===========================================================================
                    (Doom 2 Minor Sprite Fix Recommended)
===========================================================================
Version                 : FINAL v1.3
Advanced engine needed  : Doom2.exe or compatible (DehackEd + voodoo dolls)
Primary purpose         : Single / Coop
===========================================================================
Title                   : 200 Line Massacre: The Slaughtering
Filename                : 200lnm.wad, 200lnm.deh, 200lnm_ws.wad, 200info.exe
Release date            : 11/21/2022
Author                  : Arsinikk and NinjaDelphox
Email Address		: [redacted]
Other Files By Author   : 100 Line Massacre
			  Arsinikk		- Purple Rain, Boxcutter E1,
				 		  Hellcinerator, Slotter
			  NinjaDelphox		- Project Unity MAP05 + MAP29

Misc. Author Info       : When the purple cat speaks and you read the map name.

Description             : 200 Line Massacre is a 36-map megawad and sequel to
			  the previous "100 Line Massacre" by Arsinikk and
			  NinjaDelphox. Each map was made with the goal of making
			  Vanilla slaughter-like maps under 200 lines.
			  Contrary to the duo's previous effort, this wad
			  features extensive Vanilla DEHACKED allowing for
			  new variants/enemies and an arsenal refresh to
			  to allow for faster and more intense gameplay.
				  
			  All maps were designed with pistol start in mind,
			  though continuous play is perfectly fine. Each map
			  should take only around 5-7 minutes to finish.

			  All difficulties have been implemented on every map.
			  200 Line Massacre has a higher skill ceiling than the
			  previous 100 Line Massacre. While not all the maps
			  are slaughter, there's an emphasis on challenge and
			  large enemy count. If Ultra-Violence is too difficult
			  for you, don't hesitate to drop down to Hurt Me Plenty.

			  Because the megawad relies heavily on DEHACKED,
			  mods are not recommended and/or supported.

			  *MAP35 + MAP36 require a limit-removing source port.

===========================================================================

--- New Difficulty ---   :

			  "Vile Cruelty" (UV Plus) is also available with
			  additional monsters and items for those who
			  would like an extra challenge via "-coop_spawns"
			  or "-solo-net".

			  ZDoom ports have the new difficulty to the Skill selection
			  menu (note that older ZDoom versions may not have support)

===========================================================================

--- Port Compatibility ---   :

                          Play and record demos on -complevel 2
			  (Especially on PrBoom Plus)
						 
			  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 200lnm.wad (-complevel 2). DEHACKED is directly
	   	         embedded in the wad file.
		  			  
		 	 For Vanilla Doom/MS-DOS:
			 you must patch your own doomhack.exe yourself
			 with Dehacked (version 1.9 of Doom2.wad is required, 
		   	 even for Chocolate Doom users)

--- Additional Files ---   :

		         200lnm_ws.wad - optional for ports that support
		         widescreen graphics.


===========================================================================

* Credits *

Mapping			: Arsinikk  -  MAP01-29 (Odd), 32, 34, 35, 37
			  NinjaDelphox  -  MAP02-30 (Even), 31, 33
			  finnks13  -  MAP27 feature, 36
			  Scwiba  -  MAP19

Playtesting		: Arsinikk
quality control		  NinjaDelphox
			  GarrettChan
			  Scwiba


Graphics, Custom	: Arsinikk
Palette/Colourmap


DehackEd, Decorate,	: Arsinikk
ACS, Coding


===========================================================================

* Maplist *

=== Episode I: Desolation ===
1. [Redacted]
2. Halls of Eden
3. Rigged
4. Lothesome Mortuary
5. Holepunch Me Harder
6. Abandoned Pit
7. Double Barrel
8. Jaws of a Scorched Earth
9. Blindspot
10. Butcher
11. Lamb to the Slaughter

=== Episode II: Infiltration ===
12. Cargo Bay
13. Flood / Syphon
14. There is Lava
15. Crateastrophe
16. H Intersection
17. Angelmaker
18. Death From Above
19. Crushing Pains
20. Concussion Protocol

=== Episode III: Crucifusion ===
21. Icebreaker
22. Etro's Gate
23. Cyberwar
24. Crimson Blitz
25. Cubbiks
26. Saber's Edge
27. 3-Way Hatefuck
28. Paradigm Shift
29. Slaughter Sandy
30. Neon Crucifixion

=== Secret Maps ===
31. The Forest
32. Pussy

33. Bonus Zone I
34. Credits
35. Bonus Zone II*
36. Fuck It*
37. Bonus Zone II (ZDoom compatible version)

*Note: designed for limit-removing ports


===========================================================================

* MUSIC CREDITS *

Title: Game Over - Castlevania: Chronicles
Interm: Something Loopy - Castlevania: Chronicles
Story: EGYP2 - Hexen II

1: Ionian Isolation - Eris Falling
2: Ambience II - Metabolist
3: TourNiqueT - Bucket
4: Nyctophobia - Metabolist
5: Treasures In the Dark - Mark Klem
6: Lost Soul - Thyrbse 
7: Trilemma - Jimmy
8: Organic Gods - Mark Klem
9: Blood Jungle - Jonathan El-Bizri
10: Etude for the Killer - Castlevania: Chronicles
11: Fight the Logic If You Can - Dashiva

12: Denied - Doomkid
13: TaraNTulas - Bucket
14: Into the Beast's Belly - L.A. Sieben
15: System Shock - David Shaw
16: Sadistic - L.A. Sieben
17: Ghost Town - Blood
18: Slime Dweller - Jimmy
19: Rotted Roots - Jimmy
20: Last Deep Breath - Eradrop

21: ice.mid - Dial Up For Murder
22: Etro's Champion - Final Fantasy XIII-2
23: Junkie Smack - Mark Klem
24: Eden Under Siege - Final Fantasy XIII
25: The Crystal Caves - Medievil
26: Desperate Struggle - Final Fantasy XIII
27: Across the View - Parasite Eve
28: Paradigm Shift - Final Fantasy XIII-2
29: Sun Rider - SynDoom
30: You Goddamned Bathead - Castlevania: Chronicles

31: Load BGM - Castlevania: Chronicles
32: Closer - Nine Inch Nails

33: Mirage - Mark Klem
34: Fossil Roo - Final Fantasy IX
35: Funky Stars - Jimmy
36: Silence - F-Zero: Climax
37: Funky Stars - Jimmy

===========================================================================

* Additional Credits *
                                                  
Texture credits:           - Additional textures and flats from CC4-TEX
			   - Ice Textures from OTEX
                           - Minor additional textures/flats by Arsinikk
                          
GFX/SFX credits:         Arsinikk
                           - MAP32 Boss GFX + SFX
			   - Double Chainsaw GFX + SFX
			   - 60%/40%/invuln health status bar mug sprites based
			     off the mug sprites from Deus Vult II
			   - Nightmare ZDoom font (adapted from Amuscaria, eevee)
			   - Misc GFX: New Keen, Orange armour, Gold skull,
			     BFG / Plasma recolours, Chaingun GFX
			     Jack 'o' Lantern (gray to red) recolours,
			     Bloodsphere sprite tweaks

			 Vphurple Izumi
			   - Barrel sprites and animation
			   - Additional Imposter Imp attack rotation sprites

			 Evilneck
			   - Lamb rotation sprites

			 Beefgee
			   - Pinky gib animation

			 Ribbiks
			   - Green Cyberdemon GFX base

			 Christopher Golden (Doom Zero)
			   - Plasma GFX base + SFX
			   - Arachnotron SFX

			 N!ghtmare, Cheesewheel
			   - Falling snow GFX (Cheesewheel made tall edit)

			 Grimm, NightFright, Nash
			   - New pistol, shotgun, SSG, and chainsaw sprites adapted from
                             "Doom 2 Minor Sprite Fix" + "Black Gloves for the Doomguy"
			     (Grimm), and "Smooth Weapons Enhanced" (NightFright / Nash)

			 Doomkid (Bourgeois Deathmatch)
			   - Double fist GFX

			 Huy Pham (Deus Vult II)
			   - 100%/80% health status bar mug sprites

			 Mechadon
			   - Episode II sky GFX base (Mek's Box 'o Skies!)

			 Voltare
			   - Blue Cacodemon Fireballs

			 Megasphere
			   - BFG Firing SFX

			 Alpha Dog Alliance (Strain)
			   - Impostor Imp SFX

			 Realm667
			   - Jack 'o' Lantern SFX and GFX base
			   - Impostor Imp attack GFX base
			   - Evil Eye (Illuminati) GFX + SFX
			   - Bloodsphere GFX base
			   - Megasphere GFX
			   - Hazmat suit GFX
			   - Cyberdemon head on stick GFX
			   - MAP32 Boss torch GFX 

			 Amuscaria, eevee
			   - ZDoom Nightmare font base

===========================================================================

* Special Thanks *

DEVELOPERS
- Brad Harding
- JNechaevsky
- Graf Zahl
- rfomin
- Fabian
- Kraflab

SUPPORT
- Luleta
- Stxvile
- Maribo
- Shepardus
- Sandwedge
- Thelokk

PLAYTESTING
- GarretChan
- Scwiba
- Keyboard_Doomer
- s4f3s3x

ETERNITY ANIMATION FIX
- _sink
                          
===========================================================================

* What is included *

New levels              : 36
Sounds                  : Yes
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : Yes
Demos                   : Yes
Other                   : No
Other files required    : No (use both 200lnm.wad and 200lnm.deh
                          for Vanilla/Chocolate Doom)


* Play Information *

Game                    : Doom 2
Map #                   : MAP01-MAP36
Single Player           : Designed for
Cooperative 2-4 Player  : Designed for
Deathmatch 2-4 Player   : No
Other game styles       : Speedrunning
Other mods              : No
Difficulty Settings     : Yes


* Construction *

Base                    : New from scratch

Build Time              : Eight months to finally finish the mapset and
			  dehacked.

Editor(s) used          : Ultimate Doom Builder, Slade3, Adobe Photoshop,
                          WhackEd4, Dehacked, eevee Doom Text Generator

Known Bugs              : - It's extremely rare, but possible for the secret
			    platform in MAP07 to not raise when shooting all
			    the [spoiler]. There's a switch behind the exit
			    teleport that can manually raise the platform in
			    this rare case.
			  - The boss in MAP32 can only be hit by rockets on
			    the raising and lowering platforms in ZDoom ports.
			    In most other ports, the boss can be hit from the
			    tall platforms as well.
			  - When playing MAP25, if the floors and wall textures
			    are not synced up with the same colour, make sure
			    you have the latest version of your source port
			    (especially Woof / Nugget Doom). In DSDA Doom,
			    PrBoom+, Eternity Engine, and ZDoom ports the
			    floors and wall colours should all be synced up
			    by default.
			  - MAP27 may have walls that either HOM or look wonky
			    for a short amount of time in some old ZDoom ports,
			    ZDaemon and the Eternity Engine, because of their
			    lack of support for rendering Mikoportal vertical
			    scrolling walls.
			  - ZDoom ports should use MAP37 instead of MAP35, due
			    to Vanilla Donut incompatibility. If you use the
			    episode select and access the map via "Credits"
			    (MAP34), ZDoom will use the correct version.
			  - Intercept Overflow is possible because of the general
			    amount of monsters. I found it a bit rare, but it
			    is possible.

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
			  and voodoo doll support.


* Copyright / Permissions *

Authors MAY ONLY use the contents of this file as a base for modification or
reuse as long as they credit the author(s). 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