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100 Line Massacre (Vanilla Megawad) [FINAL]


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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. 

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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.

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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 by Thelokk

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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 by Arsinikk

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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 by Thelokk

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@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.

 

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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.

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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 by Shepardus

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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 by Arsinikk

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52 minutes ago, NinjaDelphox said:

btw you can still press the switch without killing the Cyberdemon lmao

You must be fun at parties lol

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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 by Arsinikk

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Had quite a bit of fun playing through this, good work!

Spoiler

map21 had some stuck monsters on UV:

doom00.png.9a574dc8e5c6add5f97f54a9d01b483b.png

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.

 

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@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)

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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 by Arsinikk

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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.

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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?

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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 by Arsinikk

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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!

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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

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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.

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