Arsinikk Posted November 21, 2022 (edited) >>>>>>>>>>>>>>> DOWNLOAD WAD <<<<<<<<<<<<<<<<< “After the first massacre to save Earth from invading hellspawn, a lone marine annihilated the evil source, closing the demon realm from within. Decades later, after the reconstruction headed by the UAC corporation, strange readings echo from within the barren realm. The UAC has tasked you to scout The Demon Lord’s burial site. Re-adjusting your shades, you step in the teleporter…” Press F1 in-game or check out the included infopack to read more of the story! 200 Line Massacre: The Slaughtering is a megawad (full 32 maps + 4 bonus) by @Arsinikk and @NinjaDelphox with the goal of making Vanilla slaughter-like maps under 200 lines. It is the sequel to 100 Line Massacre and also features additional mapping by @scwiba and @finnks13. Contrary to the duo's previous effort, this wad features extensive Vanilla DEHACKED allowing for new variants/enemies and an arsenal refresh to allow for a faster and more intense gameplay experience. You can learn more about these changes from the “New Arsenal + Enemies” section below! All maps were designed with pistol start in mind, though continuous play is perfectly fine. Each map should take only around 5-7 minutes to finish. All difficulties have been implemented on every map including "Vile Cruelty" (UV Plus) that includes multiplayer monsters and items for those who want an extra challenge. This WAD does not fuck around on UV, so don't hesitate on lowering the difficulty if you can't handle the heat. *Note: MAP35 + MAP36 require limit-removing ports Spoiler === Episode I: Desolation === 1. [Redacted] 2. Halls of Eden 3. Rigged 4. Lothesome Mortuary 5. Holepunch Me Harder 6. Abandoned Pit 7. Double Barrel 8. Jaws of a Scorched Earth 9. Blindspot 10. Butcher 11. Lamb to the Slaughter === Episode II: Infiltration === 12. Cargo Bay 13. Flood / Syphon 14. There is Lava 15. Crateastrophe 16. H Intersection 17. Angelmaker 18. Death From Above 19. Crushing Pains (Scwiba) 20. Concussion Protocol === Episode III: Crucifusion === 21. Icebreaker 22. Etro's Gate 23. Cyberwar 24. Crimson Blitz 25. Cubbiks 26. Saber's Edge 27. 3-Way Hatefuck (Arsinikk / NinjaDelphox / finnks13) 28. Paradigm Shift 29. Slaughter Sandy 30. Neon Crucifixion === Secret Maps === 31. The Forest 32. Pussy === Credits and Bonus Zones === 33. Bonus Zone I 34. Credits 35. Bonus Zone II* 36. Fuck It (finnks13)* 37. Bonus Zone II (ZDoom Compatible Version) *designed for limit-removing ports /idgames: Download Now I spent eight months refining and balancing 200 Line Massacre’s DEHACKED to keep the same classic Doom feel, while also crafting a faster and more intense gameplay experience. Open the section below to learn more about the new gameplay changes: Spoiler Doomguy has the same arsenal of weapons, but with a twist. The goal of the weapon tweaks was to promote faster gameplay and beefier weapons to compensate for the increased slaughter monster count. Double Fisting: Doomguy has hit the gym and just learned how to punch with both fists. Burst-Fire Pistol: The pistol has been upgraded to burst-fire and now shoots much faster. Fire rate is equivalent to a normal chaingun. Shotgun: The pump action now pumps faster. ;)Super Shotgun: The only weapon with no changes whatsoever. Why mess with what’s not broken? Pulveriser: An extremely fast firing chaingun. No cool down; just lets you perforate your enemies into swiss cheese. Chews through ammo like it does enemies. Rocket Launcher: Your same old rocket thruster, but now with faster propelling rockets. Just remember that you aren’t the only rocket thruster around ;) Supernova: A variant of the plasma rifle that uses sun energy instead of plasma. Sun bolts melt through enemies much more quickly, but fire at a slower rate. BFG 9900K: What happens when you stick an overheating i9-9900K CPU into a BFG? You get a sun energy powered BFG with twice the amount of sun rays (tracers) ripping through enemies. Be careful however, for this BFG is very ammo hungry and misuse can result in an ammo drought. With great power comes great responsibility. Super Chainsaw: A double bladed chainsaw with Arsinikk’s official cat emblem™. Cuts through enemies twice as quick, but has a tendency to throw you around. It’s just as frisky as Arsinikk! ~me-ow~ With a beefy more powerful arsenal comes the need for ammo balancing. Luckily for you, I’ve done just that :D Pistol(-less): You’ve become extremely unlucky and instead of starting with a pistol and 50 bullets, you now start with just your fists and 0 bullets. Life’s a bitch. Bullet hoarder: Doomguy has become extremely greedy and now holds a total of 300 bullets (600 bullets with the backpack). This is so you don’t run out of ammo for the Pulveriser every bloody second. What’s even nicer is that apparently zombiemen now drop twice as much clips of ammo than before, so get on and holepunch more demons! Sun’s too bright, I need shades: As stated earlier, with sun energy replacing cells, we can’t let you feel too unstoppable. Sun energy is much more difficult to carry around… Carry too much and it’ll become unstable and turn you into a supernova. The UAC recommends holding on a total of 200 sun energy (400 with a backpack). The good news is that sun energy comes in pickup cartridges that are slightly more than the amount that cells came in (25 for small energy, 125 for large energy). We can’t just have you feeling all high and mighty with your newfound toys. We have all the original vanilla type enemies, with slick variants and entirely new foes to test your new toys with. Chaingun Sergeant - These guys’ll try to chew you up just like normal, however there’s a catch. The chainguns they use are DNA coded to only work with them exclusively. This means you’ll only be able to scavenge bullets from them sadly. Pinky / Spectre Demon - Apparently these classic monsters have lost some weight and now are less tanky than before (150 to 100 HP). They also seem to sometimes exhibit a rare extremely gory gibbed death. Lost Soul - People just don’t drink enough milk nowadays. Skulls are now so much more fragile (100 to 45 HP). Arachnotron - Hit me baby one more time. These babies are just as aggressive as their Vanilla counterparts. It seems that they’ve been equipped with a more efficient plasma shooter this time, allowing them to hit you faster from further away. Hyperdemon / Cyberdemon - The Big Boi with the glutes is back! This time with his green wire bro Hyperdemon. The Hyperdemon has the same splash immunity as his big bro, but he is significantly weaker in spirit (1000 HP instead of 4000 HP). He got his nickname due to his slightly increased movement when on speed. It’s worth noting that these bros often get into fights semi often (Both variants can infight each other). They’ve also gotten really tired of doomguy constantly two-shooting them, and so they’ve decided to switch up their rocket volley. They now shoot 4 rockets at a time: Fire pause fire pause fire fire. Spider Senpai - The big momma's back and just as bitchy as ever! It seems she’s lost her voice a bit so you’ll no longer hear her from far away (sound effects no longer full volume). Not only that, but she also has developed a deadly fear of rockets (no longer splash damage immune). She’s still our lovable but useless spider-chan. :3 IMPostor - Don’t be fooled by his appearance. If you ask me, he looks a little sus. These imp variants look exactly like their brethren, but move fast and erratically. Luckily you’re granted a small reprieve before they hurl their green fireballs at you. Be sure to listen for their ear-wrenching screech when they see you. If you don’t see them going fast like sanic, look for their green flames. Jack ‘o’ Lantern - It’s always Halloween when these guys are around. In the dark you can see their glowing smile, as they creep slowly towards you. Although they sport a relatively slow movement speed, these foes are descendants of the revenant kind. Imagine a Cacodemon that fires revenant rockets at you. That’s spooky. Now imagine that everytime old Jack dies, he spawns a revenant missile. Now that’s scary. The Illuminati - These monsters see all, including your imminent demise. Watch out for evil eyes when you see them, for it may not just be a decoration. They are quite slow at firing plasma bolts at you, but that is not their true aim. These foes are quite weak, but when they die, they like to go out with a bang. Barrel style. Hanging Marine - Not really a monster per say, these marines have been cursed to forever endure the persistent pain of being hanged. It seems they’ve each been stuffed with a receiver, so that when all of them are killed in an area, an electronic door opens up (Keen 666 tag). It also seems that when they die, they drop a Pulveriser that they do an amazing job of hiding away from the player’s view. Angelmaker - Legend says there’s a machine that can rip the soul out of a physical body and manifest the soul into a spectre form. This machine is said to be known as the Angelmaker. Sacrificial Lamb - A couple weeks back, the UAC had sent this lamb into the void dimension and eventually lost its location. After being experimented on, this lamb is said to contain the power to transcend space and time. It is said that its blood can grant you any wish. It is also said that it is invulnerable to UAC weaponry. This is a Vanilla megawad (-complevel 2) that uses voodoo dolls and Vanilla tricks, so make sure you are using the latest version of your source port. I’ve worked with many source port developers to fix issues and make sure everything works correctly. This megawad also uses extra UMAPINFO and DEHACKED code to further enhance the source port experience. Spoiler Compatible Ports: MS-DOS (Doomhack.exe) Chocolate / Crispy Doom Bethesda Unity Port (compat version here) DSDA Doom / PrBoom Plus (UMAPINFO) ZDoom-based ports Woof-based ports (use latest version) Eternity Engine (Dev Build ONLY - mostly compatible; see "known bugs" section) Doom Retro (support coming soon) ...and more Spoiler Mapping Credits: Arsinikk - Odd maps + 32, 34, 35 NinjaDelphox - Even maps + 31, 33 finnks13 - MAP27, 36 Scwiba - MAP19 Graphic Credits: All new graphics (TITLEPIC, INTERPIC, etc) by Arsinikk Coding Credits: All MAPINFO, DEHACKED, Decorate, ACS, and port specific code by Arsinikk Music Credits: Unlike 100 Line Massacre, there are no original music made for this project due to time constraints. Look in the included TXT file for the music list. Texture Credits: Includes textures and flats from CC4-Tex Ice textures from OTEX Extra textures and flats by Arsinikk Sprite Credits: Pinky gib animation by Beefgee New barrel sprites by Vphurple Izumi Plasma base graphics by Christopher Golden (Doom Zero) Green Cyberdemon sprites by Ribbiks Lamb rotation sprites by Evilneck Blue Cacodemon fireball by Voltare Falling snow sprites by N!ghtmare - Tall edit by Cheesewheel MAP32 boss and misc GFX by Arsinikk Too many to list here; look in the included TXT file for more info Sound Credits: MAP32 boss SFX by Arsinikk Double Chainsaw SFX by Arsinikk Impostor Imp SFX from strain.wad BFG firing SFX by Megasphere Plasma and Arachnotron SFX by Christopher Golden (Doom Zero) Evil eye monster and Jack 'o' Lantern SFX from Realm667 Story Credits: Story and lore by Arsinikk Playtesters: GarrettChan Keyboard_Doomer s4f3s3x Scwiba Special Thanks (from Arsinikk): Developers Brad Harding JNechaevsky Graf Zahl rfomin Fabian Kraflab Support Luleta Stxvile Maribo Shepardus Sandwedge Thelokk Spoiler It's extremely rare, but possible for the secret platform in MAP07 to not raise when shooting all the (spoiler). There’s a switch behind the exit teleport that can manually raise the platform in this rare case. The boss in MAP32 can only be hit by rockets on the raising and lowering platforms in ZDoom ports. In most other ports, the boss can be hit from the tall platforms as well. When playing MAP25, if the floors and wall textures are not synced up with the same colour, make sure you have the latest version of your source port (especially Woof / Nugget Doom). In DSDA Doom, PrBoom+, Eternity Engine, and ZDoom ports the floors and wall colours should all be synced up by default. MAP27 may have walls that either HOM or look wonky for a short amount of time in some old ZDoom ports, ZDaemon, and the Eternity Engine, because of their lack of support for rendering Mikoportal vertical scrolling walls. ZDoom ports should use MAP37 instead of MAP35, due to Vanilla Donut incompatibility. If you use the episode select and access the map via “Credits” (MAP34), ZDoom will use the correct version. Intercept Overflow is possible because of the general amount of monsters. I found it a bit rare, but it is possible. Edited June 18 by Arsinikk Quality of Life Update - 10/21/23 51 Quote Share this post Link to post
fuzzytrick Posted November 21, 2022 I have yet to find time to give this a spin, but HOT DAMN, this is one of the best things I've seen all year. Can't imagine how many hard hours were poured into this - huge congratulations to everybody involved in this project, everything looks incredible!! 1 Quote Share this post Link to post
scwiba Posted November 21, 2022 Honored to have been asked to contribute a map to this project. The new DeHackEd stuff was really fun to mess around with. 1 Quote Share this post Link to post
NightFright Posted November 21, 2022 Looks like that's gonna be *THE* PWAD to test the new Woof same sound limiter. I mean, with those hordes of monsters, it's gonna make your headphones explode if the port cannot handle sounds properly... 1 Quote Share this post Link to post
Andromeda Posted November 21, 2022 8 hours ago, Arsinikk said: Lost Soul - People just don’t drink enough milk nowadays. Skulls are now so much more fragile (90 to 45 HP). The lost soul has 100 HP by default. Looks cool, will have to play this at some point! 2 Quote Share this post Link to post
Arsinikk Posted November 21, 2022 (edited) 1 hour ago, Andromeda said: The lost soul has 100 HP by default. Haha that's what I get for going off memory. It seems the Pinky health was also wrong. :P I've, of course, fixed both to be correct. Thanks for keeping me from looking too dumb. :D 2 hours ago, NightFright said: Looks like that's gonna be *THE* PWAD to test the new Woof same sound limiter. I mean, with those hordes of monsters, it's gonna make your headphones explode if the port cannot handle sounds properly... I'd be a bit curious how well this runs in Woof, since I don't really use it as my main. I did work with some of the Devs to get a certain visual effect to work correctly in MAP25. I think some of the brightmaps on the switches in MAP35 may be wrong as well... Edited November 21, 2022 by Arsinikk 1 Quote Share this post Link to post
RN_Jesus Posted November 21, 2022 Thanks @vile for streaming this. Going to put it on top my list of what to play next. It has that good balance of gameplay , style , length of maps/ fights w/ that X factor we all look for in a wad! GG guys. 1 Quote Share this post Link to post
Vile Posted November 22, 2022 I was looking forward to this one - very polished and fun maps with some cool gameplay changes to give it its own flavor. Congrats again on the release and thanks for hanging with me while I played through it. :) 2 Quote Share this post Link to post
Caffeine Freak Posted November 22, 2022 Was the beat at the end of that video 'Closer', by NIN? Looks tastefully brutal, and the carefully tweaked length of the maps makes it sound like something you could chew through in a day or two. *chef's kiss* Congrats on this release. I only just found out about this, but it seems you guys have really been cooking with gas lately, this being a mere 8 months after 100 lines. I admire that sort of work pace. 2 Quote Share this post Link to post
Arsinikk Posted November 22, 2022 11 minutes ago, Caffeine Freak said: Was the beat at the end of that video 'Closer', by NIN? Yupp, I love how you could tell just from the simple drum pattern. It's the midi used for MAP32. :D 11 minutes ago, Caffeine Freak said: Congrats on this release. I only just found out about this, but it seems you guys have really been cooking with gas lately, this being a mere 8 months after 100 lines. I admire that sort of work pace. I have been doing alot this year. Hope you enjoy this one! :) 2 Quote Share this post Link to post
Arsinikk Posted November 22, 2022 (edited) I've done a little minor update, fixing some minor issues with some ports and a misspelling in the story text. I don't expect much large updates to come, unless we hear of a super game-breaking bug or something. Download Now (Link also updated in the OP) Changelog: Spoiler - Added obituaries for ZDoom ports and Eternity Engine for Spectral enemies (MAP17) - Fixed Pain Elementals not shooting the weaker lost souls in ZDoom ports. - Lost souls in ZDoom ports also don't count towards the kill count. - Fixed BRGHTMPS for custom switch textures - Specifically for Doom Retro [working with dev for full compatibility] - Fixed a misspelling in the MAP11-MAP12 story text. Edited November 13, 2023 by Arsinikk 1 Quote Share this post Link to post
kinker31 Posted November 23, 2022 Tried my best to play the mapset, here's my thoughts: Let's be honest: I'm not good at Doom. At all. I even have trouble with some of the IWAD levels, and that's considered child's play by most of the community's standards. I only play on UV in the first place because it's pretty much to be expected from most players. I knew this was gonna be a tough one going in... and let's just say my attempt would not make for a watchable YouTube video. Save-scumming, corner camping, and continuous play was the bread and butter for my whole attempt, I'm humble enough to even admit I had to resort to... cheaty measures just to ensure I'd be able to see the next map at all. Then Map 11 happened. I'm not a big fan of Map 11. I respect your craft, I like your levels... but I gave up around that map. 1 Quote Share this post Link to post
Arsinikk Posted November 23, 2022 (edited) 2 hours ago, kinker31 said: Let's be honest: I'm not good at Doom. At all. I even have trouble with some of the IWAD levels, and that's considered child's play by most of the community's standards. I'm gonna be honest, this mapset is hard. Like it's not for beginners at all. Especially on UV. There's a reason why I've implemented all skill levels for the WAD; so that players who can't play on the UV skill can still enjoy the maps at a lower difficulty. I'd say that HNTR of this WAD would be equivalent to UV of the IWADs, if not a bit harder. 2 hours ago, kinker31 said: I only play on UV in the first place because it's pretty much to be expected from most players. This is an assumption that you should honestly not have. It may have started out this way, but over the many many years of Doom WAD making, the difficulty ceiling of WADs has been going up and up. What used to be UV back in the day, is not the UV of today. Of course, it also depends on the kind of WAD we are talking about. This WAD is literally subtitled "The Slaughtering". It takes many influences from NinjaDelphox being a speedrunner and playing Hell Revealed 2, to me (Arsinikk) not being a speedrunner, but UV-maxing slaughter WADs like Sunlust and Combat Shock 2. I should've added a line in the OP that says, "This WAD does not mess around on UV, so don't hesitate on lowering the difficulty if you can't handle it." 2 hours ago, kinker31 said: Then Map 11 happened. I'm not a big fan of Map 11. I hate to say that in our (the mappers) and playtesters' experience, this is one of the easier maps. It does rely on some Slaughter techniques like herding Revenant rockets and the like. Back to my point earlier, on HNTR I completely replaced the Revenants in this map entirely because on easy I did not have faith that those players would be able to deal with it. I also hate to say that the further you continue in the WAD, the maps only get harder from there. I highly suggest that if you were to pick it up again, to play on a lower difficulty. 2 hours ago, kinker31 said: I respect your craft, I like your levels. Thank you. We know this is a sorta niche difficulty/type of WAD, so we can understand if some players can't beat it. I'm glad that you like the levels themselves though. Edited November 23, 2022 by Arsinikk 3 Quote Share this post Link to post
Caffeine Freak Posted November 24, 2022 (edited) Sounds like this is a bit of a challenging WAD. I had flashbacks to Combat Shock 1 and 2 when viewing the release trailer, so I'm wondering if it's comparable to the difficulty in those, or if it's more along the lines of say, Swim With The Whales. Looking forward to sinking my teeth into this and 100 Line Massacre, one after the other, this coming weekend. Edited November 24, 2022 by Caffeine Freak 2 Quote Share this post Link to post
Arsinikk Posted November 24, 2022 48 minutes ago, Caffeine Freak said: Sounds like this is a bit of a challenging WAD. I had flashbacks to Combat Shock 1 and 2 when viewing the release trailer, so I'm wondering if it's comparable to the difficulty in those, or if it's more along the lines of say, Swim With The Whales. Looking forward to sinking my teeth into this and 100 Line Massacre, one after the other, this coming weekend. I may have puffed up the difficulty a bit in my last post. While testing 200 Line Massacre, I did always play every map from pistol start. That's definitely harder than continuous. For 100 Line Massacre, I compared the difficulty to something harder than Plutonia. Something around Speed of Doom. 200 Line Massacre is in fact harder imo, which I think is what people would expect from a sequel. It is hard to gauge difficulty though. I couldn't really say it's as hard as Combat Shock 2 or Swim With The Whales, since the maps are only 5-7 minutes long. The short playtime of each map kinda makes them easier. However, the fights themselves can get pretty spicy at times, equivalent to fights in other slaughter-type WADs. 1 Quote Share this post Link to post
kinker31 Posted November 24, 2022 Update: Was irrationaly salty when I made my first post on this thread, since I tried to play it on a UV, on a vanilla-compatible source port, and got rekt like a n00b. Much more calmer now, so here's some more thoughts: Kinda wished it got along with gameplay mods more nicely, but I suppose it's only the nature of DeHackEd wizardry, eh? Trying to beat this properly on HMP, let alone UV, is still way above my paygrade, but I personally found it to be much more enjoyable (if unbalanced) with Gun Bonsai and Indestructable, as well as a few GZDoom gameplay tweaks and additions here and there. The Bonus Zone 2 chewed me up and spat me out, even with help from my mods. Ah well, can't win 'em all. I'm starting to appreciate this WAD a lot more, very glad I didn't try binning it when I got angry at it the first time 'round! 3 Quote Share this post Link to post
Keyboard_Doomer Posted November 24, 2022 Hello, we've played 100lnm back when it was released and now we're going to play the first half of the wad for Thursday Night Survival[ today. The session starts 8 hours from the time of this reply and you can expect it to be fairly active for 4+ hours. 1 Quote Share this post Link to post
Arsinikk Posted November 24, 2022 (edited) I've done a big of a more substantial update, one that actually requires a .1 added to the version number. The main thing this update provides is a new BFG firing sound effect that better fits the quicker firing animation (Thanks @Peter). Other changes are minor compatibility tweaks for non-demo ports like GZDoom and the like. Download Now (Link also updated in the OP) Changelog from initial posted version: Spoiler - Added new BFG firing sound effect. - Added obituaries for ZDoom ports and Eternity Engine for Spectral enemies (MAP17) - Fixed Pain Elementals not shooting the weaker lost souls in ZDoom ports. - Lost souls in ZDoom ports also don't count towards the kill count. - Fixed BRGHTMPS for custom switch textures - Specifically for Doom Retro [working with dev for full port compatibility] - Fixed a misspelling in the MAP11-MAP12 story text. - Changed how ZDoom ports treated mikoportal vertical scrolling walls (ANIMDEFS -> ACS script) @kinker31 glad you kept with it. I'm kinda surprised that you were able to use the gameplay mods at all with how extensive the DehackEd is. I was honestly going to put a disclaimer that mods may / may not work with the WAD. I'm glad you were able to get some enjoyment. The Bonus Zones are meant to be challenges for the player, so it makes sense that one of them would give you trouble. Thanks for playing! :D @Keyboard_Doomer Thanks for letting me know. With today being Thanksgiving for me, I might not be able to join for long, but I may be able to join for a little bit. Have you tested any of the maps for incompatibilities? I only say that because the WAD relies more heavily on stuff like voodoo dolls telefragging monsters and the like, so the correct compatibility flags are very important to get right, even more so than 100 Line Massacre. Edited November 13, 2023 by Arsinikk 3 Quote Share this post Link to post
Keyboard_Doomer Posted November 24, 2022 7 hours ago, Arsinikk said: Have you tested any of the maps for incompatibilities? There are some known non-critical issues in ZDaemon but ultimately one of the reasons we host non-final versions is to catch any issues that might fixing. We have scripts that can solve all kind of softlocks so the experience shouldn't be too bad even in a worse case scenario but we'll see :P 1 Quote Share this post Link to post
Caffeine Freak Posted November 24, 2022 (edited) 18 hours ago, Arsinikk said: I may have puffed up the difficulty a bit in my last post. While testing 200 Line Massacre, I did always play every map from pistol start. That's definitely harder than continuous. For 100 Line Massacre, I compared the difficulty to something harder than Plutonia. Something around Speed of Doom. 200 Line Massacre is in fact harder imo, which I think is what people would expect from a sequel. It is hard to gauge difficulty though. I couldn't really say it's as hard as Combat Shock 2 or Swim With The Whales, since the maps are only 5-7 minutes long. The short playtime of each map kinda makes them easier. However, the fights themselves can get pretty spicy at times, equivalent to fights in other slaughter-type WADs. I see. Yeah, that makes sense and gives me a pretty solid idea of where these WADs are on the difficulty spectrum. All in all, sounds like something to sharpen your teeth on without quite going into the sadistic territory. In the past I would keep my arsenal all the way through a WAD, but these days I try to play WADs with pistol start on every map, unless the instructions specify otherwise. Should make things particularly interesting with some of the more notoriously challenging WADs I have waiting on my backlog. Out of curiousity, are there any places in 200 LM that absolutely require you to utilize monster in-fighting? Edited November 24, 2022 by Caffeine Freak 1 Quote Share this post Link to post
Arsinikk Posted November 24, 2022 1 hour ago, Caffeine Freak said: these days I try to play WADs with pistol start on every map, unless the instructions specify otherwise I might suggest playing MAP02 both pistol start and continuous. MAP01 has a death exit, so I might argue that MAP02 is actually harder in continuous with low health, rather than with full health on pistol start. 1 hour ago, Caffeine Freak said: Out of curiousity, are there any places in 200 LM that absolutely require you to utilize monster in-fighting? I mean, obviously there are places in the WAD where infighting is helpful in clearing out the monster count. I can't really think of a place that strictly requires monster infighting, or at least a map that requires a focused effort in instigating monster infighting. 1 Quote Share this post Link to post
UnknDoomer Posted November 25, 2022 M35 on "Vile Cruelty" was an interesting challenge. Not the hardest map I've been played before, but took ~ 1 hour and a bunch of save / load sequence to beat. 2 Quote Share this post Link to post
Arsinikk Posted November 25, 2022 3 hours ago, UnknDoomer said: M35 on "Vile Cruelty" was an interesting challenge. Not the hardest map I've been played before, but took ~ 1 hour and a bunch of save / load sequence to beat. 1 hour? That's a little bit of a yikes to me :P But I'll give you props for making it through! When I designed that map, it definitely wasn't meant to take that long. I think at most for me, UV+ should take around 10 minutes. I'll admit that MAP35 is the longest map in the set with the most enemies. But I was still going for a map you could complete rather quickly. I saw your mini MAP35 walkthrough you posted on your corner of silence thread, and that's pretty much the same way I play through the map. Maybe I take my Doom playing skills a little bit for granted... 😥 0 Quote Share this post Link to post
UnknDoomer Posted November 25, 2022 (edited) Quote 1 hour? That's a little bit of a yikes to me :P When I designed that map, it definitely wasn't meant to take that long. I think at most for me, UV+ should take around 10 minutes. I saw your mini MAP35 walkthrough you posted on your corner of silence thread, and that's pretty much the same way I play through the map. Well. Most of them time was spent to figure out the right algoritm, rather then gameplay, I guess, so in that case perhaps time might be x2 or x3 time less when you know what to do. Edited November 25, 2022 by UnknDoomer 1 Quote Share this post Link to post
s4f3s3x Posted November 26, 2022 MAP12 on Eternity seems broken... or am I missing something? Spoiler I'm playing on ITYTD. So, kill the pinkies, kill the Cyber, pick the SSG and up to the room with the a Mancubus and a HK. I take the teleporter where the Revenant was, telefrag an Arch and... get stuck in there, can't go out of the closet. 0 Quote Share this post Link to post
Arsinikk Posted November 26, 2022 1 hour ago, s4f3s3x said: MAP12 on Eternity seems broken... or am I missing something? I've recorded a video of how you're supposed to progress thru MAP12 (on the Eternity Engine no less). Sorry in advance for my sloppy playing. Spoiler Not sure what issue you are experiencing, because it worked correctly for me (using the latest dev build). In the OP, I do mention that you must use the Eternity Dev Build, because the stable releases of Eternity do not work correctly. Using a dev build in practice basically means I cannot guarantee the WAD will work correctly in all aspects with that port. It's a dev build after all. However the Eternity Engine stable build (over a year ago) also has issues, so I don't know what to say on that front. 0 Quote Share this post Link to post
s4f3s3x Posted November 26, 2022 6 hours ago, Arsinikk said: I've recorded a video of how you're supposed to progress thru MAP12 (on the Eternity Engine no less). Sorry in advance for my sloppy playing. Reveal hidden contents Not sure what issue you are experiencing, because it worked correctly for me (using the latest dev build). In the OP, I do mention that you must use the Eternity Dev Build, because the stable releases of Eternity do not work correctly. Using a dev build in practice basically means I cannot guarantee the WAD will work correctly in all aspects with that port. It's a dev build after all. However the Eternity Engine stable build (over a year ago) also has issues, so I don't know what to say on that front. Yeah, I'm playing on the latest EE Dev Build, but I've also tried in other ports and the problem remains. I think it's only a ITYTD issue though, because it doesn't seem to happen if I switch to HNTR and higher : ) 0 Quote Share this post Link to post
Arsinikk Posted November 26, 2022 (edited) On 11/26/2022 at 3:32 AM, s4f3s3x said: Yeah, I'm playing on the latest EE Dev Build, but I've also tried in other ports and the problem remains. I think it's only a ITYTD issue though, because it doesn't seem to happen if I switch to HNTR and higher : ) Apparently I was super blind and didn't see you were playing on ITYTD. You are correct, the map was broken on ITYTD because of a Vanilla conveyor that we didn't test on that specific skill. Thanks for letting us know about it! I've fixed it now, so it should now work as intended :) Download Now (Link also updated in the OP) RC 1.2 Changelog: Spoiler - fixed MAP12 not working correctly on ITYTD. - Added a "keep calm" texture when getting stuck temporarily in the teleport nooks in MAP12 - changed how the lift works in MAP09 so it works on ITYTD and ZDaemon (hopefully @Keyboard_Doomer) - Added comp_floors to OPTIONS lump (fixes MAP35 on Eternity) Edited November 13, 2023 by Arsinikk 2 Quote Share this post Link to post
s4f3s3x Posted November 26, 2022 MAP35 also broken on Eternity ( <:-( ) , with or without vanilla mode. At the start, when pressing the switch to lower the column with the backpack and thus starting the wave, pressing the switch doesn't do anything - on HNTR. On HMP and UV the backpack "teleports" off the column and on the ground, while the lower area with the explosive barrels and the health bonuses rises to match the ground level, but the walls around you are still in place, so no wave even this time around. Didn't try ITYTD on this one. 1 Quote Share this post Link to post
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