===========================================================================
                    200 LINE MASSACRE DEVELOPMENT HISTORY
===========================================================================

Before talking about how "200 Line Massacre" came to be, I think it's important to first touch on "100 Line Massacre"s development. You see, "100 Line Massacre" was a bit more of an experiment. Basically NinjaDelphox used to like to make little short WADs made of 100 lines and post them on Doomworld. I ended up playing one of these WADs and really liked how quick and action packed they were. Ninja said he made them when he was map-blocked or just to keep his mapping going, and the WADs he posted to Doomworld got little reception.

I then made the proposition of taking these small maps and turning it into a full proper megawad. To make it easy on him (and me), I proposed that we would each do half of the maps alternating "Speed of Doom" style. I thought this could be an interesting matchup since our mapping styles were quite different, with Ninja's maps being harder combat puzzles, and my map being more experimental and sometimes puzzly Vanilla maps (after all, I'm a Vanilla tech nerd).

When we got all the maps together, I wrote a quick story, made some professional looking graphics, we slapped a name on it and posted it to Doomworld. To my surprise, "100 Line Massacre" was actually quite well received. It used mostly Vanilla textures, but ended up having good looking maps despite the low line count. I'll confess that despite the simple low line maps, I did put alot of effort into the presentation of the WAD and was ecstatic about the reception. That's when Ninja decided to send me a 200 line map, and that's when the development of "200 Line Massacre" started!

And so the new project began, with 200 lines instead of the previous 100. Ninja was originally perfectly fine with just using Vanilla textures and gameplay as last time, but I had bigger ambitions for the project. One of the first things I proposed was to use a texture pack to help distinguish this WAS from the last one. Ninja was hesitant at first, but I got him to agree to use CC4-Tex as a base.

I had a couple of other things on my mind that I wanted to address with "100 Line Massacre"s successor. The first being some minor criticisms towards the first mapset. While I personally quite enjoyed the first "Line Massacre" WAD, someone did mention that alot of the fights could be avoided and/or skipped past. I really wanted for the sequel to address this in the maps to not always force the player to deal with fights, but to make it far less common. The second criticism we got was in regard to the new Strain-ish fast imps used only in one map in "100 Line Massacre". They said that those monsters were only used in that map only, and it seemed a shame that they were not used in any of the other maps. I'll admit that those monsters were the actual gimmick of the map, but in "200 Line Massacre" I wanted to go a bit harder into new variants of monsters.

In fact, I wanted to push harder with the custom DehackEd in general. One of the very first things I changed was to make the pistol firing a bit faster. After that, little by little did the DehackEd changes start to grow to create a unique Vanilla experience that I was hoping no one had seen before. At the time, I had not played many DehackEd heavy WADs; the closest to lots of changes being Eviternity. I feel this is an important point to say, since I had not played any of Doomkid's recent projects prior to creating the robust DehackEd for "200 Line Massacre". Any similarity to those projects is purely coincidental, as I had not played them at the time.

I started to take the philosophy of "go big or go home" with the "Line Massacre" sequel, both in the DehackEd and combat. After all, "100 Line Massacre" did well, so why not push for something bigger and grander for the sequel. I will also admit that I had made my "Hellcinerator" map recently that took alot more queues from Slaughtermaps, so that may have influenced the project a bit. I doubled down on the amount of enemies and variants, and also beefed the weaponry to compensate for the new numbers and foes. With my robust DehackEd knowledge I squeezed out as much as I could with the Vanilla limitations that faced me; with me having to sacrifice certain frames in the end to get the most out of the DehackEd as possible. I do consider this project's DehackEd a prime example of how much you can add to DehackEd without sacrificing any of the normal Doom bestiary.

Ninja finished his maps like 3-4 months before I finished mine. Actually for me, there was about a 1-2 month break where I didn't work on the project maps at all. I basically finished the first half of my maps during the first 1-2 months, waited another few months, and then finished the second half after that. Ninja basically finished all his maps in around a month's time; although it is a bit deceiving because towards the end, he did start to tweak some of his already finished maps a bit. Because of the time constants, I decided that I would not compose custom midi tracks for this project, and instead focus on the maps and DehackEd instead.

When I mostly finished the DehackEd, I decided I should release a teaser WAD to show off some of the new DehackEd changes... The teaser WAD was called "SLOTTER". This really did not work out sadly. This is one of those ideas that I had that really did not pay off. I had misjudged what people on Doomworld were willing to play and by who. You see, I'm still a relatively new mapper in the scene, and so I'm not as well known yet. It seems that my little gamble of hiding legit good maps behind a bad looking shovelware map really did not work in my favour. I ended up making a map called "SLOTTER" (self-titled as the WAD), after doing a playthrough of Benjogami's "Down the Drain". I purposely made a map that resembled some of the stylings of "Down the Drain". Unfortunately, this ended up with not alot of people playing the teaser, even with some actually good legit maps in the WAD after the bad map. It seems that I learned a valuable lesson. If you as a mapper are not well known enough, people will not play your maps unless they are at a certain standard. I thought that with my previous good releases, people would realise that the project would have some actual good content. I was wrong... Lesson learned.

That brings us to here and now, after me getting involved with some other Doom community projects and other mappers, and asking a few guest mappers to be featured in the WAD, "200 Line Massacre" was finally released. To my surprise the WAD was generally received well. I think part of its reception is due to the trailer I whipped up basically a day before the release. I thought that a video trailer would do the gameplay of the WAD a better service, than just having screenshots.

I would like to thank everyone who's supported me and my projects, as if not for your feedback, I don't know if this project would exist. I have put my blood, sweat, and tears into this project and to see it in a finalised state brings joy to my heart. During the project's development I had made so many more friends in the Doom community that I can honestly say that I'm glad to be part of this accepting community.

Thank you,
Arsinikk





===========================================================================
               200 LINE MASSACRE MAP-BY-MAP COMMENTARY
===========================================================================

MAP01: [Redacted]
AUTHOR: Arsinikk

AUTHOR COMMENT:
This was my second map made for the project. People who played 100 line massacre will recognise this map as a decayed version of map30: Fuck. The title already references the original map's title. This map served two purposes: 1) since it's a remixed version of an older map, it ties this wad's story with the previous project, and 2) the map sets a very different tone than in the beginning of the first wad. I wanted this map to feel desolate, like you were revisiting an old area, but with something more sinister lurking about.

VANILLA TRICKS:
This map uses conveyors to teleport voodoo dolls to telefrag the cyberdemons. They actually teleport in a deep pit that the player can't see because of a flat bleed. the cyberdemons get killed because of infinite height.

MUSIC COMMENT:
"Ionian Isolation" by Eris Falling. I used this midi because of its silent and foreboding atmosphere. a very different tone than the beginning of the first wad.

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

MAP02: Halls of Eden
AUTHOR: NinjaDelphox / Arsinikk

NINJADELPHOX:
There should be less health on this map still.

ARSINIKK:
I added the secret progression. I also added some barrels to the map to showcase the brand new barrel sprites and to make fighting the fast imps a little more interesting and easier with low health. On lower skills I made sure to ease the health burden that Ultra-Violence places on the player.

VANILLA TRICKS:
The soulsphere is hidden until the player hits the secret switch. Because of Vanilla's physics, the soulsphere does not check its collision / hitbox until a sector moves around it, and so it starts hidden in a small sector under the lift. When the player hits the switch, the lift lowers down and almost "picks up" the soulsphere.

MUSIC COMMENT:
"Ambience II" by Metabolist.

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

MAP03: Won't Be Rigged Again (Rigged)
AUTHOR: Arsinikk

AUTHOR COMMENT:
This was the first map I made for the project. It is a tyson map, even in continuous as it relies on the fists due to the lack of ammo given in the previous maps. This map isn't too hard, but vanilla trickery and visuals were the focus. The mancubus close to the end is to show the player how easy it is to punch out Mancubi with the new double fisting. There is an easter egg you can find by line skipping the teleporter or by carefully falling off near there. The full map name is a joke referencing The Who song "Won't Get Fooled Again."

VANILLA TRICKS:
The start area lowering is a trick done by having some 'lover to highest' lines that don't activate until the player has hit all the switches. Since Vanilla doesn't like 'lowering' lines if they are part of the same sector with the player, the 'lowering' lines are in fact part of another sector so that it will actually lower down. The second trick used is having the rig part of the map having seemingly a floor above a floor. This is an illusion set up from not having lower textures on the walls of the rig. In order for the effect to work right, I had to put a centre pillar in the middle to avoid a HOM.

MUSIC COMMENT:
"TourNiqueT" by Bucket. I fell in love with this midi when I first heard it. I think it fits the map's atmosphere well.

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

MAP04: The Lothesome Mortuary
AUTHOR: NinjaDelphox

AUTHOR COMMENT:
Made this to have a more traditional map, than an arena thingy.

MUSIC COMMENT:
"Nyctophobia" by Metabolist.

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

MAP05: Holepunch Me Harder
AUTHOR: Arsinikk

AUTHOR COMMENT:
This map is a sequel to the 100 Line Massacre map 'Holepunch Me'. Like in that map, the focus is put on using the chaingun. however unlike the original, the chaingun given now shoots twice as fast. In the beginning of the map, I wanted to have an interesting way to grab the new weapon, and so I decided to incorporate an Icon of Sin, where you could only shoot the brain once you stepped on a pressure switch first. The coffin used in the beginning of the map is of a similar design to the coffins used in MAP08 and MAP26 of 100 Line Massacre.

VANILLA TRICKS:
The door/lift that starts moving after stepping on the pressure switch, is actually activated by an out-of-bounds chaingun guy. He is blocked by a pain elemental that will teleport in once the mastermind is killed. The map uses quite a bit of instant raising floors and monsters after falling from the bridge.

MUSIC COMMENT:
"Treasures In the Dark" by Mark Klem. I liked the mystical dark undertones that this midi provided. Mark Klem is one of my favourite midi composers.

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

MAP06: Abandoned Pit
AUTHOR: NinjaDelphox

AUTHOR COMMENT: A speedmap I made in like an hour before having to walk to school. Looks alright for a line limited cave map. Name comes from the 'Symphony of the Night' song.

MUSIC COMMENT:
"Lost Soul" by Thyrbse.

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

MAP07: Double Barrel
AUTHOR: Arsinikk

AUTHOR COMMENT:
The first gimmick of the map actually has nothing to do with the MAP07 special actions. The player is meant to constantly be teased from getting the SSG, and the only way to get the weapon is to shoot the actual double barrels; Hence the mapname. The beginning Demon berserk sequence was meant to showcase the new rare Pinky gib animation. There are so many demons that it is almost impossible not to get at least one Pinky to gib.

VANILLA TRICKS:
I knew that I wanted to do something unique with the MAP07 monster death actions. While there are some Mancubi in the map, their death doesn't trigger anything. Instead the double barrels have the Keen tag action that when all of them are shot and teleported, the bars to the SSG are opened. The barrels are teleported to an area outside the map, where they get crushed, exploding, killing a single Arachnotron, raising the SSG bridge.

MUSIC COMMENT:
"Trilemma" by Jimmy. This is my absolute favourite Jimmy midi. I love the chaotic energy that it brings to the map. 

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

MAP08: Jaws of a Scorched Earth
AUTHOR: NinjaDelphox

AUTHOR COMMENT:
Wanted to make a REDROCK cave since it had been a while. Name comes from the top tier "Order of Ecclesia" song.

MUSIC COMMENT:
"Organic Gods" by Mark Klem.

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

MAP09: Blindspot
AUTHOR: Arsinikk

AUTHOR COMMENT:
This is one of the first, if only, truly gimmicky map. Looking back on it, the map is a bit too easy for my taste... But the gimmicky nature of the map kinda makes up for it. From its namesake, the idea was to force the player to pick up a blur sphere. The player would then ride up a slow elevator, while hiding from sniping Archviles and dodging Cyberdemon and Arachnotron projectiles until the player reached the top. What would make this section challenging is the blue sphere that the player would be forced to take, making projectiles harder to predict. The raising elevator concept was inspired by the Cyberdreams map "You See Me, You Don't", but with the added blur sphere in the mix. The Arachnotron projectile's speed was increased specifically for this map.

VANILLA TRICKS:
This map uses a Vanilla conveyor to get all the elevators to start rising. In order to get the Cyberdemon to teleport to each platform, each one had to be tagged separately. The rising platforms in the beginning are actually obscured by a lava flat bleed.

MUSIC COMMENT:
"Blood Jungle" by Jonathan El-Bizri. I made this map while I was on a TNT binge, hence the gimmicky nature of the map. I thought this midi fit well, despite it being as well known.

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

MAP10: Butcher
AUTHOR: NinjaDelphox

AUTHOR COMMENT:
Wanted to make a map that used the very epic song from Chronicles. The map came out too easy.

MUSIC COMMENT:
"Etude for the Killer" from Castlevania: Chronicles.

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

MAP11: Lamb to the Slaughter
AUTHOR: Arsinikk

AUTHOR COMMENT:
This is the first truly slaughter inspired map of mine in the set. From the start giving the player all weapons, to the BFGing hundreds of zombiemen at the start. The map is full of little slaughter gimmicks such as pinkies providing cover from Cyberdemon rockets, rocketing dozens of Revenants while herding heat seeking rockets, to manually having to hit a switch to raise cover to avoid a dozen Archvile blasts. The map ends with the player dying at the feet of a cute little lamb. Lamb to the Slaughter, indeed. Many of these fights were inspired by slaughter wads such as MSCP, Combat Shock 2, and other smaller slaughtermaps.

VANILLA TRICKS:
There actually aren't many tricks used in this map besides the instant raising walls and pop-up monsters.

MUSIC COMMENT:
"Fight the Logic If You Can" by Dashiva. I'd be lying if I didn't say this map wasn't inspired slightly from Alien Vendetta's "Demon Hordes". While that map doesn't use this particular track, I found this midi juxtaposed the map's frantic gameplay.

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

MAP12: Cargo Bay
AUTHOR: NinjaDelphox / Arsinikk

NINJADELPHOX:
Easiest Map ever.

ARSINIKK:
I made sure the Vanilla conveyor worked correctly to start the Archvile moving platforms. I also added the Berserk secret. I'm pretty sure I beefed up the difficulty of the map a bit by adding pinkies and spectres to the map so you weren't just concerned about the sniping Archviles and weak Cybers. While I implemented and like the archvile telefrag sequence, it is a bit flawed due to the randomness of the "Floor start moving up and down" lines. The "keep calm" message was added in late development to quell players' fears of getting stuck in the moving closets.

VANILLA TRICKS:
A Vanilla conveyor is used to trigger all the Archvile moving platforms at once at the start of the map. The exit sign flickers due to the line itself being part of the same sector as the flickering door.

MUSIC COMMENT:
"Denied" by Doomkid.

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

MAP13: Flood/Syphon
AUTHOR: Arsinikk

AUTHOR COMMENT:
This is my first map of Episode 2. To avoid difficulty fatigue and having to constantly ramp up the difficulty, we decided to go with the episodic format. That isn't to say that the start of Episode 2 isn't harder than episode 1. This map follows a Plutonia kind of difficulty, relying less on slaughter numbers and more on challenging encounters. Alot of this map's progression is unusual and plays on the player's expectations. From the start door lowering the arena, to a sequence with floating water cubes constantly opening up to duplicate rooms. The start room forcing the player to pistol a Demon to death is a reference to Hell Revealed II's MAP06. There is a mandatory secret in the map that is a slight nod to TNT's MAP08. The floating water cubes are a nod to MAP25 of Doom II. I named the map "Flood/Syphon" because it reminded me of a water plant of sorts, going along with the industrial theme of the episode.

VANILLA TRICKS:
There aren't really that many tricks used in this map. The map does feature quite a bit of level transformation.

MUSIC COMMENT:
"TaraNTulas" by Bucket. The synthy dark sound perfectly fits the industrial yet abstract surreal progression of the map. 

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

MAP14: There is Lava
AUTHOR: NinjaDelphox

AUTHOR COMMENT:
30 minute speed map that uses TNT music and contains lava.

MUSIC COMMENT:
"Into the Beast's Belly" by L.A. Sieben.

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

MAP15: Crateastrophe
AUTHOR: Arsinikk

AUTHOR COMMENT:
I find crate mazes in doom boring, if not overused... and so to fairly criticise them, I decided to make a crate maze map of my own! the mapname pun was amazing, that I had to use it! The map can be divided into 3 parts: the upper crate maze area, the lower underhalls, and the climatic final fight. It almost feels like a mini adventure following the linear path to the final fight. I'd almost consider this map to be my hardest map in the WAD, if not for MAP35. The final fight does not mess around. The secret exit is a little tricky, but if you look above where the crates are, you should be able to figure it out.

VANILLA TRICKS:
The very fact that this map works as it does is quite extraordinary. The entire crate section of the map is actually tagged with the same number, which may be surprising with how many moving parts the map has. This trick is done by "raising to highest floor"... however you would think that would just make the floor where the player is to rise to the crate's height. It is the actual player hitbox that stops the floor sector from raising up. The entire first area needed to be tagged the same so that when the player grabbed the red key, the entire section would lower down at once. Due to the linedef limit, this is basically the only way that this map could have worked.

MUSIC COMMENT:
"System Shock" by David Shaw. A nice industrial jaunt that works for the episode theme.

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

MAP16: H Intersection
AUTHOR: NinjaDelphox / Arsinikk

NINJADELPHOX:
This map is a certified H moment.

ARSINIKK:
This map has gone through alot of changes since its first version. For the longest time, it was solely a Ninja map. Somewhere along the way, I thought it would be fun to make the metal pillar to the left next to the armour lowerable as a non-secret secret and have a teleport that would allow the player to do a teleport chain and telefrag all the Arachnotrons. In the latest map iteration, Ninja ended up using this teleport chain in the main progression. The teleport chain was changed to happen after grabbing the blue key, with the pillar becoming a secret instead. Ninja actually added the pillar in the progression, but I thought since it now had an invulnerability that It'd be better to make it a secret instead. I ended up doing the poison lake rising sequence, which during one iteration was a giant wall. I pushed for a more open map so the Arachnotrons could snipe the player throughout the map.

VANILLA TRICKS:
To maximise the detail with so little lines, new wall textures were added combining multiple patches.

MUSIC COMMENT:
"Sadistic" by L.A. Sieben.

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

MAP17: Angelmaker
AUTHOR: Arsinikk

AUTHOR COMMENT:
The map is a bit of an enigma. I had the idea for the map way before I put down any lines. This is definitely more of a concept map, rather than being combat heavy. The idea was always that there was a machine that killed monsters and turned them into "angel" versions. Gameplay wise, this just meant that they became spectre-ised. Every "angel" enemy in the map has a dedicated corpse tied to it. This means you can tell what kind and number of enemies you are about to fight by looking at the corpses in advance.

VANILLA TRICKS:
The map includes some vanilla conveyors for the "angel converting" sequence. There is a part where the black and white checkered floor changes to wood. The main reason for this was to make it easier for the player to see the spectre enemies.

MUSIC COMMENT:
"Ghost Town" from Blood.The map has a bit of horror and/or mystery atmosphere to it and I thought this midi fit.

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

MAP18: Death From Above
AUTHOR: NinjaDelphox

AUTHOR COMMENT:
Normally don't make timer maps but this was necessary to have lines for the tower. Probably should've had more Pain Elementals on UV.

MUSIC COMMENT:
"Slime Dweller" by Jimmy.

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

MAP19: Crushing Pains
AUTHOR: Scwiba

SCWIBA:
My philosophy on linedef limit projects differs a lot from Arsinikk and Ninja's. They like their maps to look relatively pretty, while I've always tried to squeeze gameplay out of every line I've got, even at the cost of the map looking like garbage. I adapted my style a bit here but you'll still catch me using lots of triangular sectors to save on lines. Which is funny because 200 lines felt absolutely luxurious after all the 100-line maps I've done in the past. Old habits, etc. The original idea was for an arena split into two sections with a nukage river between them, where you'd have to cross via dangerous crushing sectors any time one side got too packed with enemies. You can still see some elements of that, but the map ended up much more dynamic in its progression after Arsinikk commented that he liked another map of mine where you repeatedly revisit areas in different contexts. Oh, and if there are too many jack 'o' lanterns, it's because this was my only chance to play with the new monsters. Can you blame me?

ARSINIKK:
This was the final map of the set to be finished, and I thought it'd be cool to collab with another mapper. I met Scwiba through another doom project and decided to reach out, since I'd already read his glowing review of '100 line massacre'... why not have him in the sequel! I already had the name "Crushing Pains" in mind, and thought of the map having crushers and Pain Elementals. I ended up pitching this to Scwiba and he got to work. Unfortunately our collab didn't quite go as planned... First draft of the map Scwiba sent me was a dud. it wasn't a bad map, but it was so out of left field that I couldn't figure out how to build off it. I ended up sending it back and asking him to try again. Weeks passed, and then Scwiba finally sends me a new map, 4 lines shy from 200 lines. "Um, I thought this was supposed to be a collab," I thought. But then I played through it. The map was so freakin' good, that I decided it was good enough on its own and accepted it in the WAD.

MUSIC COMMENT:
"Rotted Roots" by Jimmy. The midi had originally been "Interphaze" by David Shaw, but after playing the second map that Scwiba whipped up, I felt that midi didn't encapsulate the energy the map had. I suggested a couple different midis, until Scwiba agreed on Jimmy's "Rooted Roots".

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

MAP20: Concussion Protocol (Trauma)
AUTHOR: NinjaDelphox

AUTHOR COMMENT:
Wanted to make a super big room for no reason and throw 300 monsters in it, very fun.

MUSIC COMMENT:
"Last Deep Breath" by Eradrop. Best TNTR song.

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

MAP21: Ice Breaker
AUTHOR: Arsinikk

AUTHOR COMMENT:
The third episode starts with a breather map that just oozes atmosphere. This is the only map to feature ice and falling snow acting as a scene change while adding some coziness to the map. There's still a bit of bite to the map however, with the water being freezing cold and damaging, ice chunks sinking under your weight, with a bit of a punishing fight at the end. Fun fact: The Lost Soul's height was slightly reduced just so that they would fit in the nooks at the start of this map.

VANILLA TRICKS:
This is probably the first map that I used the stair builder in :P

MUSIC COMMENT:
"ice﻿﻿.mid" by Dial Up For﻿ Murder﻿. A super chill midi (pun intended) that works as a calm before the storm.

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

MAP22: Etro's Gate
AUTHOR: NinjaDelphox

AUTHOR COMMENT:
Made this map solely to use the 2nd best FFXIII-2 song in a map.

MUSIC COMMENT:
"Etro's Champion" from Final Fantasy XIII-2.

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

MAP23: Cyberwar
AUTHOR: Arsinikk

AUTHOR COMMENT:
This map came about simply due to the discovery that both Cyber variants would infight each other. The map itself seems pretty simple with just a square arena, a bfg, invulnerability, and a bunch of Cyberdemons... but the cherry on top is when I learned how to make a forever repeating vanilla conveyor for the light effects. Honestly this map is just a Vanilla showcase of that effect. The actual fight itself is a pretty fun power fantasy with the player first getting caught in a "Cyberwar" between both variants. There is a secret exit that requires the player to get thrown outside the arena. If you need a hint: "a BFG can give you the lift".

VANILLA TRICKS:
The forever vanilla conveyor is the main vanilla trick used in this map. The repeating conveyor is done by creating a forever exploding barrel that constantly pushes a voodoo doll over a certain amount of action lines. The final line teleports the voodoo doll back to its original position. Because of how doom's physics work, the damage the infinite barrel does to the voodoo doll will diminish slowly and eventually stop. 

MUSIC COMMENT:
"Junkie Smack" by Mark Klem. The perfect track for a cyberpunk techno style map.

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

MAP24: Crimson Blitz
AUTHOR: NinjaDelphox

AUTHOR COMMENT:
Wanted to make a more epic version of Cauldron, started out very empty so I redid it a few months after the first version. When I sent it to Arsinikk, he had just exited the crack smoking room so he was unable to appreciate how much better the new version was on his first playthrough. -KEKW moment-

MUSIC COMMENT:
"Eden Under Siege" from Final Fantasy XIII. 

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

MAP25: Cubbiks
AUTHOR: Arsinikk

AUTHOR COMMENT:
Alot to say about this map. This map features 3 separate routes based on what colour key the player picks up. The start features a colour shifting skull key that will give the player a random key. Each of the 3 routes gives the player different weapons and items, with the second arena changing shape based on route. Once the player has beaten that fight, The final fight is the same for every route. The randomised nature of the key and different routes gives the map some replayability. The map's name is a play on the mapper's name Ribbiks. The map is stylised with a bunch of neon coloured cubes, which Ribbiks' maps tend to be constructed with alot of cube shapes and have neon colours decorating the maps. 

VANILLA TRICKS:
The colour shifting key relies on a Vanilla Dehacked behaviour that whatever the item sprite is when the player picks it up, will give the effect from that sprite. There are also other items in the map that don't count towards the item count using the same trick as the shifting key to allow for 100% items. The colour changing walls and floors being synced came from when I learned that it was possible to get both the floor and wall animations to always be synced in Vanilla when in a particular order in the wad. I worked with many source port devs to make sure that the effect was consistent across all ports.

MUSIC COMMENT:
"The Crystal Caves" from Medievil. Medievil is one of my favourite games, and I thought this whimsical track fit the map.

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

MAP26: Saber's Edge
AUTHOR: NinjaDelphox

AUTHOR COMMENT:
Just wanted to make a big arena with 2 encounters, Map didn't need BFG but I also didn't put it there so it's whatever. Revenants and Archviles are easy if you just let them come to the middle and plasma the ArchViles. Probably coulda done some flying enemies.

MUSIC COMMENT:
"Desperate Struggle" from Final Fantasy XIII. Midi makes this song sound bad because midi is bad, the real song sounds amazing.

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

MAP27: 3-Way Hatefuck
AUTHOR: Arsinikk / NinjaDelphox / finnks13

ARSINIKK:
This map ended up being one of my favourite maps in the set. Originally the map was just going to be called "Hatefuck", until the "3-way" was added when I brought in the 2 other mappers. I had this idea for a hub section for the map, which I ended up making a 3 directional hub, due to line limitations. Just to show how aggressive the map was, if you fell off the metal bridges, it would be a death pit. I thought this helped bring tension to the map without being too annoying. The original version of the map had a never-ending Cyberdemon respawning mechanic, which was scrapped due to lines and when I realised that they are already kinda difficult to deal with; in the end, they would get telefragged anyway. Originally the Cybers got crushed at the end, but due to how doom physics work and how crushers would temp freeze the scrolling walls, I went with telefrags instead. The main hub and the exit path were made by me, while the other mappers were each given 50 lines to design a key section. For each mapper's section, they could only use enemies and weapons that the other mapper didn't use, to make each fight feel distinct and interesting. I ended up doing some minor retexturing to make both sections look more gothic.

NINJADELPHOX:
Yeah I technically drew some lines on this map at some point I guess.

FINNKS13:
I made the red key section, I wanted to use the gimmick of archvile's blasts not hurting you if you were adjacent to a chest-high wall so that's what it's built around. The second half of the fight being fucked up is Arsinikk's fault as the Cyberdemon was a Mancubus in my original version :P

VANILLA TRICKS:
This map uses mikoportal vertical scrolling walls. In Vanilla, the rock walls will start lowering turning into scrolling lavafalls. Mikoportals are a trick that when doors close into a floor that's at -32768 units, the door will forever move down. The reason the rock walls change to lavawalls is because the door sector will eventually disappear with the walls behind them forever scrolling downward. Another trick used was with a sector near the exit that only lowers after you've gone through both key areas of the map. In the entrance of both key areas, there's a "lower to highest floor" line aimed to the sector near the exit. When the player has done one of the key sections, a wall out-of-bounds surrounding that sector lowers. With two out-of-bounds sectors lowering, the main sector near the exit will lower down to the exit floor. 

MUSIC COMMENT:
"Across the View" from Parasite Eve. I grew up playing alot of PS1 games and so when I found some Parasite Eve midis, I looked for one that might fit. I like the anxious frantic energy the midi adds to the already aggressive map.

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

MAP28: Paradigm Shift
AUTHOR: NinjaDelphox

AUTHOR COMMENT:
Made this in 45 minutes during my first Final Fantasy XIII-2 playthrough back in May and June. Is a little harder than it originally was, also looks better.

MUSIC COMMENT:
"Paradigm Shift" from Final Fantasy XIII-2. The best Final Fantasy battle music by a mile, it has absolutely no competition.

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

MAP29: Slaughter Sandy
AUTHOR: Arsinikk

AUTHOR COMMENT:
look behind you at the start, to see a bonus message. Like crate maze maps, I thought I should take a stab at a city map. The fact that I was able to make such an expansive city map with only 200 lines, is beyond crazy. I'm quite proud of what I was able to achieve with the map. Like most city maps, they are pretty open both in design and progression. Once you figure out what you are supposed to do, the map is pretty simple.

VANILLA TRICKS:
The fact that I was able to make an interesting city map with 200 lines is a trick in of itself.

MUSIC COMMENT:
"Sun Rider" by SynDoom. I enjoyed this tune and I think it works well for a longer, more adventurous map.

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

MAP30: Neon Crucifixion
AUTHOR: NinjaDelphox

AUTHOR COMMENT:
I made this map in like an hour after beating Castlevania: Chronicles for the first time, originally Paradigm Shift was made as the final map but after hearing Chronicles' final boss music I wanted to use it for a new final map instead. -This map is too easy-

MUSIC COMMENT:
"You Goddamned Bathead" from Castlevania: Chronicles. Arsinikk had to make a special shorter version of the midi for it to work in Vanilla Doom. -Because vanilla Doom is bad-

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

MAP31: The Forest
AUTHOR: NinjaDelphox

AUTHOR COMMENT:
Made this map so people would have to actually use the chainsaw. The Super Shotgun is only there because people would cry otherwise. To 100% on UV+ you have to git gud with chainsawing and punching, or try to get the Cyberdemon killed with maximum infighting.

MUSIC COMMENT:
"Load BGM" from Castlevania: Chronicles.

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

MAP32: Pussy
AUTHOR: Arsinikk

AUTHOR COMMENT:
This is what I'd call my version of Kama Sutra's MAP30. It starts with a suspicious undulating bloody corridor which abstractly resembles something. Once the player makes it to the actual arena, they are greeted by a projection of my avatar that is down really bad. It asks you to pump rockets into it. If you couldn't tell, this map was meant to be a joke. I spent quite a bit of time making the custom voice line sfx and avatar gfx. When the pussycat takes damage, it makes an Ahegao face.

VANILLA TRICKS:
The undulating floor is done by having an out-of -bounds sector lift trying to constantly move up, but is being blocked by a barrel, never able to reach its destination. The actual boss is an "Icon of Sin" that has no spawner. I was able to get an extra voice line by using a hack that allowed it to use the spawning sfx without actually spawning any cubes.

MUSIC COMMENT:
Midi version of "Closer" by Nine Inch Nails. I have no idea how this midi works since it surpasses the Vanilla midi limit of 64kb.

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

MAP33: Bonus Zone I
AUTHOR: NinjaDelphox

AUTHOR COMMENT:
I made this map cuz Arsinikk uses too many cells and needs BFG.

MUSIC COMMENT:
"Mirage" by Mark Klem.

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

MAP34: Credits
AUTHOR: Arsinikk

AUTHOR COMMENT:
I always liked maps that showcased the credits, similar to the credits map from "Eternal Doom". This one is slightly different in that it actually includes some enemies, specifically for advanced ports to give access to the extra maps when they are killed. The UV+ for this map is insane.

VANILLA TRICKS:
Some fancy self-referencing sector shenanigans were done to stop the player from grabbing certain items and killing the "Icon of Sin".

MUSIC COMMENT:
"Fossil Roo" from Final Fantasy IX. I thought it was a simple nice tune for a credits map. 

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

MAP35: Bonus Zone II
AUTHOR: Arsinikk

AUTHOR COMMENT:
Gonna be honest, I just wanted to make a mini Okuplok style 200 line map with thousands of monsters in it. It's definitely the most slaughtery map in the wad. The sheer monster count forced the map to become limit-removing due to the sprite limit and the occasional all-ghosts bug. The final fight is one of my favourites in terms of difficulty and aesthetics.

VANILLA TRICKS:
The beginning switch that lowers the outer walls and raises the blood pit is actually a donut action. It only works correctly when playing on complevel 2.

MUSIC COMMENT:
"Funky Stars" by Jimmy. Midi seemed like a good fit for a big slaughtermap.

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

MAP36: Fuck It
AUTHOR: finnks13

FINNKS13:
This was based on a layout from a "Haste" inspired set of levels that I never finished. The BFG was buffed so I wanted to make a slaughtermap, that's pretty much the genesis behind this fucker. Very sorry about the opening.

ARSINIKK:
To celebrate the RC 2 release of 200 Line massacre, I wanted to add a bonus map. finnks over delivered ;)

MUSIC COMMENT:
"Silence" from F-Zero: Climax. finnks13 wanted to use something from ngmvmt1 to fit with the gothic theme, and map21's song was one of the few that would fit into vanilla limits.

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