Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

The Community Chest Project

   (133 reviews)
Sign in to follow this  

Guest

6 Screenshots

About This File

This is a compilation of levels from the Doom Community


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

galileo31dos01

· Edited by galileo31dos01

  

Done with these settings:

 

- GLBoom+ 2.5.1.4. complevel 9.

- Hurt Me Plenty.

- Continuous combined with a pistol start mindset.

- Saves every 10 minutes or so.

 

Pretty average megawad over here, a real mixed bag: it has some good maps, some ok, a couple of poor tries, and a few I don't think I'll ever replay. Each author has their own style, most of them created more than one map and once you play the first one it's easy to recognize from whom is the next one. There are some maps with neat visuals and impressive layouts, though not always mixed with entertaining gameplay. The ones that look bland (that is, same texture all over the place, misaligned textures, zero light variety), play either boring or bad, or both. One thing, as a personal recommendation, I'd suggest changing the option to walk under hanging corpses on, just so they don't interfere with your movement. There is no custom soundtrack, apart from a few midis, that's something this wad lacked. However, I played with a custom wad (thanks to Lingyan203) that really enhanced the gameplay, at least a little bit, so I'd also suggest playing with custom tracks.  

 

Combat is mostly very low-key, with very little moments of actual threat. I won't complain about this, it's pretty clear that these are amateur maps, perhaps what was considered "fun and challenging" in 2003, but in these days, the mapset doesn't hold its own very well. What you can see is, either incidental straightforward combat all over the map(s), or sheer lack of resources to survive, specially on pistol starts. And don't let the TITLEPIC fascinates you, you'll hardly ever find engaging high-tiers on HMP. Now, onto specific authors, I'd say Thomas van der Velden did the best ones (02, 30), he worked on good visuals and while combat isn't the best, there're some fun moments (e.g. in map 30 you can let all loose and watch enemies telefrag each other, plus a clear easy-to-kill IoS!), while Parsons (03, 11), Leaver (16, 17) and Metabolist (14) did some neat short maps. Bad Bob (08, 09) worked with ammo starvation and tysoning, that was fun for me. Kaiser's map 10 was actually fun, compared to his other maps (15, 26) which included too much backtracking and/or obtuse secrets. The Ultimate Doomer's maps (01, 20) provide some very symmetrical rooms with voodoo dolls as an extra challenge, I thought that was kind of interesting, although the dolls don't really affect gameplay that much. Other maps didn't appeal to me, whether it's for the lack of variation or threat, or a sense of progression, Magikal (RIP) maps were the worst cases (06 for random walls you have to hit, and 29 for being too long for its own sake, although it has a decent finale). Similar to Use3d maps (12, 13) regarding to progression, except he polished his maps to look good at least. There's map 25 which is the hardest in every non-fun way (lack of ammo, nonthreatening lost souls and spectres to waste the little ammo you get, pretty sure without a secret BFG you can't get 100% kills, and a dumb switch obscurely hidden to progress). As for the other authors' creations, nothing extraordinary, although agreed with Demonologist that some of those maps like 24 felt old-school, so that's a plus imo.

 

Secret wise, well, it's hard to find a secret when the map looks all the same, or when you are supposed to guess where did a random wall opened after you cross a random linedef. Further maps provide secrets that become mandatory, for example a berserk in map 22 (without it, you'll be punching shotgunners...) or the aforementioned BFG in map 25. To me the worst offender was the secret exit in map 15, there's no visual or audible clue for it, you just have to guess what did what and hope it magically becomes available!!. Some maps have more than 10 secrets, imagine to find 11 secrets in a 3-hour straightforward map, nope...

 

For favourite maps, I'll pick 02, 10, and 14, and a special shout-out to map 30 for a being a short, simple IoS map. As for the rest, I think I said it all before.

 

Overall, the set is uneven, that's what happens in community projects with free of choices, it wasn't that bad to be honest. However, do I recommend this to anyone?... No! At least, not entirely, give it a try if only for the maps I said good stuff. But if you like to play all the set, prepare some coffee before playing map 29, and check some videos for those you don't understand what to do. Also, play with a Boom-compatible port (PrBoom+ complevel 9) for a continuous experience, which is the one I recommend for a first time. Overall, my rate is 4,5/10.  

Share this review


Link to review
Kalerdulius

  

Maps of interest: 11, 12, 13.

Share this review


Link to review
Koutana

  
Give it some slack, it's the first CC, it was a new community, and someone just died. Jesus, take things into consideration.

Share this review


Link to review
NuMetalManiak

  
most maps are average, but some of the larger ones really bring it down. Sphagne and Use3D make the most complex ones (MAP12-13 back to back really large maps? fuck no), and Magikal's maps have very little sense of progression. I'll say this, MAP29 IS beatable, but it'll take like a fucking hour to do it.

Share this review


Link to review
Guest

  
Some good maps, but very amateurish overall compared to the later CCs.

Share this review


Link to review
Guest

Unknown date

  
This wad is what really got the online community projects going. Some levels are average, some are very high quality. The effort though must be commended throughout. Map 29 is simply insane!! 4 Stars from me.

Share this review


Link to review
Guest

Unknown date

  
This megawad still has some good maps. It is 1/3 filler content (maps available elsewhere - namely Sphagne, Redux, and Blind Alley), but there are at least a reasonable number of other maps that are worth playing. Alex Parson has two nice short levels, and Use3D's Map12 is awesome. Kaiser also made 3 contributions that aren't less than you'd expect from him. TUD, Thomas, and Rex contributed good stuff here too. Not to mention play all the CC's to see how the community has progressed in 9 years!

Share this review


Link to review
Guest

Unknown date

  
A legendary game

Share this review


Link to review
Guest

Unknown date

  
I know that it takes tons of work to make even a simple map but damn. Some of these maps I find impossible. I will never play these maps again. Not one outstaning map in the entire fucking thing. I will give credit for time, energy, and the creditiblity for the credit of time and energy. I'm sorry to say that the bad outweighs the good. Emagin a single map, so large that it blows the mind of the ZDoom engin. So large that it takes up as much space as this entire megawad!!! 6/20/07

Share this review


Link to review
Guest

Unknown date

  
most of maps here is between poor and average quality, and few maps (01, 06, 20, 25, 29) really bad. overall 2/5

Share this review


Link to review
Guest

Unknown date

  
Très bon WAD, certains tableau demande de cliper, mis a part ... faut voir!! J'ai réussi apres plis d'un mois (16.27 hrs) et 121 vies pour tout faire un tableau après l'autre. - 5/5 -Eye's

Share this review


Link to review
Guest

Unknown date

  
Sorry but I just didn't like this at all.. boring levels and quite often frustratingly design yawn levels too. Giving up after 9 or 10 maps. Can't take it anymore!!! ....gonna try CC2 now!

Share this review


Link to review
Guest

Unknown date

  
MAP16 has a misplaced vertice in the exterior area causing a line to cross another line where it shouldn't and creating a visual glitch while playing, but it is easily fixed. 5/5 overall.

Share this review


Link to review
Guest

Unknown date

  
I have mixed feelings on this wad. Altough some are pure quality some are sadly rather below average, but nonetheless deserves 5 starz for the effort of these several people. Great Job. -NMN

Share this review


Link to review
Guest

Unknown date

  
ushily when i find a good megawad, i can come back to it after a few months and its fun eagean, but with cc1 after i have already beaten a level its like, "ben thair, done that" like it would be just as fun to just replay all the original doom2 maps but thats probibly just me, its still a solid megawad for the mostpart and worth atleast won play, 4/5

Share this review


Link to review
Guest

Unknown date

  
A great wad.

Share this review


Link to review
Guest

Unknown date

  
Sorry, 2/5 - Logan MTM

Share this review


Link to review
Guest

Unknown date

  
Random maps, nothing more and nothing else. Avoid unless you're a mindless player.

Share this review


Link to review
Guest

Unknown date

  
LEVEL 1 - should've been called SawPistol It was a clusterphobic remix of some of Doom II's early game maps. Taking out a Mancubus and other big enemies with a pistol was interesting. 5 of 5 for tricks 4 of 5 for fear 3 of 5 stars as a level LEVEL 2 POLICE STATION Great level! Loved the details like overturned tables and blown up walls. It was a lot of fun and the shooting range was a memorable moment. 5 of 5 as a level 3 of 5 for length 5 of 5 for fun!

Share this review


Link to review
Guest

Unknown date

  
Bunch of REALLY COOL maps! I Still remember MAP29...

Share this review


Link to review
Guest

Unknown date

  
Excellent wad. Does have some shortfall maps, but expected with that many authors. Most maps are quality and enough worthwhile in this wad for 5 stars. I might shave it to 4.5 if I could do half points just to cover the few levels that fall short, but enough good stuff to roung it up to a 5 (instead of down to a 4). BTW, all of the above applies for the sequel, CC2, as well.

Share this review


Link to review
Guest

Unknown date

  
This is prove that a community banded together can make masterpeice. 5 of 5

Share this review


Link to review
Degree23

Unknown date

  
There's variable quality in this WAD, as might be expected, although for its time it wouldn't have been too bad. Some of the latter levels are less challenging than they are micro-managing. Ammunition is very scarce even if you're carrying over from previous levels and that is frustrating, but not in a good way.

Share this review


Link to review
Guest

Unknown date

  
It feels like this wad comes from the early 1990s. Most maps are... well, crap with poor design and no details at all, but there are some really good maps (especially 24-26) that are similar to Memento Mori's style and difficulty, so it's not all that bad. I'd give it 3/5. - Demonologist

Share this review


Link to review
  • File Reviews

    • By Nine Inch Heels · Posted
      I've never done a review for a rocket jump WAD, so this might turn out somewhat like a ramble. Apologies in advance if it does.   I picked up RJSLOTH while learning the most basic things about rocket jump maps. That said, I really should have waited with this WAD until later, when I'd be more consistent with basically everything this genre entails. For those of you who have never made contact with this genre I'll have a short description in the spoiler below:

          Even map 02, in spite of being dated in the sense that it was made prior to some discoveries in rocket jumping, turned out to be somewhat demanding at first. However, as is the case with many ToD maps, there are consistency checks here that really helped me to get some moves into my muscle memory with brute force. Especially things that require precise timing are something that you either learn to do properly while you play this, or you give up trying. The map also features some "combo-jumps" in places, basically as "highlights" of a given section to round off the package. I'm glad I didn't give up. Beating map 02 felt really good.   As for map 10, which is a brutally tuned up version of map 02: You're looking at something that seems to have been built in a laboratory with a calculator. Each one of the jumps there requires extreme precision, and if you're anything like me, which means you're still looking to become consistent with the techniques for "(relatively) modern rocket jumping", you should only attempt this map during a weekend or so, because it could take you "some" time to nail these trick shots perfectly. I didn't manage to finish this map yet, but from the obstacles I have made it past I can tell that this map, as well as map 06 of this WAD, is aimed at people who can do certain tricks of ZDaemon rocket jumping blindfolded. Being able to build maps like this, so precise and unforgiving without feeling totally unfair is an impressive feat for sure, but for my tastes and current skills it is almost impossible to "digest", also due to the sheer size of map10. I will come back to it eventually though, because I wanna see the end of it.   The only reason I'm not putting down 5 stars here is that these maps are a little bit too repetitive for my liking in places. Obviously that's an easy impression to get when I can't do things very cleanly, which results in repeated attempts, so take this reason with a grain of salt and you'll be fine.
    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. complevel 9
      - Ultra-Violence
      - Continuous combined with pistol start mindset.
      - Saves every 10 minutes or so.   This is a slightly improved sequel of a mediocre megawad. It has no story whatsoever, not that it needs one, it's practically designed without an overarching theme and focused on Boom compatibility, something that the prequel didn't communicate very well. Although you rarely see tricks like conveyors and silent teleports put to specific purposes, they're mostly for the atmosphere. A couple of maps use custom colormaps in particular setpieces. One is to simulate immersion in toxic, and the other in blood, or perhaps portals to hell?. Anyway, Community Chest 2 has some nice visuals using stock textures. While not every map looks great, a bunch are simply awe-inspiring because of the author's creativity. I dig the idea in "Death Mountain", the sinuous terrain with mounds everywhere is very neat, as it's theoretically a mountain floating in the air. My only gripe is the trees are placed to get stuck in. Other locations are plain techbases, brown caverns, wooden complexes, Inferno-styled hell and unknown places. Most of the music available are tracks from other wads and games, with only one self-made piece for map 24 by the same author, an amazing melody by the way. I would suggest to add your own tracks for the maps lacking them, for a stronger experience if it helps.   For those who have played the prequel first, and I'm sure everyone did, there are quite a few familiar names to be found, some of which contributed with more than one map. Gene Bird cooked around five for example, evoking a conservative "rooms with monsters" 90's style. His maps don't vary in any aspect to each other, nor to his previous works in Community Chest 1 unfortunately, but they blend well enough with the tone of the mapset. The first map is already by Erik Alm in his well-known Scythe fashion. Then we have individual entries from Andy Leaver, Kaiser and Use3d, the latter came as an improvement to be honest. On the other hand, a big portion of the people involved were completely new to me, and that's when I had to expect the unexpected, sort of. I'd say the maps had their ups and downs, generally enjoyable if some exceptions. They were also organized in a very random way, but that's no news. Just like a traditional community project, this megawad features a wide range of concepts, layouts, and forms to entertain the player, for better or worse. Fans of old-school and/or adventure maps will be delighted, as there are a lot of them in all sizes and difficulties, even several inspired by the original Doom levels. The obvious standout is "The Mucus Flow", a brutal map that can only be understood with patience and dedication, mostly the former one, and heavy chainsaw practicing. Besides, its curvy "mint-chocolate" design is beautiful and unique, or used to be, since tons of future releases found inspiration from it (e.g. Speed of Doom). A shame it has glitches in the sky. There are other remarkable moments to be experienced, such as to explore a city in depth to figure out the secret exit, or to fall in a sequence of fake exits that only exposes you in circles of chaingunners. I'm not sure how others will take it, but I couldn't hold my laugh after the second time.   Secret-wise, the first thing to know is that PRBoom users need to activate the "Linedefs w/o tags apply locally" option to enable access to some ZDoom-only secrets in maps 06 and 24. There is also a secret in map 20 that requires an archvile jump, but it's not possible to reach it outside of ZDoom versions. Other than those, hope your sense of exploration is wide awake, as there is plenty to locate and highly appreciate. I'm thinking of the standout map, of course. For favourite maps I will pick 19, 24, 27, and 31. Some others like 06, 13, 23 and 32 were entertaining for the most part, but not convincing as a whole. The rest range from good to dull or tedious, like the final map.    Overall, it's certainly an upgrade in quality, and I'm inclined to believe the successors are much better. Still, it's nice to traverse the history of the community chest projects. If you and I share similar tastes, then you'll probably find content to enjoy here, and if not, well, skip the unnecessary. My rate is 6/10.  
    • By tempdecal.wad · Posted
      It's bad because it's hard.
    • By Nems · Posted
      Should have been called "Doom 64 for Boom".   I really wanted to like this more. I mean, I do like it but I feel like the gripes I have regarding it just bring my overall rating for it down too much.   It was interesting to see how, at first, the authors recreated the Doom 64 levels in Doom 2 with just vanilla assets. You can still see some of that in the Boom levels like how revenants and arch-viles are used in place of where traps where. That was an interesting touch and I liked that.   As I got further into it though and more of the Boom tricks were used my thoughts wandered from "hey this is a nice vanilla interpretation" to "man I could be playing Doom 64 EX or Doom 64 Retribution". I really wish they would have stuck with vanilla constraints for this reinterpretation. I would have liked to see how they would have handed nightmare monster placement (would a nightmare imp be worth two imps or three, for example). I feel like using Boom and DeHacked cheapened the experience, like they were trying to replicate Doom 64 as close as possible rather than doing a vanilla Doom (2) interpretation.   Additionally, map 30 can fuck right the hell off with that puzzle bullshit.   Anyway, if you don't mind any of the complaints I made, you'll likely have fun with this. I got some fun out of this as well but to me it feels like it's trying to be exactly like Doom 64 rather than simply a vanilla Doom 2 interpretation of Doom 64. In trying to be exactly like Doom 64, it just makes me want to play that more than this.
    • By Marlamir · Posted
      Pretty good. The combat was fun and design wasn't bad at all.
×