Hell Revealed II. When it comes to him and inescapable pits, he honestly finds no problem in them. Personally I try to avoid inescapable pits in my own maps, but because of the fact that MAP32 isn't my map, how it wasn't designed for the pit to be escapable in the first place, and just based on the kind of inaccessible slaughtermap nature of the map itself, I think the best I can do is at least give the player a way for them to die in the pit so that they can easily retry the map.

 

MAP32 is probably the most difficult and inaccessible map in the set, and has many similarities to mapsets like The Microslaghter Community Project and Haste. And like those projects, this map also includes inescapable pits. I would say the benefit to this wad's MAP32 is that since it's only 100 lines, the map is generally short to begin with and so if you did happen to get stuck in the pit, another 5 minutes isn't too taxing imo.

 

Again if this was my map, I'd be more concerned about giving an escape to the player. In Multiplayer UV, I've added a Cyberdemon on each bridge mostly so that the player 1) has an enemy to fight after all other enemies are dead and 2) so that after hitting the main switch the player can't just rush to the exit. Maybe it would be benefitable to add these Cyberdemons to normal UV as well (with Mancubi on HMP, and maybe a group of imps on HNTR/ITYTD). That way the player would be less likely to just stand on the non-damaging bridges since there'd be enemies there, but also it would make getting to the exit harder after pressing the switch. What do you think of that idea?

 

Besides the fact that Ninja probably wouldn't like adding teleports to the bridges (he has this weird thing about logic and realism in his maps), I don't really think it's required for the player to escape the pit. In multiplayer once a player dies in the pit, they can just respawn at the start, grab another BFG and grab the plenty of extra cells that the map provides. While it might suck in singleplayer to get stuck and die in the pit, the map is also not too long that the consequence isn't too taxing to try the map again.

Logic and realism is the best part of a Doom map

Edited by NinjaDelphox

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Hey everyone!

 

I've got a pretty big update here... I was planning to keep this to be the final release, but I guess it doesn't hurt to release one last release candidate just to make sure things are close to perfect.

 

100 Line Massacre (RC 1.61) [also updated in OP]

 

The biggest change to this RC is that I have completely re-coded the DECORATE to be better compatible with ZDoom gameplay mods.

Here are some of the mods I lightly tested:

While it's basically impossible to provide complete compatibility with all gameplay mods, for the most part this version should be mostly compatible.

 

In addition, there are also some minor changes made to better the player / coop experience:

Spoiler

Map Changes:

  • MAP31 now includes a very very very very obscure way to get to the secret exit for nomo runs
  • MAP32 pit is no longer damaging and now includes an escape teleporter for a better coop experience (Thanks @Keyboard_Doomer)
  • Some maps may have had some minor tweaks that aren't listed here

Wad Changes:

  • (RC1.61) Fixed map names to look correct in the ZDaemon source port
  • New Keen and SSG sprites are dealt with differently to be more compatible with ZDoom mods
  • RMAPINFO has been tweaked for better compatibility with the Doom Retro source port (currently working with dev @bradharding)

 

 

This should be as close to the final release as possible, unless there is some major issue that arises.

Edited by Arsinikk

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Again, many thanks for all the multiplayer fixes.

 

We're taking the opportunity and going to play the wad for Thursday Night Survival today.

First rotation should be fairly fast but we will go through the wad multiple times with different settings. The session starts at 19:00 BST/14:00 EDT and you can expect it to be fairly active for 4+ hours.

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29 minutes ago, Keyboard_Doomer said:

We're taking the opportunity and going to play the wad for Thursday Night Survival today.

Is there any way I could like watch the multiplayer session? I'd be very curious about how y'all play the maps. :)

 

Just a small note, I was just testing the wad in ZDaemon and noticed that the blue "map name" text that shows up in the beginning of many levels is slightly messed up.

I just wanted to mention that I have actually fixed this for ZDaemon on a local copy (in a RC 1.61 if you will), however I didn't want to post an update until after your session, because I don't want people to be using an incompatible version of the wad while trying to join your game.

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Really nice speedy maps - feels very rewarding going through each little scenario you've thought up and they're all nicely distinct from each other!

 

 

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10 hours ago, Arsinikk said:

Is there any way I could like watch the multiplayer session? I'd be very curious about how y'all play the maps. :)

Well, you could just join and only spectate. You can easily switch POV to other players with F12 or use walkcam when you're a spectator so I think that's the best way, although there will also be demos and probably video(s) after the session so if you don't have time right now you could use that.

 

10 hours ago, Arsinikk said:

I just wanted to mention that I have actually fixed this for ZDaemon on a local copy (in a RC 1.61 if you will), however I didn't want to post an update until after your session, because I don't want people to be using an incompatible version of the wad while trying to join your game.

The wad had to be renamed to 100lnm_RC1.6.wad for the session anyway since using the same filename for different versions is a big problem for multiplayer server hosts so if you can get me the version within the next 30 minutes (sorry, was AFK until now :P) I can update it on the server.

Edited by Keyboard_Doomer

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  • 2 weeks later...

The FINAL release of 100 Line Massacre is now here!

 

You can download the final release here:

/idgames: Download

 

Now that the final release of 100 Line Massacre has been released, I can now encourage demo-recording and speedrunning!

 

I've also updated the OP with two new sections addressing "Speedrunning" and "Mod Compatibility".

To simplify the OP, I've decided to remove the changelog there and instead post it here:

Spoiler

Final v1:

  • Honestly not exactly sure if there was any changes. If so, they were minor. Mostly edits to the txt file while finalising the wad for /idgames.

1.61:

  • Fixed map names in the ZDaemon source port

1.6:

  • Rewrote DEHACKED so that wad is more compatible with ZDoom mods
  • New Keen and SSG sprites are dealt with differently to be more compatible with ZDoom mods
  • RMAPINFO has been tweaked for better compatibility with the Doom Retro source port
  • MAP31 now includes a very very very very obscure way to get to the secret exit for nomo runs
  • MAP32 pit is no longer damaging and now includes an escape teleporter for a better coop experience
  • Some maps may have had some minor tweaks that aren't listed here

1.52:

  • Eternity Engine no longer requires the -vanilla argument to work correctly.
  • DSDA Doom and Woof-based ports now can read a COMPLVL lump and automatically set the complevel.

1.51:

  • Minor update that adds obituaries and new monster to the end cast call for Eternity.

1.5:

  • Added map-by-map author commentary in main text file!! (like Memento Mori, Hell Revealed II, and other old pwads)
  • Fixed bugs:
    - MAP26 - players no longer get stuck in wall on respawn in multiplayer
    - MAP32 - pit now has damaging floor so that players no longer get softlocked
  • Tweaked multiplayer / UV Plus on:
    - MAP10 - changed multiplayer exclusive Barons to Revenants
    - MAP11 - moved Cyberdemon in start room to somewhere else
    - MAP16 - changed ammo, weapons and rad suit locations
    - MAP17 - added some shells and an Archvile
    - MAP21 - added a Cyber and some extra cells
    - MAP23 - added an Archvile
    - MAP25 - added 2 Pain Elementals
    - MAP32 - added 2 Cybers before the exit 

 1.3:

  • Added coloured blood for Cacos and Hell Knights/Barons of Hell for DSDA Doom / PrBoom Plus
  • ^ You must use the devbuild of Eternity Engine, since the coloured blood is broken on the stable build.

1.2:

  • Added missing monster in MAP31 (HMP)
  • Added compat_light (MAP31 fix) and compat_nopassover in ZMAPINFO
  • Fixed multiplayer starts on MAP11 and MAP12
  • Changed cryptic solution for non-speedrunners for MAP35 to be less obvious

1.1:

  • Fixed texture alignment on blue key pillar in map05
  • Fixed nodes in map12
  • Fixed tutti-frutti in map19
  • Fixed stuck enemies in map21 (UV)
  • Made minor edits to the story text
  • Tweaked RMAPINFO to be better compatible with Doom Retro 
  • Made minor volume adjustments to D_BETWEE, D_THEDA2 and D_MESSG2

 

I would like to thank everyone here in the thread for their support and bug reporting.

This megawad would not be as polished without y'all!

Edited by Arsinikk

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Congrats to the both of you on this release!

This megawad was a real joyride! It is a new entry on my favorite wads of all time, maybe not top 10, but pretty damn close. Both of your mapping styles work very well together and you managed to work around the 100 lines limitaton to bring really challenging and creative maps to the table. The visuals were nice and Arsinikk's heavy use of mapping tricks was very cool. Also, both of you knew how to pick great midis for the maps and Arsinikk composed some great ones too. Finally, the new graphics look good. I have only 2 small issues with the wad: 1- That new imp is not used enough in my opinion, which makes his appearence pretty forgettable. 2- I don't really like map 7. Outside of that, it's a really fun and bingeable wad with a nice soundtrack.

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  • 1 month later...

Here is the v1.1 MORE FINAL update for 100 Line Massacre!

 

/idgames: v1.1 Download

 

Recently, GZDoom was updated to 4.8.0 with the addition of finally allowing compat_corpsegibs to work correctly for all wads.

The previous version of 100 Line Massacre used to include a DECORATE equivalent for the vanilla ghost monsters to work correctly on MAP08.

 

This latest version removes that code from the main wad, and instead moves it into an optional file called 100lnm-old-zdoom-patch.wad.

If you are using a Pre-4.8.0 version of GZDoom, RZDoom, ZDoom, Zandronum, or ZDaemon, it is recommended to use the above patch.

 

Other ports should generally work correctly without it (Vanilla DOS Doom, DSDA Doom, PrBoom Plus, latest GZDoom, etc).

 

Since none of the maps were changed, this update will NOT affect any of the current demos on DSDA.

Edited by Arsinikk

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  • 3 weeks later...
  • 1 month later...
1 hour ago, Gez said:

There's a problem reported about a malformed library in this mod:

https://github.com/ZDoom/gzdoom/issues/1725

Specifically the only ACS that it runs is to show the level names at the start. The WAD itself has the ACS source in the final WAD, so if you have any ideas on how to fix it, I'm all ears.

 

Edit: I see what the issue is now. I'll update the WAD as soon as I can. Thanks for letting me know.

Edited by Arsinikk

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  • 2 months later...

unity.png

100 Line Massacre now has a Bethesda Unity Port compatible version. The reason that this version did not exist previously is because the Unity Port seemed to have issues with some of the maps of the WAD. However, just recently I've played through the entire WAD, and can confirm that it works perfectly fine with no issues!

 

Google Drive: Download Now

 

The Unity Port version includes the widescreen status bar and graphics, and a DMAPINFO specifically for the port. It even features the 3 bonus maps MAP33-MAP35 accessible in the level select.

 

Small note: The level name graphics will be incorrect for MAP33-MAP35 because the Unity Port does not support level name graphics past MAP32. The maps will still run correctly however.

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  • 1 year later...

100 Line Massacre has had a minor update in preparation for the anniversary edition coming later this year.

 

/idgames: Final v1.3

 

Changes include:

  • MAP31 has been tweaked to include a softlock fix and an erroneous Cyberdemon was removed on HMP co-op. (This doesn't affect the current demos on DSDA)
  • Separate ZDaemon/ZDoom patch has been removed and instead integrated directly into the main wad itself

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