Arsinikk Posted March 21, 2022 (edited) >>>>>>>>>>>>>>>>>>> DOWNLOAD WAD <<<<<<<<<<<<<<<<<<<<< "The Earth has been mangled and twisted into a shell of its former self. Demons have ravished and desecrated our once beautiful planet. You set out on a quest to purge the demonic infestation and reclaim what once belonged to humanity. Will you succeed in your mission or will you die a grisly death forever damning the world?" 100 Line Massacre is a small Megawad project (full 32 maps + 3 bonus) by @NinjaDelphox and @Arsinikk with the goal of making Vanilla-Compatible (+DehackEd) maps with the limit of 100 lines. All maps were designed with pistol start in mind, though continuous play is perfectly fine. Each map should take only around 2-5 minutes to finish. In addition to the 100 line limit, the other goal was to add variety to the megawad by alternating authorship with each map, combining Ninja's heavy emphasis on challenge and combat mixing with Arsinikk's more experimental maps of Vanilla tricks and exploits. All difficulties have been implemented on every map. I would say the overall difficulty of Ultra-Violence could be comparable to something like "Speed of Doom". While a majority of the maps I wouldn't categorise as microslaughter, there is indeed some slaughter influence throughout some of the maps. If Ultra-Violence is too difficult for you, don't hesitate to drop down to Hurt Me Plenty. 100 Line Massacre also features a new difficulty called "Vile Cruelty" (UV Plus). This difficulty includes additional multiplayer monsters and items for those who have already played through the maps and would like an extra challenge. You can access "Vile Cruelty" in DSDA Doom and Woof-based ports with the argument "-coop_spawns". For Eternity Engine and PrBoom Plus use "-solo-net". ZDoom ports have an option added to the Skill selection menu (note that older ZDoom versions may not have recent enough code to do the new skill correctly). 100 Line Massacre will work on most any port (-complevel 2) that supports Vanilla (DehackEd) Compatibility. This megawad relies heavily on some Vanilla exploits and tricks that will NOT work correctly on higher comp levels. Spoiler Compatible Ports: MS-DOS (Doomhack.exe) Boom (DOS) Chocolate / Crispy Doom Bethesda Unity Port (compat version here) DSDA Doom / Woof-based ports (complevel automatically applied) ZDoom-based ports Eternity Engine Dev Build (stable build is broken) PrBoom Plus (-complevel 2) Doom Retro (working with developer, but is almost fully compatible) ...and more /idgames: Download Now (Final v1.1) 100 Line Massacre features alternating map authors, and that goes for the music as well. For NinjaDelphox’s maps and the extra maps, previously made music has been selected to fit the feel of each map. Arsinikk’s maps feature new original pieces made specifically for this project: While it's basically impossible to provide complete compatibility with all gameplay mods, 100 Line Massacre's DECORATE has been coded in such a way to make it compatible with most ZDoom gameplay mods. Spoiler Here are some of the mods I lightly tested: Brootal Dewm Smooth Doom Walpurgis Combined Arms MetaDoom v7.1 "Ghost" DemonSteele Cola 3 Some mod starting with H Spoiler Mapping Credits: NinjaDelphox - MAP01-MAP29 ODD + MAP32 + MAP35 Arsinikk - MAP02-MAP30 EVEN + MAP31 + MAP34 NinjaDelphox and Arsinikk - MAP33 Graphic Credits: All new graphics by Arsinikk Arsinikk Soundtrack: MAP02: "Dirty Water" - Arsinikk MAP04: "Mind Games" - Arsinikk MAP06: "Guiding Light" - Arsinikk MAP08: "Gravehunt" - Arsinikk MAP10: "Lurking" - Arsinikk MAP12: "Punch It!" - Arsinikk MAP14: "Sharkbait" - Arsinikk MAP16: "Growing Mould" - Arsinikk MAP18: "Shapeshift Box" - Arsinikk MAP20: "Blood and Metal" - Arsinikk MAP22: "Murder of Ra" - Arsinikk MAP24: "Cut Above the Rest" - Arsinikk MAP26: "Unholy Matrimony" - Arsinikk MAP28: "On a Tightrope" - Arsinikk MAP30: "TNT My Life" - Arsinikk MAP31: "Strung-Up Circus" - Arsinikk Non-Original Music: TITLE: "Remains of War" - Thyrbse INTERMISSION: "Riddle" - Castlevania: Order of Ecclesia READ ME: "Under Death" - Mark Klem MAP01: "Thorny Wall" - Thyrbse MAP03: "Claustrophobia" - ClumsyDoomer MAP05: "The Pyramid" - Thyrbse MAP07: "Seasons of Insanity" - Jimmy MAP09: "Stormy Volcano" - Thyrbse MAP11: "Lost in Place" - Lippeth MAP13: "Waltz of the Lazy Chair Room" - Castlevania: Curse of Darkness MAP15: "Sepulchral" - Hellish Godzilla MAP17: "Give in (With Pleasure)" - Mark Klem MAP19: "Plutocrat" - Bucket MAP21: "Plummeting" - Bucket MAP23: "Blood Rush" - Eris Falling MAP25: "Inner Fear" - Thyrbse MAP27: "Maybe I'm a Lion" - Final Fantasy VIII MAP29: "The Extreme" - Final Fantasy VIII MAP32: "The Forgotten God" - Eris Falling MAP33: "Under Death" - Mark Klem MAP34: "Remains of War" - Thyrbse MAP35: "Riddle" - Castlevania: Order of Ecclesia Coding Credits: All MAPINFO, DehackEd, Decorate, ACS, and port specific code by Arsinikk Texture credits: Includes textures from id Software (Doom 1) and the Casali's (Plutonia) Sprite credits: Keen animation by Arsinikk SSG frames from Doom 2 Minor Sprite Fixing Project Sound credits: New Imp SFX from Strain Story credits: Story written by Arsinikk Spoiler It's possible to see a visual bug on MAP18 and MAP34 in DSDA Doom/PrBoom Plus OpenGL Renderer. There's nothing I could do to fix them. It's possible to see some sprites through walls on MAP24 in Vanilla/Chocolate Doom. This has to do again with the limitations of 100 lines. Saving in Vanilla/Chocolate Doom on MAP32 or MAP34 will crash the game due to the Savegame Buffer Error. It is possible to get the all-ghosts bug occasionally on MAP32 While the bonus map34 technically works in Vanilla/Chocolate Doom, the sprite limit doesn't exactly make it playable. MAP35 is not bugged and it is possible to beat. It requires a speedrunning glide to beat it. Although, there is a solution for players who don't know how or can't do the glide. MAP15's secret exit requires a very specific rocket jump to access. There is a hidden solution for those who can't achieve the jump (Hint: look among the bricks). When playing the wad in Eternity Engine, why do random enemies spawn when killing Cacodemons, Hell Knights and Barons? The stable 4.02.00 build of Eternity Engine has a bug relating to "Blood Color". Use the latest devbuild here: https://devbuilds.drdteam.org/eternity/ Edited June 18 by Arsinikk Added new Unity Version. 45 Quote Share this post Link to post
Shepardus Posted March 22, 2022 This looks awesome! Hard to believe from the screenshots that it's just 100 lines per map! 3 Quote Share this post Link to post
Noiser Posted March 22, 2022 Looks pretty interesting! And 32 maps is always a big feat, congrats 3 Quote Share this post Link to post
Decay Posted March 22, 2022 Looks pretty killer, excellent work! 1 Quote Share this post Link to post
Biodegradable Posted March 22, 2022 Line-limited WADs always have me very curious. >:^) 4 Quote Share this post Link to post
Thelokk Posted March 22, 2022 Up to episode 2, totally my kind of jam. Feels like Micro-salughter CP done for Vanilla. Really loving how polished the whole thing is - intermission screens, start-of-map credits, looks very professional. Maaaaybe I would've worked in, here and there, some more detail, perhaps using stuff that doesn't impact line size, like decorations; but it's a really minor gripe. 1 Quote Share this post Link to post
Arsinikk Posted March 22, 2022 Lol @Thelokk, you're probably talking about my maps (even). The most important thing for me when it comes to doom levels is the gameplay, and nothing irks me more then getting stuck on decoration or geometry and dying from something like a revenant missile. Ninja (odd maps) is usually pretty good with decorations, and I'll admit I could've added some more to make some of my maps look nicer. I'm glad you're enjoying the wad so far! It's interesting you brought up the micro-slaughter CP, become I wasn't really sure what the combat of this wad was like. I initially thought it was Plutonia-eske, but multiple people have said it's a bit harder. 0 Quote Share this post Link to post
Thelokk Posted March 22, 2022 (edited) 9 minutes ago, Arsinikk said: Lol @Thelokk, you're probably talking about my maps (even). The most important thing for me when it comes to doom levels is the gameplay, and nothing irks me more then getting stuck on decoration or geometry and dying from something like a revenant missile. Ninja (odd maps) is usually pretty good with decorations, and I'll admit I could've added some more to make some of my maps look nicer. I'm glad you're enjoying the wad so far! It's interesting you brought up the micro-slaughter CP, become I wasn't really sure what the combat of this wad was like. I initially thought it was Plutonia-eske, but multiple people have said it's a bit harder. More than harder, it's really the type of fight that doesn't scream Plutonia to me - most of the maps so far are really bite-sized areans, with an arena style of combat and mob management. It gets more marked as maps progress, and the monster count rises. Not a criticism, it's actually quite fun! But yeah, don't really see much Plutonia here personally. Only thing that really irked me so far is in MAP02 - the BoH immediately bashed the chaingunner, leaving me to pistol and punch it down. Nice trick but a bit too RNG based. Edited March 22, 2022 by Thelokk 2 Quote Share this post Link to post
Arsinikk Posted March 22, 2022 (edited) 19 minutes ago, Thelokk said: More than harder, it's really the type of fight that doesn't scream Plutonia to me - most of the maps so far are really bite-sized areans, with an arena style of combat and mob management. It gets more marked as maps progress, and the monster count rises. Not a criticism, it's actually quite fun! But yeah, don't really see much Plutonia here personally. I might need to replay Plutonia, because maybe I remember it being more difficult than it actually is. I will admit most maps are arenas / combat puzzles. 19 minutes ago, Thelokk said: Only thing that really irked me so far is in MAP02 - the BoH immediately bashed the chaingunner, leaving me to pistol and punch it down. Nice trick but a bit too RNG based. Map02 should give you a shotgun and shells at the very beginning of the map, so the pistol comment is a bit confusing. The baron attacking the chaingunner can be a bit rng, tho most of the time if you continue to shotgun the baron, you can keep his attention on you while the chaingunner mows him down. In addition, it may be possible to shoot the switch behind the baron and chaingunner, and then if you continue your way in the map, a crusher will eventually crush them. Edited March 22, 2022 by Arsinikk 0 Quote Share this post Link to post
Thelokk Posted March 22, 2022 (edited) 13 minutes ago, Arsinikk said: I might need to replay Plutonia, because maybe I remember it being more difficult than it actually is. I will admit most maps are arenas / combat puzzles. Map02 should give you a shotgun and shells at the very beginning of the map, so the pistol comment is a bit confusing. The baron attacking the chaingunner can be a bit rng, tho most of the time if you continue to shotgun the baron, you can keep his attention on you while the chaingunner mows him down. In addition, it may be possible to shoot the switch behind the baron and chaingunner, and then if you continue your way in the map, a crusher will eventually crush them. Literally did not see the shotgun with all that darkness, just figured it was a gimmicky puzzle - and it did work, just not every time. Again, I'm not attacking or criticizing - up to early ep3 now (edit: it's only one map... this menu thing confuses me XD) and it's a really solid mapset. Also, no need to 'admit' to slaughter arenas, they're fun! we need more slaughter that doesn't take one day and a half to complete. Edited March 22, 2022 by Thelokk 1 Quote Share this post Link to post
Arsinikk Posted March 22, 2022 @Thelokk no worries. Just wanted to make sure that the map wasn't missing a shotgun... Cuz I would never want to force a player to pistol down a baron. Lol I'm not that mean :P With 32 maps, it's easily possible that a mistake was made somewhere that we missed. 0 Quote Share this post Link to post
Thelokk Posted March 22, 2022 2 minutes ago, Arsinikk said: @Thelokk no worries. Just wanted to make sure that the map wasn't missing a shotgun... Cuz I would never want to force a player to pistol down a baron. Lol I'm not that mean :P With 32 maps, it's easily possible that a mistake was made somewhere that we missed. Nah, finished my run on HMP as we speak, didn't find anything outstandingly broken. 1 Quote Share this post Link to post
Shepardus Posted March 22, 2022 (edited) Having had a chance to play part of this (through MAP14 and also maps 33-35), I'm even more impressed than I initially was. The maps themselves are a lot of fun and don't feel hampered by the line count. Your two distinct styles come through strong, and I think alternating between you two for each map helps pace the wad so that I don't get tired of either style. Ninja's maps so far remind me of Skirmish with their densely-packed arenas, though they're not as dense or difficult as Skirmish. I'm not quite sure how to describe Arsinikk's maps except that they've been very interesting. MAP04 took me much longer to figure out than I care to admit, and it also took me a while to figure out a way to UV-Max MAP08. I really like that despite this being a wad based on strict limitations, you didn't skimp on polish. Things like the original MIDIs and the attention to difficulty level settings (including co-op/UV Plus!), as well as little things like the string replacements, title screen and status bar graphics, UMAPINFO, invulnerability palette, and how the level and music titles appear at the start of each map in GZDoom, even the headers in your opening post here, really help bring this together as a complete package. Great job with this WAD, I'm looking forward to playing the rest! Edit: By the way, is the cyberdemon at the end of MAP33 supposed to be stuck and unable to do anything? Edited March 22, 2022 by Shepardus 2 Quote Share this post Link to post
Arsinikk Posted March 22, 2022 (edited) 2 hours ago, Shepardus said: Edit: By the way, is the cyberdemon at the end of MAP33 supposed to be stuck and unable to do anything? Yes that was my joke. He's a giant bullet sponge / door to the exit switch :P Edited March 22, 2022 by Arsinikk 1 Quote Share this post Link to post
NinjaDelphox Posted March 22, 2022 btw you can still press the switch without killing the Cyberdemon lmao 1 Quote Share this post Link to post
Arsinikk Posted March 22, 2022 52 minutes ago, NinjaDelphox said: btw you can still press the switch without killing the Cyberdemon lmao You must be fun at parties lol 1 Quote Share this post Link to post
Arsinikk Posted March 22, 2022 (edited) 1 hour ago, NinjaDelphox said: btw you can still press the switch without killing the Cyberdemon lmao Ah, so I can confirm it is possible to hit the switch without killing the cyber. Apparently you just have to sit still in order to do so though. In my testing I was always running towards the switch in order to press it. Though, to be honest I don't really have a problem with this so I'll prob keep it as is, since it's just as easy to kill the cyber and you have to come to a complete stop and not die in order to press the switch. Edited March 22, 2022 by Arsinikk 1 Quote Share this post Link to post
Vile Posted March 22, 2022 Had quite a bit of fun playing through this, good work! Spoiler map21 had some stuck monsters on UV: map24: were the weapons intended to be multiplayer only? It seems strange for the ammo to still be there in single player, if that's the case. 4 Quote Share this post Link to post
Arsinikk Posted March 23, 2022 @Vile, thanks so much for playing our wad! I was just enjoying your twitch archive of the stream. I wish I could've been there to help out / give comments :) 1 hour ago, Vile said: map21 had some stuck monsters on UV: Thanks for letting us know this. Sadly the megawad wasn't perfect, but I'm planning one small final update fixing some of the issues found. 1 hour ago, Vile said: map24: were the weapons intended to be multiplayer only? It seems strange for the ammo to still be there in single player, if that's the case. This is the taunt the player since there are no weapons on uv, and they must use the chainsaw. Epic troll :P Also I'll comment of some of the things from your stream: MAP04: Red Key Solution: Spoiler the pillar with the red key in the second room is the same sector as the first pillar in the starting room, so if you lower the second pillar, the first pillar will also lower allowing you to backtrack and grab the key. MAP31: Just a small thing I wanted to point out, if you go into the archvile closet and wait, the door will close revealing a switch that allows you to open the lost soul cage. MAP35: Originally, Ninja made the map only beatable with the glide. To make the level more accessible, I added the scratched wood to open the bars for ZDoom ports and players that can't do the glide (like me) 0 Quote Share this post Link to post
Vile Posted March 23, 2022 I'm glad you enjoyed the stream, and thanks for the info as well! 1 Quote Share this post Link to post
Arsinikk Posted March 23, 2022 (edited) Hey guys, Not the biggest deal, but I've updated the wad to RC1.1 with a few minor fixes to the wad (link updated in OP). I'll wait awhile to see if anyone finds more issues/bugs, and if not in around a week or so I'll consider this to be the final version of the wad and upload to idgames. 1.1 Changelog: Spoiler 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 Hotfix: Added missing monster on HMP in map31 Added compat_light=1 in ZMAPINFO for map31 Edited March 23, 2022 by Arsinikk 3 Quote Share this post Link to post
NightFright Posted March 23, 2022 Dropping by to say this already looks really polished for a release candidate, plus it plays by a charm. Very small maps, focussed on some intense but managable encounters. As a fan of PCorf's Zone 300/400, I have to dig this. 1 Quote Share this post Link to post
NightFright Posted March 23, 2022 Update: Can it be that MAP31 is screwed? The level turns into a kind of clusterf*ck once you get the red keycard. Or is that intended? 0 Quote Share this post Link to post
Arsinikk Posted March 23, 2022 (edited) 36 minutes ago, NightFright said: Update: Can it be that MAP31 is screwed? The level turns into a kind of clusterf*ck once you get the red keycard. Or is that intended? Uh, by map31 you mean the staircase map? Should be pretty straight forward combat-wise. Normal UV only has 3 archviles and 2 of them are stationary. It's only the one that teleports that can be a bit rough if not dealt with quickly. There shouldn't be any actual encounter after grabbing the red key as far as I'm aware. Edit: Although I'm glad you had me take a look at the map because there was a monster missing on HMP that made map31 even easier than ITYTD/HNTR. I've just updated the Google Drive link to fix that monster. UV should be the exact same as it is now. Edited March 23, 2022 by Arsinikk 0 Quote Share this post Link to post
Arsinikk Posted March 23, 2022 @NightFright This might be helpful: 1 Quote Share this post Link to post
NightFright Posted March 23, 2022 OK, that explains quite a few things. I was wondering how you were supposed to get inside of that cage to trigger the door to the secret exit. Quite sophisticated! Thanks a lot for the video! 1 Quote Share this post Link to post
Keyboard_Doomer Posted March 24, 2022 Absolutely amazing wad given the constraints. After the RC1.1 update some coop start issues remain: - MAP11 has two player 4 starts and no player 2 start - MAP12 has no coop starts 3 Quote Share this post Link to post
Arsinikk Posted March 24, 2022 18 minutes ago, Keyboard_Doomer said: After the RC1.1 update some coop start issues remain: - MAP11 has two player 4 starts and no player 2 start - MAP12 has no coop starts Thanks for letting us know! We'll have it fixed in an upcoming RC1.2 update. 0 Quote Share this post Link to post
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