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Capellan

100 lines (final link now active)

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Anyone up for creating a titlepic or putting together the necessary DeHacked / CWILVs for the level names? I'm happy to merge them in if I get them, but I lack the skills to create a titlepic and the patience to do the level name stuff :)

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Revised non-trad wad with fix for map07. Same link.

Let me know if it works ok for you - I tried it and all went OK, but best to check this is consistent :)

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Capellan said:

This is what I have for map names. Let me know if I have missed or misnamed yours, or you want changes.


ChaingunnerX – Sleep Town
Chris Hansen –
Da Spadger – Fire! Fire! Fire! Fire!


My level is called "100 shades of flay". If you don't want the "100" in the name then just call it "shades of flay". I'm worried that you missed the name because you haven't got the latest version of the zip file. Because at some point I implemented DM and Coop and made a text file which includes the name of the level. Anyway, I'm rambling here, enough of that. Keep up the good work, I'm looking forward to seeing the finished product :)

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Chris Hansen said:

I'm worried that you missed the name because you haven't got the latest version of the zip file. Because at some point I implemented DM and Coop and made a text file which includes the name of the level.


I had indeed missed it. Found it and merged it into the wad.

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Fuuuuck, non-trad MAP11 tore me a few new ones. I had to scale down to ITYTD to beat it, such am I inexperienced with slaughtermaps.

Tons of fun though, I loved the progression in general. Is there much of a dropoff from UV to HMP to HNTR/ITYTD? I may try this one in particular at higher settings if they're not too insane.

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For Easy, I added a few megaspheres and chopped out about 30-40% of the UV monster count, IIRC. HMP is in between the two.

I'd have to wadspy it to get exact counts - there was alot of "draw a box around some monsters, untick 'easy' flag" going on :)

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Well, I beat all of non-trad (on HNTR, sometimes going down to ITYTD because I am such a slaughtermap virgin) except my own levels (which I can beat on UV anyway) and MAP17 -- those ascending stairs leading to the Cyberdemon-and-switch are my downfall, so many times.

Again, great stuff. Really.

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Updated the wads with scypek2's changes. I figure I'll give this another week or so for any more issues to be found, then upload the zip to idgames on or around the 14th.

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Jayextee said:

MAP17 -- those ascending stairs leading to the Cyberdemon-and-switch are my downfall, so many times.

It looks like Capellan's node builder screwed up the stairs in that map, so I copied the things from his version and added them to an updated version with fixed stairs: 100todstairsFINAL.zip

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You mean it wasn't me being shit? Wow, I'm not sure I can handle this.

Will replay in the final /idgames version then, I like your style (even if it's a bit tough for me).

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I'm just assuming it's the node builder. Not sure what node builder I use either, but I use DB1. For some reason the DB2 version had all dark stairs and you could fall through them all, but in the DB1 version the stairs were bright, the top stair of the first set of stairs was solid, and the double-rising stairs were all solid.

Btw, thanks for adding difficulty settings. :)

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You mean to say that you're not supposed to fall through the stairs if you don't straferun up them?

Man, what.

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Graphical glitches exist on stairs, before raising.



Although at least I can complete it now, hoorah!

Seriously, I initially thought there was a trick to those stairs; straferunning with a few BFG shots fired to get the Cyberdemon in one shot with the 'trackers', and never slowing down or you'd fall into the lava and die.

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Jayextee said:

Graphical glitches exist on stairs, before raising.


I'll check it out tonight, after work.

What port/compat are you using?

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PRBoom+, "Latest PRBoom+".

Also, whilst on the raised stairs, they don't display well when looking sideways.

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I don't get the graphical glitch Jayextee did on map17, but I am getting the "fall through the stairs" thing. Also, the switch on linedefs 38 and 46 doesn't seem to work for me.

Problems also experienced in 100todstairsFINAL.wad

prboom-plus-2.5.1.3, default compat and compat 9.

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It works fine for me in pr+ 2513 complevel 9. The graphical glitch in Jayextee's pic happens before the stairs raise. The only stairs you're supposed to fall through are on the first staircase (except the top stair). And linedef 38 and 46 worked fine for me.

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Ah ok. Yes, I was falling through the first stairs, and assumed that was a bug. And I've now worked out why those linedefs didn't work (I was missing other switches I needed to press first).

I do get the same graphical glitch as Jayextee. Any ideas how we can solve that? Otherwise we'll need to mention it in the text file.

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OK ... really not sure why you'd want to do that, though?

From a gameplay perspective, it also seems to be possible to get permanently stuck if, when running up the red stairs after they raise the 2nd time, you fall off the end.

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Updated text file. Complaints or comments?

===========================================================================
Primary purpose         : Single Player
===========================================================================
Title                   : 100 Lines
Filename                : 100lineT.wad, 100lineN.wad
Author                  : Various, see below
Email Address           : crowroadaw@yahoo.com.au
                          (that'll get you Capellan/Adam Windsor - use
                          Doomworld PMs to contact individual map authors)

Description             : The challenge was to put together the best possible
                          level that meets all 5 of the following criteria:
                           1. is Boom-compatible; and
                           2. uses only vanilla textures; and
                           3. is fun to play; and
                           4. looks OK; and
                           5. is constructed with 100 linedefs or less.

                          To put this last criteria in context, e1m1 has 486
                          linedefs.
                          
                          Over 70 maps were submitted, and 64 were OK'd for
                          release to idgames.  These have been split into two
                          wads:
                          
                          100lineT: is levels that are more or less 
                          'traditional' in their map design.  They may feature
                          special effects in their gameplay, but the focus is
                          on providing the standard style of play, just in a
                          very limited number of lines.
                          100lineN: is levels that tackle the 100 line limit
                          either by delivering a slaughtermap, or through the
                          use of an unusual (for Doom) style of gameplay.
                          Many of the levels in this wad are considerably more
                          difficult than any of the maps in 100lineT.wad
                          
                          All maps were designed with pistol start in mind,
                          though continuous play is of course possible.
                          The order of maps in the wads was determined by the
                          visual style of the levels; difficulty curve was not
                          a factor.  Some later maps will be easier than
                          earlier ones.  If a given map is too hard, too easy,
                          or just not fun for you, feel free to IDCLEV out of
                          there and try one of the others :)

===========================================================================
* What is included *

New levels              : 64 (2 x 32 level wads)
Sounds                  : No
Music                   : Yes - for a few levels
Graphics                : No
Dehacked/BEX Patch      : No
Demos                   : No
Other                   : No
Other files required    : None


* Play Information *

Game                    : Doom2.wad
Map #                   : All
Single Player           : Designed for
Cooperative 2-4 Player  : Player starts included; not tested; some levels
                          may not work well for co-op
Deathmatch 2-4 Player   : Player starts included; not tested; many levels
                          will not work well for deathmatch
Other game styles       : None
Difficulty Settings     : Yes


* Construction *

Base                    : New from scratch
Build Time              : Varies
Editor(s) used          : Varies
Known Bugs              : None known
May Not Run With        : Any vanilla doom port, incorrect compat settings
Tested With             : prboom-plus-2.5.1.3 (compat 9)

* Map Information *
Listed below are the Doomworld user names of the map authors, and the map
names (where one was given):

100lineT.wad
    01	Capellan - "Project Alpha"
    02	traversd - "Century Base"
    03	Kaiser
    04	Jayextee - "Cross the Rubicon"
    05	Katamori - "Convenient System Store"
    06	Chris Hansen - "100 Shades of Flay"
    07	Capellan - "Sins"
    08	joepallai - "The Broken Gate"
    09	theJF - "Quirkafleeg Performance Review"
    10	Jayextee - "Root of Evil"
    11	Scifista42 - "Port Penbene"
    12	Obsidian - "Shotgun Alley"
    13	General Rainbow Bacon
    14	joe-ilya - "Minimum Fear"
    15	Capellan - "Bridge Over Troubled Nukage"
    16	Fiend
    17	Jayextee - "Phobos Aberration"
    18	Scypek2 - "Bitter"
    19	Walter Confalonieri - "Green Station Fad"
    20	joe-ilya - "Logo"
    21	Traversd - "Centennial Mine"
    22	Scet - "Hell's Triangles"
    23	Dutch Doomer - "Slaughter Dis"
    24	Scet - "The Lavaning"
    25	Jayextee - "Demon Bayou"
    26	Membrain - "Devil’s Knot"
    27	Skillsaw - "Springtime in Hell"
    28	Mikle - "Cells"
    29	Capellan - "Charnel"
    30	Obsidian - "Brink of Death"
    31	Scifista42 - "Wolfenstain"
    32	ChaingunnerX - "Sleep Town"


100lineN.wad
    01	Scypek2 - "Flow"
    02	Ribbiks - "Big Butts"
    03	durian - "DOOMuda Triangle"
    04	General Rainbow Bacon
    05	Demonologist - "Hyperborean"
    06	ArmouredBlood
    07	Scypek2 - "Rooftop Rampage"
    08	BloodyAcid - "abnormalize"
    09	dobugabumaru - "Exquisite Guilt"
    10	Magnusblitz - "Demon Abbey"
    11	TimeOfDeath - "Forest of Undesirables"
    12	Demonologist - "Burrow"
    13	Archi
    14	theJF - "Banyan Tree"
    15	Obsidian - "Aquaden"
    16	Jayextee - "Contain Yourself!"
    17	TimeofDeath - "Stairs"
    18	JCD - "Bloody Walls"
    19	Demonologist
    20	Obsidian - "Indulge"
    21	Capellan - "Shard Gate"
    22	dobugabumaru - "Hunter"
    23	General Rainbow Bacon
    24	Jayextee - "God’s Wound"
    25	Plut - "Cosy Nook"
    26	Walter Confalonieri - "Welcome to the Limit"
    27	Scet - "Springtime Slaughter"
    28	ArmouredBlood
    29	BloodyAcid - "Puncture"
    30	Da Spadger - "Fire! Fire! Fire! Fire!"
    31	TimeofDeath (with thanks to Sandy Petersen) - "Centryway"
    32	Jayextee - "Nüsse"


* Copyright / Permissions *

Authors may use the contents of this file as a base for
modification or reuse ONLY with the permission of the original
author (contact them on doomworld).  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 *

ftp://archives.3dgamers.com/pub/idgames/ and mirrors

Also, I have tweaked Non-Trad map31 in the compiled mod. Fiddled with sector 9 so as to put a secret exit in there.

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