Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

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 Ajora · Posted
      This is a solid contender for being the absolute best Megawad that I've ever played. 
    • By NuMetalManiak · Posted
      I...did not review this, okay. well, it's blue and it's pretty decent and setpiece-y. get used to ribbiks' style and this one is just like all his other maps, very well-designed and fun to play. just watch out for MAP03's final area.
    • By NuMetalManiak · Posted
      it's one of those classic 90's wads you can probably just sift through, but it's not that good. plenty of inescapable pits, some awful level progression, and some actually trollish crusher placement lie within this one.
    • By Budoka · Posted
      A few really good maps supported by a bunch of alright ones. Visuals are mostly Plutonia-inspired, with the occasional veering into Shores of Hell type mish-mash architecture. Difficulty is about on par with DOOM2.wad I think. Overall, a rather pedestrian affair, although the standout maps are certainly worth the time.
    • By dylux · Posted
      BACK TO SATURN X E1: GET OUT OF MY STATIONS REVIEW:   The Good:   - Stunning visuals   - Great monster placement   - Lots of (clever) secrets and they are rewarding   - Enough ammo to keep you going   - The names of the Maps LOL!   - Loads of fun   - Awesome music!   The Bad:   - Not long enough. LOL! I loved it so much, I didn't want it to end!   In Short: I've actually played this fantastic WAD at least 6 or 7 times. Why? This is my second favorite WAD of all time, only bested by its successor, BTSX Episode 2: Fountain of Sparks. I remember the very first time I played it a couple of years ago like it was yesterday. How many times can you say that (in a good way) about a game?   I remember being completely blown away by the architectural designs at the time. I even remember giggling as I sunk in the ocean on the final Map, only to read something like "To Be Continued..." and thinking, "Awww....it's over." But I admit that, like everyone else, I had loads of fun with this.    There is lack of a "customary" final boss (I wasn't certain if this was a "Good" or "Bad" element of the game, hence why it's in neither category above - it really will depend on the player so I kept it neutral). But don't let that deter you! The final "stage" in the last (playable) Map is as memorable as it is wicked, and it'll keep you on your toes just like any other customary boss!   Play this WAD if it's the only WAD you ever play. Definite replay value.   Well deserved Cacoward. Thanks, Team, for making it!   5 out of 5 stars with me.  ~ dylux
×