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200 Line Massacre: The Slaughtering (Vanilla Megawad) [Final]


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On 11/26/2022 at 10:46 AM, s4f3s3x said:

MAP35 also broken on Eternity ( <:-( ) , with or without vanilla mode.

Luckily, this was an extremely easy fix. Just updated the compatibility "OPTIONS" lump that Eternity reads to use the Vanilla floor movement algorithm instead of the Boom algorithm. The switch to lower the column is actually a donut and only works correctly in Vanilla, so it makes sense it'd break easily.

 

Thanks for pointing this out. I did test in Eternity, but it seems that my Eternity installation kept some of the compatibility options I already had set manually, and apparently the option that fixed this issue was just always on I guess. MAP35 should work correctly on Eternity now.

 

Download Now (Link also updated in the OP)

Edited by Arsinikk

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2 hours ago, Arsinikk said:

Luckily, this was an extremely easy fix. Just updated the compatibility "OPTIONS" lump that Eternity reads to use the Vanilla floor movement algorithm instead of the Boom algorithm. The switch to lower the column is actually a donut and only works correctly in Vanilla, so it makes sense it'd break easily.

 

Thanks for pointing this out. I did test in Eternity, but it seems that my Eternity installation kept some of the compatibility options I already had set manually, and apparently the option that fixed this issue was just always on I guess. MAP35 should work correctly on Eternity now.

 

Download Now [RC 1.2] (Link also updated in the OP)

 

Great : ) Do you think it's best to play the .wad in vanilla mode on EE? I'm never quite sure if ticking that box works like activating a complevel2 or something...

Anyway, thank you! I've had a blast with these levels, expecially considering I'm not that much of a fan of slaughter style, but the lower skill levels had been implemented so smoothly here that it was just an amazing experience.

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2 hours ago, s4f3s3x said:

Great : ) Do you think it's best to play the .wad in vanilla mode on EE?

I would say to just run Eternity without the -vanilla mode. I tested it to work out of the box, and most of my Vanilla WADs are made with the Vanilla+ attitude where the source port experience uses some extra features than just straight Vanilla. Of course the WAD works perfectly fine in Vanilla as well. :)

 

2 hours ago, s4f3s3x said:

I'm never quite sure if ticking that box works like activating a complevel2 or something...

I'm gonna be honest. I have literally no idea what using -vanilla with Eternity Engine does. Because it didn't seem to use the vanilla way of doing donuts for MAP35 (comp_floors 1). That's something I would expect -vanilla to do, is make Eternity use vanilla compatibility options. Maybe @Altazimuth can elaborate on what -vanilla actually does?

 

It could possibly be the inclusion of the OPTIONS lump, that undoes the -vanilla parameter, but that seems like the wrong way to approach vanilla compatibility. It should be more like how DSDA Doom works with the OPTIONS lump and the argument -complevel 2 or COMPLVL lump. DSDA Doom completely ignores the OPTIONS lump if -complevel 2 is used or if there's a COMPLVL lump with "Vanilla" text in it.

 

I already have my own personal feelings about how Eternity uses the flawed OPTIONS lump to set compatibility options. The OPTIONS lump was created for the MBF source port, but has some serious issues with options such as comp_vile that was supposed to restore Archviles resurrecting ghost monsters, but in practice causes monsters resurrected to get stuck with each other. What's even more confusing is how Eternity uses this global OPTIONS lump, and fixes this issue specifically for their port... But if you run PrBoom+ without a complevel and it reads the OPTIONS lump, the resurrected monsters get stuck together. I'd much rather have an Eternity only way of enforcing compatibility options, instead of relying on a legacy compatibility lump that breaks in other source ports.

 

2 hours ago, s4f3s3x said:

 Anyway, thank you! I've had a blast with these levels, expecially considering I'm not that much of a fan of slaughter style, but the lower skill levels had been implemented so smoothly here that it was just an amazing experience.

I'm glad you enjoyed the WAD. I'm also really glad you pointed out some of those issues too, so I could fix them. I had a bunch of playtesters go through the WAD, but no one really tried ITYTD, so I'm not exactly surprised that those issues existed. I was actually considering maybe uploading to /idgames, before you sent in those bug reports :D

 

I do take lower skills very seriously. While UV is kind of the intended difficulty, I want people who are not as good at Doom to be able to have a similar experience and maybe work themselves up on the lower difficulties, until they can finally play the WAD on UV. Thanks so much for your kind words. :)

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I haven't heard about any more about any game breaking bugs. So I think I'll wait a couple more days to see if anyone runs into anything, and then I'll submit this to /idgames.

I'm mostly concerned that there's nothing wrong with the maps in Vanilla, so that speedrunners can start recording demos and the like.

I'd like to thank everyone who has addressed certain issues with maps, especially on lower skills. The project wouldn't be as polished without you. :)
Special shoutout to @s4f3s3x and @Keyboard_Doomer for helping me find issues and fix them.

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I've made a minor update (RC 1.3) to specifically fix MAP27 in ZDaemon @Keyboard_Doomer

 

Also added ANIMDEFS lump back specifically for ZDaemon to show the flat/texture animations in MAP25 correctly.

 

Download Now (Link also updated in the OP)

Edited by Arsinikk

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Really looking forward to trying this out, man. FYI, I'm currently playing through 100 Line Massacre (UV) on my breaks between a mapping crunch---I'm about half way through and loving it so far. It's a nice digestible challenge. 

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3 hours ago, Revved said:

Not sure why, but I can't seem to get the secret in MAP21.

  

 Demo included, played with RC1.3 under DSDA-Doom 21.3

200ln21secretbug.zip

The secret works correctly on the latest DSDA-Doom 0.24.3.

 

However it's a latest DSDA-Doom incorrect "complevel 2" behaviour issue. It seems that in Vanilla Doom, if you apply a "W1 start blinking line" to a secret sector, that sector is no longer able to be tagged as a secret. But for some reason the latest DSDA-Doom allows to the secret to still be tagged, so I assumed that's how Vanilla also worked. Seems not. I'll go ahead and remove the "W1 start blinking line" in the next update.

Edited by Arsinikk

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Crossing my fingers, this should be close if not the final update.

Mostly ZDaemon fixes and a fix for an untaggable secret on MAP21 (Thanks @Revved)

 

Download Now (Link also updated in the OP)

 

Changelog:

Spoiler
  • MAP05: lift door is now opens correctly in ZDaemon.
  • MAP13: Added candle for mandatory secret for multiplayer only. Made evil eye not teleport in ZDaemon.
  • MAP21: Secret is now taggable in Vanilla / PrBoom+ / Old versions of DSDA-Doom.
  • MAP25: Added rocket launcher in final fight pit for multiplayer only to avoid softlock.

 

Edited by Arsinikk

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Ok. Got some more ZDaemon fixes. This should be it for realises this time :)

Special thanks to @Worst and @AF-Domains.net for helping me figure out why ZDaemon was refusing to read my ACS Script.

 

Download Now (Link also updated in the OP)

 

Changelog:

Spoiler
  • Forced compat_useblocking compatibility setting for ZDoom ports. This had potential to break MAP15 in ZDoom-based ports.
  • Added legacy MAPINFO specifically for ZDaemon.
  • Added ACS script for MAP34 to emulate bossdeath in ZDaemon.
  • Added ACS script for MAP35b to help players not get stuck in the beginning room in ZDoom-based ports.
  • MAP35b stairs no longer can get stuck in ZDaemon.

 

Edited by Arsinikk

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All maps are final now, thanks to everyone's testing. Submitting soon to /idgames.

RC 2 includes a full ZDoom endcast and a brand new MAP36 by @finnks13!

 

Download Now (Link also updated in the OP)

 

For a hint on how to access MAP36, open the spoiler below:

Spoiler

An evil eye awaits you outside the Cyberwar

 

...I also may have something in the works that starts with "info" and ends in "pack"...

Edited by Arsinikk

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If you previously downloaded RC 2, I highly suggest you redownload the hotfix:

 

Download Now (Link also updated in the OP)

 

In the original RC 2, MAP32 hard crashed when beating the map.

This hotfix fixes that.

Edited by Arsinikk

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unity.png

200 Line Massacre now has a Bethesda Unity Port compatible version.

 

Google Drive: Download Now (with Unity Version)

 

Minor concessions had to be made to ensure Unity compatibility:

  • Starting bullets changed from 0 to 50.
  • BFG shots cost 40 instead of 50.
  • MAP34 has an extra action to give access to bonus zones

Small note: The level name graphics will be incorrect for MAP33-MAP36 because the Unity Port does not support level name graphics past MAP32. The maps will still run correctly however.

Edited by Arsinikk

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200 Line Massacre: The Slaughtering is now finalised, meaning that there will be no more updates (unless something is like super duper messed up), so demo recording is now encouraged. /idgames release is now pending.

 

Download Now [FINAL] (Link also updated in the OP)

 

 

The Unity Version of 200 Line Massacre is also finalised. Keep in mind that the Unity Version is not demo compatible with the main version, so it should considered a different WAD altogether.

Edited by Arsinikk

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The UMAPINFO for map 36 has the exit taking you back to the level that you just left to get there.  Was that intended?

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5 hours ago, jeff-d said:

The UMAPINFO for map 36 has the exit taking you back to the level that you just left to get there.  Was that intended?

Yes, that's completely intentional. The idea is that the bonus MAP36 was "but a dream".

 

Plus if you were playing the WAD continuous, I wouldn't want players to skip the MAP23 fight (which is kinda required to skip to access MAP36).

Edited by Arsinikk

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200 Line Massacre is now on /idgames! Speedrunners, y'all can do your thing now! :D

As said before, I'm still working on a modern equivalent to something like an "infopack" like seen in old WADs like Memento Mori and Requiem.

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  • 2 months later...

infopack.png

Introducing the 200 Line Massacre infopack!

Better late than never, I always say!

 

/idgames: Download Infopack

 

----

 

What is an Infopack?

Early 90s WADs like Memento Mori, Requiem, and even Hell Revealed would include separate applications that were not only aesthetically pleasing, but also included detailed information about the WAD and its maps. Most of these were DOS applications, as that was the format back in the day.

 

What does the Infopack include?

The 200 Line Massacre Infopack includes an in-depth map-by-map commentary with some insights into the WAD's development history.

 

How to run the Infopack?

The 200 Line Massacre Infopack strives to bring back the spirit of infopacks into the more modern age. While it keeps the same nostalgic feel as older infopacks, it instead runs on modern Windows systems (XP and above) for easier access.

 

Infopack Screenshots:

infopack-screen-1.jpg infopack-screen-2.jpg infopack-screen-3.jpg infopack-screen-4.jpg

 

(If you downloaded the "Infopack and WAD package" previously, we've made the decision to keep both the WAD and Infopack separate for clarity and file size considerations)

Edited by Arsinikk

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@ArsinikkHey man, thanks for posting here again. You reminded me that I really need to get around to posting my detailed thoughts and feelings on 200lnm in here. I finished it a couple months ago, but have just been so busy with my own mapping and IRL things that I haven't gotten around to it. For the record, I played through both 100lnm.WAD and 200lnm.WAD and immensely enjoyed them both. 200lnm was a substantial improvement and was immensely enjoyable and a nice challenge without being overwhelming---a nice little WAD treat that had it's own tough moments and was impressively innovative and creative, given the limitations you guys were working under. I loved it!  

 

I'll try to post some more detailed thoughts soon.

Edited by Caffeine Freak

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  • 7 months later...

>>>>>>>>>>>>>>>>>>>>>> QUALITY OF LIFE UPDATE - 10/21/2023 <<<<<<<<<<<<<<<<<<<<<<<<

 

200 Line Massacre has a new update to fix a few minor things with certain ports. Note that this new version is still demo compatible with the previous version, as it does not change any maps or DEHACKED. Below are some of the changes made:

 

QOL Update Changelog:

Spoiler
  • 200 Line Massacre can now be played using VULD. Previously VULD would crash after patching and trying to run 200lnm.
  • Several ZDoom fixes have been made, such as the text being the wrong colour on older ZDoom-based ports.
  • MAP35b has been moved to the MAP37 slot. MAP35b was a ZDoom compatible version of MAP35, but it has been moved to make it easier to warp to.
  • ZDaemon no longer crashes after MAP30 (i.e. the Doom 2 cast no longer shows up)


/idgames: Download Now (new version - 10/21/23)

Edited by Arsinikk
Added /idgames

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Woah! This megawad its amazing! I would like to know if the weapons/HUD can be a addon for use in another WADs.

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On 10/26/2023 at 7:14 PM, Zoomi said:

Woah! This megawad its amazing! I would like to know if the weapons/HUD can be a addon for use in another WADs.

I may look into this, however it's a bit trickier than it may seem.

 

While many of the weapons are stronger, for balance reasons there are also some changes that can be seen as nerfs.

 

For example, while the plasma gun and bfg are more powerful, the max ammo capacity for both weapons has been diminished for balancing. Regarding the chaingun, chaingunners do not drop chainguns and instead clips as I found the chaingun to be too powerful to be acquired by chaingunners themselves. Perhaps one of the most interesting changes is that the players starts maps with 0 pistol bullets instead of the usual 50.

 

My point is that all these maps in this mapset have accounted for these changes, but there's no guarantee that all maps played with the add-on would be balanced. The question comes if I were to make this an add-on, it'd probably need some of the monster changes as well, for overall balancing?

 

Though perhaps that is not as big as an issue as I am thinking it is...

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The Quality-of-Life update of 200 Line Massacre has been updated on /idgames!

 

A reminder that this update is demo-compatible with the last "final" version.

It just has some fixes for ZDoom, ZDaemon, and now works correctly when used with VULD.

It also includes the Unity (Bethesda Port) version of the WAD in the same archive - note that this WAD is incompatible with the non-unity version.

 

Full changelog here:

Spoiler
  • 200 Line Massacre can now be played using VULD. Previously VULD would crash after patching and trying to run 200lnm.wad with 200lnm.deh.
  • Several ZDoom fixes have been made, such as the text being the wrong colour on older ZDoom-based ports.
  • MAP35b has been moved to the MAP37 slot. MAP35b was a ZDoom compatible version of MAP35, but it has been moved to make it easier to warp to.
  • ZDaemon no longer crashes after MAP30 (i.e. the Doom 2 cast no longer shows up)

 

>>>>>>>>>>>>>>>>>>>>>> QUALITY OF LIFE UPDATE - 10/21/2023 <<<<<<<<<<<<<<<<<<<<<<<<

 

This should be the FINAL update for this WAD. It just really bothered me that it didn't work when using DEUSF.EXE (and VULD), even though it was a Vanilla compatible WAD. Once I found the problem, I fixed the WAD and figured I'd include some minor ZDoom port fixes as well.

Edited by Arsinikk

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On 10/28/2023 at 5:36 PM, Arsinikk said:

I may look into this, however it's a bit trickier than it may seem.

 

While many of the weapons are stronger, for balance reasons there are also some changes that can be seen as nerfs.

 

For example, while the plasma gun and bfg are more powerful, the max ammo capacity for both weapons has been diminished for balancing. Regarding the chaingun, chaingunners do not drop chainguns and instead clips as I found the chaingun to be too powerful to be acquired by chaingunners themselves. Perhaps one of the most interesting changes is that the players starts maps with 0 pistol bullets instead of the usual 50.

 

My point is that all these maps in this mapset have accounted for these changes, but there's no guarantee that all maps played with the add-on would be balanced. The question comes if I were to make this an add-on, it'd probably need some of the monster changes as well, for overall balancing?

 

Though perhaps that is not as big as an issue as I am thinking it is...

Well, I think that the main use of 200lm weapons addon would be just for fun, not for serious playing, and the HUD is cool for replace the regular one.

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  • 7 months later...

I just played this for the first time, and my God.  It's a minimalist masterpiece.  I love the design bite-sized arenas, the sophisticated-yet-rough hewn visuals, and the texture and gameplay additions are just spectacular.  This has elevated to one of my favorites, and an easy "play to instantly feel better" wad for me. :D Excited for 300 line massacre, if it ever happens.  But if not, this was just fucking rad. <3

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  • 2 weeks later...

200 Line Massacre has had another minor update (doesn't affect demo recording, of course).

 

/idgames: Final v1.3

 

Changes include:

  • Fixed incorrect animation definitions used by the Eternity Engine. This specifically caused animation desyncs on MAP25 in the port. (Thanks @_sink)
  • The Infopack is now included in the main wad itself, instead of being a separate /idgames file.

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