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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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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.

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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

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Guest

Unknown date

  
^I agree, the maps seem too much like early 90's maps, and not even the good ones, like Icarus! The maps are a little too intimidating with the key door and switch hunts.

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Guest

Unknown date

  
Honestly, you didn't like it because it contains random maps? Its a community project! Regardless, a good classic megawad, a few stale maps here and there but overall great.

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Guest

Unknown date

  
A definite must try especially with Risen3D, Models and Textures. It will blow your mind. -Salvo

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Guest

Unknown date

  
Nice and sweet, though CC2 is just the slightest sbit even better IMO, but I still feel nice enough to award this a 5/5. Though Gene Bird really needs to learn how to make better maps or stop participating so highly in these community wad projects (CC2 has this same issue also).

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Guest

Unknown date

  
Very good megawad, but I almost gave it just 4 stars. There are far too many maps (like 10 or so, about a third), just thrown in from other sources (Blind Alley, Sphagne's maps, and Redux). It would really have been better if they had proposed a rule that ALL levels must be exclusive to the release (like was the case in CC3). That being said, the maps that are new are mostly good to even excellent.

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Guest

Unknown date

  
This Wad Is Great. I Recommend you getting it now if you don't have it. - Jackass

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Guest

Unknown date

  
I tried it. What a nice blast of fun. I've been needing some new maps to play. Glad I got it. - Kak Home

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Guest

Unknown date

  
Did nobody playtest Map01? Or how do you explain the Voodoo Dolls in that map? (Extra Player 1 starts)

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Guest

Unknown date

  
Some maps here are true art, but unfortunatly there are lot of avarage or poor maps. I really like maps made by Ravage, Bad Bob, Kaiser, Rex Claussen, or Thomas v d Velden, ... But other reduce my rating to 3.5/5 - Damned

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Guest

Unknown date

  
Eveyone play it! it's great fun.

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Guest

Unknown date

  
I liked Map20 and Map29 best!

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Guest

Unknown date

  
Horrible wad all around. I'm just not having much fun at all. The few good maps are not even worth the pain.

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Guest

Unknown date

  
So far, I'm not too happy with the first 10 maps, they don't seem to flow very well. 3 Stars. -Lord Mordecai

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Guest

Unknown date

  
Fucking terrible abomination having it's roots in the stagnant cesspool of drugery and decay, terribly mediocre and inconsistent themes and designs, it plays very woefully and get's my medal for being one of the few wads which actually turned me off Doom for a while, that and it's hilarious overhyped and circle jerked to by the biased DW themselves. -2/5 - Arctures

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Guest

Unknown date

  
CrapChest! Almost nothing to enjoy. :(

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Guest

Unknown date

  
Magikal's maps really killed my overall enjoyment of this megaWAD. As it stands, I'd give this two, maybe two and a half stars. I'd rate it higher if Magikal's maps were edited, replaced, or removed. Thankfully the other CC projects after this are much better.

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Guest

Unknown date

  
I love community projects! Hope they will make 4 soon as there are 3. 5/5

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Guest

Unknown date

  
Great community megawad. Only a few maps are bad. 5/5

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Guest

Unknown date

  
Looked fun at first, but the supposed "megawad" dead ends at map 09 just past the red door. Am I supposed to IDCLEV to 10 or what?

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Guest

Unknown date

  
Mixed bag. Some maps are excellent, some are mediocre, a few are terrible (map06, in particular). It's neither as good nor as bad as some other people would have you believe. 3 stars + 1 star for the effort and for starting the tradition continued in the much better CC2 and CC3 wads.

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joe-ilya

Unknown date

  
I don't find any bad levels in this megawad , all the maps are good but not visually good so don't exept it to be detailed. MAP29 is so awesome , I don't find anything bad at , just because it's long doesn't mean it's bad.

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Guest

Unknown date

  
Maybe CC was not perfect but for sure CC2 and CC3 are better than this, especially CC2. I even like the monopoly parody screen on CC2, lol. CC1 gets 3 stars because has some good maps and some bad ones.

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Guest

Unknown date

  
This megawad was really fun until MAP06 - Going Down, when I became hopelessly stuck. Definitely worth checking out.

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  • File Reviews

    • By Arrowhead · Posted
      Not at all bad. Quite a good time on UV. Most of the fights are against fodder type enemies - you rarely feel in danger at all throughout the entire level.   Map has a couple good traps, but most of the encounters are "groups of enemies standing in rooms" type encounters...   Not horrible, feels like an early map by this author, as if they were still trying to get their footing. Give this one a try, if you want some older 'classic' style gameplay.
    • By Arrowhead · Posted
      The spidermastermind fight was fun - I had to get it to infight w/ a caco, in order for me to slide by and get the red key.   The map was easy to navigate, but was not much to look at. The map is very bland in its texturing theme, and architecturally, does not resemble an average  level from 2008. This visually looks like a map from a far earlier mapping period. Lots of 90-degree rooms, and very simple geometry.   Even w/ all of this in mind - it was still an okay 4-5 minutes worth of fun, even if a bit of a drab experience...
    • By Arrowhead · Posted
      If this is really the author's first map, then I am very impressed! Some great architecture in this map - feels like you're deep behind hellish lines. Combat is very easy - which is to be expected of a map designed to be in the map01 slot. The map is a bit linear, but that is to be expected from one's first foray into mapping.   I really really like the way this map looks, I only wish it was a little more difficult!   Worth a shot to see some decent hell architecture!
    • By Arrowhead · Posted
      A very simple map w/ very simple combat. The entire arena consists of 1 circular room outdoors, w/ a single pillar in the middle. This pillar will be your only cover in this entire map.   There is an absolutely massive amount of ammo inside the pillar. One simply doesn't need this much ammo for 48 enemies. You can get  some cool infighting going in this map, if you rush and press the switches right away. Things can get quite crowded if you don't slay the two pain elementals right away. Gameplay essentially consists of 'circle-strafe to win' - as there is far too much room given to the player to manoeuvre.   Unfortunately, this map lacks an archvile. I think an archvile in that final wave would have really made this map more fun. The final 'wave' is a little anticlimatic, if you've been playing Doom for any length of time.   The level is also very basically textured - some differing texture usage would have been nice. As it stands, the map is very grey.   The level initially took me just under 4 minutes to UVMAX. I then tried to beat the level as quickly as possible, and got 28 seconds.   This level is also interesting for having been made w/ a very old Mac map editor, Hellmaker.   This map is quite fun for a quick sub 5 minute romp! :)
    • By Pseudonaut · Posted
      A fantastic wad, probably the single best full 32-map megawad to receive significant "mainstream" recognition. It contains no shortage of clever, memorable combat scenarios, like the puzzle at the start of map17 "The Womb", the archvile invasion at the end of map32 "Postcoitus Doom", the incredibly overwhelming and under-equipped pistol start of map29 "Go Fuck Yourself", many of the fights in map25 "Proxyon", etc etc.   Much has been said about the difficulty of this set, and for good reason, but it actually spends quite a lot of time easing the player in. The first 5 maps or so in particular are surprisingly accessible, hardly if ever exceeding the difficulty of Plutonia even on UV. And even at the peak of Sunlust's difficulty later in the set, it isn't as extreme as sometimes claimed; some have mentioned the textfile's joking that UV is designed for ubermensch doom-gods and taken it seriously, but it's an exaggeration by the authors' own admission in sunlust_extra_info.txt. Yes, the fights in a map like "Proxyon" are pretty far beyond the difficulty of something like Plutonia, but nothing insurmountable for those with significant slaughter experience. In case the player lacks such experience, difficulty settings are fully implemented and are implemented well.   One particular reviewer has claimed, strangely, that Sunlust "eschews complex encounters". Implied in this statement is that complexity is necessary or necessarily good, which normally I might challenge in more detail, but there's no need in this case: Sunlust has the most complex combat encounters of any wad of equivalent popularity. This wad has tons of content from which I could pick out examples, and I've decided on the final fight of map24 "Dying on Cue", an enormous arena where a giant conveyor carries into the battlefield an army of imps followed by hell knights followed by revenants. From the sides, many cacodemons and a few pain elementals float in. It is a common trend in slaughter fights that maintaining space to move by killing the right enemies needs to be one of the player's top priorities to avoid being overwhelmed, and this fight is no exception; both the caco/PE waves and the demon army on the ground are significant threats in that regard (turning off 'actors are infinitely tall' is cheating, by the way). The imps are higher priority in this fight than one might expect because killing them is the fastest way to create space to move, but attention to the other threats is also necessary unless you want tons of lost souls added to the already troublesome flying enemies. The revenants' presence isn't felt until near the end of the fight, when the imps have been worn down, but there will be a horde of hell knights left to use as a giant meatshield for the revs' homing missiles. There's a lot going on in all that chaos, and writing about it doesn't do it justice, but hopefully the point is made. Another brief example: the start of map29 "Go Fuck Yourself", where the player actually has quite a lot of options for progression, and every single one of them is nasty. In any case, even if these encounters somehow don't meet some arbitrary complexity standard, it's hard to deny the fun of figuring out how to dismantle them and eventually succeeding.   Bizarrely, it has also been claimed by the same reviewer that Sunlust features some sort of mindless BFG-spam gameplay, leading me to suspect that he or she played with IDKFA. Nevermind the suggestion that any gameplay featuring BFG-spam is mindless (it isn't); truthfully, even the most BFG-oriented fights in Sunlust will require you to be mindful of your cell ammo, even if you aren't pistol starting each map, and you can't afford to simply hold the trigger down for 30 consecutive seconds like you can in some actual BFG-spam maps (many of which are actually good, by the way). Instead, a few well-placed BFG shots will go a long way.   That digression aside, Sunlust is basically mandatory. If you haven't played it yet, it should be high on your priority list, even if you have to start on HMP and finish on ITYTD.  
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