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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 Maribo · Posted
      I feel like I increasingly come across these Eternal levels where there are wide open spaces that would normally feel desolate and empty, but something about the inclusion of these odd little setpieces makes it feel... oddly touching. It's like he isn't playing by the same rule book as other people. The castle map in this WAD is like being shrunk down and getting to walk around a diorama that someone has built.
    • By Walter confetti · Posted
      Practically a Single player campaign sets in a very dark maze of corridors and ventilation tunnels (reminded me of Aliens TC), conceptually is not a bad map but in reality the broken and cryptic progression made me dislike this, as well as the blocked exit room by a impassible line. Too large for DM too imo. Wasted occasion for something decent.
    • By Walter confetti · Posted
      A pretty wacky and funny gun replacements, as Stupid Bunny said long time ago. Fun stuff.
    • By Cutman 999 · Posted
      A little better than vanilla doom 2, final 5 maps are fucking terrible and somehow, they made the icon of sin worse. I prefer the reinterpretations of iwad levels compared to the first DTWID, were i felt the levels were samie and not so different to your typical E1 knock off. Probably i would play it again, maybe not, if you didn't had enough of iwad fix, play this.
    • By PsychEyeball · Posted
      Perhaps the best megawad I have played so far. Ancient Aliens is a very distinctive WAD, with its unique tone, custom textures, choice of colors, scenery and meticulous encounter crafting. The overall look of many of its maps is pretty relaxing, (especially as far as Doom is concerned) and that feeling is helped big time by the masterful Stewboy compositions, whose MIDIs often give the journey a mysterious laid-back style or embrace a fun bouncy techno-jazz jive. But don't be lured by the calm looks and sounds, because Skillsaw and his guest mappers know how to turn the heat up and throw you into peculiar and inventive combat scenarios.   Map 1 sets the tone for the action perfectly: after the trippy teleporting sequence, you immediately zoom at full speed past a caged cyberdemon, who will constantly hinder your progress and have you frantically look for the way forward. The following brawl with hell knights, revenants and other foes in tight corners does set a tone for the combat to ensue in the first few maps: resources tend to be initially scarce and berserk punching a few skeletons will help you keep your supplies for fights where ammo truly matters. If that doesn't feel like your cup of tea, do not worry: a fair amount of maps do provide ample supplies for when the heat truly gets turned up. Finally, many big enemies in beginning maps are meant to be telefragged (or, in the case of MAP04, the game will eventually spawn a truckload of explosive barrels to kill archviles with little fuss) so the obvious approach is not always the best one.   The layout of levels often features traps, but at the very least you can't fault the WAD for lack of variety because it's rare that the same trick gets repeated. Encounters are memorable and my favorite of the bunch include a collapsing staircase where you must fight foes quickly under the eye of an archvile, but you must do it fast because the ledges eventually rise up, bringing you closer and closer to him being able to resurrect the fallen monsters. But each time a ledge rises, new monsters can now get to you so you're never safe no matter what! Additionally, the WAD features two new monsters: the plasma marine and the rotating skull cube. Marines make static noises, are cloaked when not attacking and their plasma shots can be hurtful, but they thankfully need to pause before shooting and are very fragile. The skull cubes pack a wallop, firing a barrage of 3 revenant missiles at any time, which can be homing or not. They would be the worst if they didn't have only about 80 health and exploded upon death, hurting everything in their vicinity. This means that when this enemy appears in tight packs, a single rocket can blow away the whole group.   Skillsaw doesn't hog the whole WAD for himself, he offered a few guest spots for other worthy mappers to shine. Joshy from Speed of Doom fame gets two maps, MAP 9 (The Nectar Flow) and MAP28 (Floating Arena). Both are completely different to each other gameplay-wise, but both are fun. The former is a journey through caves of nectar that features the highest monster count in the WAD at the time, but most of them are zombiemen and imps, so happy chaingunning! The latter effort is a slaughterfest that sets the table for the end of your journey. The numbers are high, but the space, ammo and powerups are abundant as well, not making the carnage too mean spirited. Stewboy gets the MAP 31 slot, but this one doesn't work as well; the pacing is too slow and there's a little too emphasis on secret hunting (13 secrets in total!) and the layout even is a little too gray and drab. AD_79's MAP 20 is a strong showing with its tubes full of enemies and the clever archvile hologram trap. Esselfortium's MAP 22 is a scenic ancient castle that is one of the prettiest maps of the set, only upset by MAP24. lupinx-cassman offers a spectacle for the eyes with a sky temple that appears to worship several cultures at once, hence the name. While some of its combat is a little stilted and uncomfortable at times, the looks all make up for it. Tarnsman's MAP 26 is a pretty old stone temple, but the heavy chaingunner usage makes it feel like some weird Plutonia homage. MAP 23 by Pinchy is probably the only guest map I can bring myself to dislike: it's too big, sprawling, confusing, loves to spawn chaingunners that snipe you at great distances and finally, that final fight can go to hell.   As for skillsaw's work, the best part about his works is that he's very consistent quality-wise, I can't bring myself to dislike any of his work in this WAD (MAP 32 might be his only map I didn't really like, it felt a bit by the numbers for a secret secret map). Some of the levels have gimmicks attached to them, like MAP 6's sinkhole, which occurs as you're grabbing a shotgun (?). But you better not think of it too hard, or hordes of shotgunners will come to take you away. MAP 18 shows how dangerous the Illuminati are, with the surprise inclusion of an Icon of Sin (in the form of a giant Illuminati pyramid!) that makes incursions in the main courtyard a tricky affair. MAP 19 is a berserk and pistol level that will get you up to speed with punching enemies, your champion contender here will be an archvile you need to punch down so good luck! My favorite Skillsaw maps of the WAD would be Maps 1, 2, 4, 7, 14, 16, 25 and 29, aka the last regular map of the set. It's 3 big fights, the final of which is punctuated by the shattering reveal of who's behind everything. Then, they get to watch you do the final fight against seemingly unsurmontable hordes in a big, colorful arena.   All in all, Ancient Aliens is a masterpiece. It is surprisingly approachable for being a modern WAD and the difficulty is hard, but often fair. Keep in mind this is still an harder WAD than Plutonia, though. I had a pleasant time on UV with saves and continuous play and if your skills aren't up to the task, lower difficulties will make sure you are not left behind. If you're like me and somehow took this long to finally play this, remedy the problem and play it now. It's one of the all-time greats.
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