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100 Lines

   (25 reviews)
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About This File

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 :)


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Philnemba

  

I really want to like this more because of the map restriction concept but unfortunately there seems to be a lack of quality control here because I only found about a 1/3 out of these 64 maps pretty good while the rest are just absolutely awful. 

-Philnemba 2.5/5

 

Screenshot_61.png.24995c0cf288ac1f1abe1036885d9814.png

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NuMetalManiak

  
a FUN waste of time for me.

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LkMax

  
Half of the maps are nuts.wad and the other half is just shit. From all the maps maybe one or two maps can be saved but that's it.

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StoneMason

  
Some pretty fun maps, mixed with some not so fun maps. Quality control might have been more effective if there was only one wad covering 32 levels instead of two to cover 64.

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scifista42

Unknown date

  
Participating on this was a great experience. I give 4/5 because the concept and its various executions are pretty darn good, but it's true that there are also worse maps and if we wanted to be perfect, we could do some quality control. On the other hand, for this kind of wads it's good to have many different people and styles involved, to see all the interesting ways to deal with the limitation.

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yakfak

Unknown date

  
MAP17 from the non-trad level set is a hilariously painful level, my god. 29 also required a lot of luck with the pain elementals. but the levels are so short that it's no trouble to have another go! :3

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Guest

Unknown date

  
I am trickled, this is a good average wad, there is a lot of open space and monsters are very plentiful in all the levels, you sometimes at points find yourself surrounded by imesurable amounts of demons. I played this through to the end, hint use GOD mode and infinite ammo. 3/5 Average.. pretty good

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Acid

Unknown date

  
A decent idea with moderate execution, a tad bit of fun all around. Maps encourage revisiting areas and sneakily hiding monsters using limited lines. As triangles shave off one line from a rectangle, they're the most economic solution. Some good maps, some bad/boring maps. 4/5

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TimeOfDeath

Unknown date

  
VERY FUN CONCEPT YEP

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Guest

Unknown date

  
Found several bugs: in 100lineT.wad: wrong mapnames displayed in map12 and map20, many unclosed sectors in map21 causing bad visual glitches, missing step texture in map27 causing HOM. In 100lineN.wad: in map17 many unclosed sectors causing horrid visual glitches, wrong mapnames displayed in intermission screen of map15, map17, map20,map30. Please fix'em all. Next time remember to check Doom Builder map analysis before releasing maps.

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Katamori

Unknown date

  
Glad to be the part of another community project! =)

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Phobus

Unknown date

  
The Traditional MegaWAD has some good maps in it and, overall, makes for an impressive display of what's possible in the limit. As you can whip through the whole thing in under an hour (from pistol starts, noless) it's worth checking out. However, the Non-Traditional one is... Well, far from my tastes. I quit after about 12 levels, deciding it was a waste of time. 3* for Traditional and a nice whopping 1 for the Non-Traditional.

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Guest

Unknown date

  
Jayextee rules! Just played 900 Deep in the Dead and forget about this.

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Snakes

Unknown date

  
Could've been a really fresh, interesting concept if executed properly, but alas, this is a far cry from concept wads of yesteryear. The occasional map pulls an interesting idea and places smackdab, front and center, but these maps are often drowned in a sea of mediocrity. This reminded me of the 5 Minute Megawad in a lot of spots, and I can't say that's necessarily a good thing. Meh.

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Guest

Unknown date

  
pretty darn good

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joe-ilya

Unknown date

  
100 lines is a really balanced limit I have to say. -joe-ilya-

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Guest

Unknown date

  
The effort into making 100 lines maps makes for a somewhat boring experience player-wise. Maybe a more limited selection of about 8-10 levels would have been appropriate.

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Guest

Unknown date

  
Awful. Only two maps in this entire wad were fun playing. There's a massive amount of slaughter-type moments where it isn't necessary; most of the maps are not fun to play at all; the maps look awful even considering the massive limit, and there's a major problem with TRIANGLES in this wad. Seriously, there's way too many triangles in this wad and it only emphasizes the concept this wad has. This is the worst community project I've ever seen in my life.

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Zalewa

Unknown date

  
I think I went a bit insane when playing this. The 100lineN WAD is an absolute abomination and should burn in hell. Levels in the 'traditional' WAD range from horrid crap to somewhat okay, but this doesn't save this project. I also loved how you can skip difficult fights in most levels by pushing to exit. Excellent waste of time - 0/5.

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  • File Reviews

    • By Gaia74 · Posted
      I must say that although it is a wad of terry, I would like to find a serious one like this, new enemies very interesting and original just for their attacks, bosses that have inspired me (and you can see it in my creations) and it is really amazing like this wad despite having their terry traps is entertaining and much better than many wads of 32 levels, if you want to have something interesting to play and different as long as you ignore the story is fun filled with very good boss fights, excellent music, this is an option although if you can not stand the terry traps just do not try it   5/5 to be a joke wad   Gaia74
    • By Chipchase · Posted
      A quarter of a million monsters in a gigantic flat square room. It is said to be for stress testing source ports (and your PC?), otherwise it's on the other side of crazy. It took my PC nearly two minutes to load the wad (I thought it had crashed) and I took less than two seconds to die. At least it ran - the author says he never even managed that.
       
      The first screenshot has a high viewpoint because an Archvile lifted me. The second shows it in the Eureka editor; seeing only about 4% of the area, and every red square is a heavyweight monster (yellow selecting a caco).  and Doomguy is in the bottom left corner. Eureka was crawling, almost unusable - how did the author even build this?    
    • By CaptainResident · Posted
      This was great. Great joke wad and a great Terry trap collection. Instead of the generic "Oh it's a well made map at first then BOOM" it's actually a well-made megawad that simply has them as little traps that can be avoided. It's able to be completed, seriously. That's new. I especially love the final boss and highly suggest using a cheat against him. Trust me, do it, it'll be worth it.
    • By defiatron · Posted
      This wad is fucking legendary.
    • By geo · Posted
      Are you up for a brutal, non stop challenge through detailed, but bland environments? The Secret Energy doesn't let up, so it's either a low health slaughter map or a speed runner's dream to get from switch to switch, all while enemies constantly spawn in with each button press. There's little health for such meaty enemies and even on the easiest difficulty, it's a slog to kill them all. To balance out the lower health, there are less hitscan enemies that seem to be relegated to a few chain gunners that can get distracted in a sea of madness.   It feels like a punishing experience from the first room. It fills with imps, then pinkies, then flying enemies, then revenants and a cyber demon. The entire map is like that. Enter a room and it will flood in via waves. Each wave opens up something new and you need to find where that new thing is. Is it a switch on a wall? Is it a switch inside of a pillar? Did a door just open up? Are you supposed to go back into the main corridors of the complex? At least on my first play through, I felt there was a poor flow to the level.   The place is so big and centralized, you might miss where you need to go next. No arrows, the switches are around corners and walls inside of rooms that may or may not have opened. The game has its detail, but detail with greens, browns, a few blue wires across the floors, perhaps to guide you to the next area. It was all lost on me and blurred together into a jumble. While the structures of each new room was different, it's the color scheme and darkness that stayed the same.   Give it a try. There is something redeemable in here for those hardcore enough to endure the first room, let alone the entire map.
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