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100 Lines

   (26 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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fnord

  

Not a lot to like here. A handful of OK maps buried in a sea of absolute dreck. The last third of the wad was particularly awful - just skipped through that in unfounded optimism there would be at least one map that was interesting/playable. A last resort mapset when you have nothing else to play.

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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 CravenCoyote · Posted
      Lots of traps and monster closets. Some switches are activated by shooting but there's nothing to really tell you about this because they look the same as other switches.   Texturing is good and enemy placement proved rather difficult at times. There aren't may health pickups on UV so it was a fight to get through.
    • By costadevale · Posted
      It's pretty good for 1994. If you don't mind having no health items at all (except in a few maps) and the outrageous amounts of cyberdemons per map, you should give it a try. It's pretty challenging and I like it. E2M3 is a bit 'eh...' though.
    • By entropy122 · Posted
      What the actual f*ck is this map. I love having 4 rockets, a shit ton of bullets and like 10 shotgun shells to take out a revenant, and whatever was in that cage. Doesn't look too bad, maybe this negativity is cus im no expert, also rather unskilled at the game?
    • By Pepo · Posted
      thank god Underhalls was the map that followed this mod as that level was able to remind me what actually competent level design looks like.
    • By Walter confetti · Posted
      Not that bad, even kind of interesting find the secrets in the map! But yeah, that switches jungle is a awful choice really.
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