=========================================================================== (Doom 2 Minor Sprite Fix Recommended) =========================================================================== Version : v1.2 Final Forever Advanced engine needed : Doom2.exe or compatible (DehackEd + voodoo dolls) Primary purpose : Single / Coop =========================================================================== Title : 100 Line Massacre Filename : 100lnm.wad, 100lnm.deh, 100lnm_ws.wad, 100lnm-old-zdoom-patch.wad Release date : 04/11/2022 Author : NinjaDelphox and Arsinikk Email Address : [redacted] Other Files By Author : Arsinikk - Purple Rain NinjaDelphox - Project Unity MAP05 and MAP29 Misc. Author Info : Arsinikk is an expert at petting llamas. Description : POST-FINAL RELEASE UPDATE: GZDoom has recently been updated to support Vanilla Ghosts. If you are running any old ZDoom-based ports (such as Pre-4.8.0 GZDoom, RZDoom, Zandronum, or ZDaemon), please use the newly added "100lnm-old-zdoom-patch.wad" in order for map08 to work as intended. Thanks so much! "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 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". Use "-solo-net" for Eternity and PrBoom Plus. ZDoom ports have an option added to the Skill selection menu (note that older ZDoom versions may not have the recent enough code to do the new skill correctly). =========================================================================== IMPORTANT NOTICE ABOUT PLAYING 100 LINE MASSACRE: Play and record demos on -complevel 2 (Especially on PrBoom Plus) This megawad relies heavily on some Vanilla exploits and tricks that will not work on a higher comp level. (ZDoom based ports, Eternity, DSDA Doom, and Woof-based ports have compatibility settings applied automatically). If using the Eternity Engine, make sure you are using devbuild 4.03.00 or higher. - https://devbuilds.drdteam.org/eternity/ (There is a game-breaking bug in the current 4.02.00 stable build as of now). --- How to launch --- : For source ports: use 100ln.wad (-complevel 2). DEHACKED is directly embedded in the wad file. For Vanilla Doom/MS-DOS: Because this is the idgames version, you must patch your own doomhack.exe yourself with Dehacked (version 1.9 of Doom2.wad is requred, even for Chocolate Doom users) 100lnm_ws.wad is optional for ports that support widescreen graphics. =========================================================================== * Full Credits * Mapping : NinjaDelphox - MAP01-MAP29 (Odd), MAP32, MAP35 Arsinikk - MAP02-MAP30 (Even), MAP31, MAP34 Arsinikk & NinjaDelphox - MAP33 Music (Even + MAP31) : Arsinikk Playtesting and : Arsinikk quality control NinjaDelphox Story : Arsinikk Graphics, Custom : Arsinikk Palette/Colourmap DehackEd, Decorate, : Arsinikk ACS, MAPINFOs =========================================================================== * Original 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 =========================================================================== * Additional Credits * Arsinikk would : - EvilNeck and Vphurple Izumi for being supportive like to thank and listening/critiquing my midis! - Gez for helping me figure out how (G)ZDoom deals with Dehacked and Decorate. - And of course, NinjaDelphox for working on this project with me! - Thanks to all the people from the DoomWorld thread that played and gave feedback on this wad including Vile, NightFright, Shepardus, Thelokk, eharper256, Keyboard_Doomer, boom_compatible, and anyone else I may have missed. NinjaDelphox would : - Arsinikk for playing all my bad maps like to thank More Music: - TITLE: "Remains of War" - Thyrbse Credits - 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 Texture credits: - Additional textures from id Software (Doom1) and the Casali's (Plutonia) Sprite credits: - New Keen sprites by Arsinikk - SSG frames from Doom 2 Minor Sprite Fix Sound credits: - Impostor Imp SFX from strain.wad Story credits: - Story written by Arsinikk =========================================================================== * What is included * New levels : 35 Sounds : Yes Music : Yes Graphics : Yes Dehacked/BEX Patch : Yes Demos : No Other : No Other files required : No (use both 100lnm.wad and 100lnm.deh for Vanilla Doom) * Play Information * Game : Doom 2 Map # : MAP01-MAP32 + Bonus MAP33-MAP35 Single Player : Designed for Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : Possible? Other game styles : Speedrunning Other mods : Most mods should be compatible within reason Difficulty Settings : Yes * Construction * Base : New from scratch Build Time : 3 months for mapping. 1 month to compose midis (Arsinikk). Editor(s) used : Ultimate Doom Builder, Slade3, Adobe Photoshop, WhackEd4, Dehacked, Logic Pro, Sekaiju, Doom Word Known Bugs : - 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 without adding more than 100 lines. - 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/ - When playing the wad in ZDaemon, the ghost monsters do not show up in MAP08. This is because ZDaemon is a ZDoom based port which doesn't support DECORATE. Ghost monsters tend to be unsupported in ZDoom-based ports. I've gotten around this by including DECORATE emulated ghost monsters, however ZDaemon is the only 'current' ZDoom based port that doesn't support it. Tested With : Vanilla Doom (DOS), Boom, ZDoom, GZDoom, Chocolate Doom, DSDA Doom, PRBoom Plus, Eternity Engine 4.03 devbuild, Crispy Doom, Woof, etc. - Will pretty much work with most any port that has Vanilla (DehackEd) Compatibility options. * Copyright / Permissions * Authors MAY use the contents of this file as a base for modification or reuse as long as they ask the author. Permissions have been obtained from original authors for any of their resources modified or included in this file. You MAY distribute this file, provided you include this text file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. I have received permission from the original authors of any modified or included content in this file to allow further distribution. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors