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The Community Chest Project

   (135 reviews)
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This is a compilation of levels from the Doom Community


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Psilli

  

Great mapset! Like some users here: it's a mixed bag. Great maps with okay maps. But I really enjoyed it overall!

 

Note: Map 29 was overkill for me on Project Brutality 3 beta at the time of this message. It spawned over 1300 enemies and, phew, it was laggy. FYI for any those thinking of tackling this with PB.

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MuratMikal

  

This one along with CC 4 are the best community chests out there. Many maps are enjoyable and balanced properly, had a good time playing those. The Great maps for me are = 07, 10, 12, 15, 32, 17, 18, 19, 20 and 28. Good maps = 02, 04, 05, 13, 31, 16, 24, 26 and 27. Bad maps = 06, 21, 25 and 29. Found only 4 bad maps out of 32, worth 5 stars for me.

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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.  

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Kalerdulius

  

Maps of interest: 11, 12, 13.

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Koutana

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

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NuMetalManiak

· Edited by NuMetalManiak

  

first Community Chest, wow it really is dated now, you can't really look at this one with a straighter face than the ones that supersede it. but this is the one that is not Boom-compatible, which makes it slightly unique, and you can tell the mapper's styles that they go for. Alex Parsons for examples makes short and blocky maps, a bit frantic but not much in the way of geometry or architecture and they are short. Gene Bird makes very generic maps overall as does Bad Bob. Kaiser's work is a good improvement over his DSV wads. Ultimate Doomer seems to put voodoo dolls in conspicuous places. weapon progression leaves maps to be desired, as the very first map shows that he was going for pistol only. 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.

 

play it for its history, and maybe to tackle the infamous MAP29, but the rest is easily passable.

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Guest

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

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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.

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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!

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Guest

Unknown date

  
A legendary game

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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

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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

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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

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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!

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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.

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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

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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

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Guest

Unknown date

  
A great wad.

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Guest

Unknown date

  
Sorry, 2/5 - Logan MTM

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Guest

Unknown date

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

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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!

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Guest

Unknown date

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

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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.

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Guest

Unknown date

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

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  • File Reviews

    • By PsychEyeball · Posted
      The most avant-garde Doom will ever get. Obviously not a WAD for everyone, the core target for such a mod is mainly people who are in video game glitches, corruptions and to some extent, creepypastas (whether that love is ironic or not). Nothing works as it is supposed to. You can hardly understand most of the things that are happening to you. Some of the custom monsters (like the hitscanning corrupted pinky) will put you on edge and keep you paranoid about the ruleset of the game.   The aesthetic of lilith.pk3 is one of a kind, horribly mangling the rendering engine of old ZDoom beyond belief to disform sprites, textures, text and even sound effects. The end result makes close to no sense, your Doom marine sprite is heavily dislocated and looks more like one of those creatures from Alien than a human being and the list goes on and on. The confused looks obviously doesn't always make for clean or concise gameplay, especially in later levels which crank the confusion up to eleven and manipulate the level geometry to do things you thought weren't possible in the game. Even basic things like crushers, slime pits or a turnstile look horribly out of shape and makes the player uncomfortable.   This is essentially what lilith boils down to: an unfamilarity to something we thought we knew by heart, a rising sense of uncomfort as the level design makes less and less sense and offering the player a new perspective on what Doom is. Don't play lilith expecting top-notch Doom gameplay, but play it for the one of a kind experience it offers you. For the better and for the worse, there are no WADs like lilith anywhere and there will never be.
    • By Skittle · Posted
      I think that the combination between shotgun and chaingun combat, and the hitscanner shootouts this WAD offers are really fun and engaging. Pinky Demons are placed in areas where they're not frustrating, (The opposite being something I see very often, nice work Romero :P.) My only issue with this WAD is that one or two of the secrets, specifically those found in the darkened tech room, are sort of esoteric. The one where you have to jump from a platform isn't the worst, but the one for the Mega-Armour is annoying and in my opinion, unfair to find.   Despite these small issues, I think that Phobos Mission Control is an excellent and exciting level to run through, and I applaud Romero for returning to the Doom Community to make new levels.
    • By top10epicfails · Posted
      this wad SAVED MY MARRIAGE. 3/5
    • By finnaboing · Posted
      LOCAL DINGUS PLAYS EVERY SINGLE DOOMER BOARDS PROJECT PART 2: CIRCLE OF CAINA SP   (if you don't know what the Doomer Boards Projects are, here's the Doom Wiki article on them)   The next installment of the Doomer Boards Projects, April 2018's Circle of Caina SP, helmed once again by 40oz, is a notable step up from its predecessor. Inspired by FraGMarE's "icy deathmatch map" of the same name (y'know, minus the "SP"), it's a set of eight levels based around a wintry theme and it single-handedly got me excited for the rest of this series.   First and foremost, this WAD looks incredible. Every arena feels very distinct from the last - none of these fights blend in with one another and they're all the better for it. 40oz chose an amazing resource pack for that month, with the textures being perfectly suited for the cold, jagged landscapes. Normally, I either wouldn't notice the blockiness of the terrain because I'm so used to it in Doom or I'd dock points for it, but here, it works so well with the vibes of each map that I honestly love it. I'm already partial to ice/snow levels in video games for a ton of reasons, so this WAD going all in with the lighting and icy aesthetics makes me so happy. The music choices are also perfect (other than Hell Revealed MAP16's MIDI for "Cold Shoulder" for some reason but it's not that out-of-place), with a lineup of classic MIDIs that also happen to evoke that chilly feeling.   That's not to say it's all style and no substance, though - even if the fights do feel like they have a less intense bite overall than MoM, there are a lot more tricky "gotcha!" moments here that really keep you on your toes for longer. Each new arena feels dynamic and well thought-out (even the random pop-up monsters in MAP08 that feel a bit forced in but still work somehow even though you got a free BFG (the only BFG in the set, if I'm not mistaken) in the first room and plenty of cells along the way so it doesn't even really matter but whatever). The whole WAD flows super well, too, and lends itself very well to marathon sessions. Each map has a degree of momentum that keeps everything moving at an enjoyable pace.   I found the ammo balance to be a lot more generous than Monuments of Mars for this one too. I don't know if I'd necessarily say that means this WAD is "easier," but it feels a lot more beginner-friendly (as in, me. that's me. I'm beginner) and makes fights feel a lot fairer. Outside of MAP07, "Below Zero," being WAY harder than every other map in the set (and almost every map in DBP1, for that matter), the difficulty stays pretty consistent throughout. MAP01 starts out really simple and minimalistic, MAP08 is a bit of mini-slaughter, you know, the usual.   For me, the show-stealer is MAP05, "Frosty Cream Glade." It is maybe one of the greatest Doom maps I've ever played. It doesn't look like much when you first see it, but the way everything is so interconnected and how clever yet simple the encounters are and how pretty the visuals are and how the nonlinearity of the map lets you tackle the encounters in almost any order you want so it feels a lot more personalized and how the map's layout means that part of the puzzle is figuring out how to get where you want to go and the indirect signposting is so well-done that you're probably guaranteed to find it but it still feels satisfying AAAAAAAAA I love this map it's so good. If there's one's map you need to play from this set, it's "Frosty Cream Glade." The AUDACITY of supercupcaketactics to use the MIDI from Scythe 2 MAP21 and somehow completely justify its placement is something I aspire to.   This WAD's far from perfect - 40oz's maps can be underwhelming, some of the levels' freeform nature greatly hurt their pacing ("Cold Shoulder"), they take FOREVER to give you a rocket launcher (you don't get one until MAP04, that's annoying), MAP04 and MAP08 use the exact same MIDI which is really jarring when you play MAP08 for the first time, and for whatever reason MAP05's exit is tagged as a secret even though it's not hidden at all and is required - but I'm getting nitpicky. Circle of Caina SP is a fantastic set of levels from some highly talented people working with a theme that I'm already a huge fan of. Definitely a WAD to check out if you've got a few hours to spare.   OVERALL RATING: 8/10 FAVORITE MAP: MAP05 - "Frosty Cream Glade" (by supercupcaketactics) LEAST FAVORITE MAP: MAP03 - "Some Other Circle" (by 40oz) (it's not terrible by any means but it feels kinda meh compared to the other maps) HARDEST MAP (for me at least): MAP07 - "Below Zero" (by 40oz) MAP YOU SHOULD PLAY FIRST IF YOU WANT A SAMPLER: MAP01 - "The Chill Before The Thrill" (by noisyvelvet)
    • By BoxY · Posted
      Horribly glitchy and impossible to see or do anything in the game. Literally every single texture is glitched out, only thing that works normally is the shooting sounds. 5/5
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