Title: Community Chest 4
Filename: levels/doom2/Ports/megawads/cchest4.zip
Size: 24029 KB
Date: 08/17/12
Author: Various (see Credits)
E-mail: eabaker@san.rr.com
Description: The fourth installment of the series, Community Chest 4 boasts 32 maps made by 20 different authors from the Doom community. After four years of work, they have been made available for your enjoyment.

Included in this package is the base resource WAD compiled for the project, which can be found in cc4-tex.zip. It may be a good starting point if you need a large, varied, and meticulously organized texture WAD for your project!
Credits:
Base: New from scratch
Build time: Four years
Editor(s) used: Too many to list
Bugs: As of this writing, parts of MAP14 will not be rendered correctly when played in certain ports, such as GLBoom+ and Risen3D. This is because of the use of the Mordeth bridge effect, which is currently not supported by most hardware renderers.

On MAP18, crossing the bridge north of you will cause any monsters beneath it to be teleported on top of it. This is a limitation of the bridge effect used in that area and there is nothing that can be done about it without crippling monster movement.

On MAP20, in PrBoom+, dots can occasionally be seen floating in the air above the curving lasers later on in the level. The cause of this bug is unknown to the compiler as of this writing.

In addition, although this isn't a bug, it should be noted that one level requires the death of the player to exit, so if your source port does not allow dead players to exit by default, you must turn this function on (if such an option exists). The OPTIONS lump included in this WAD serves to force this option on in the Eternity Engine, so you won't need to turn it on every time you play.

Finally, a certain map may display an "unknown thing" error if played in the "Mjolnir" release of the Eternity Engine. This is a known problem, and the error will not occur if the map is loaded in a recent SVN build.
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