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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 Scotty · Posted
      One of the best megawads of all time.
    • By Fairen · Posted
      Sunlust is one of those WADs that aims to be ultra-challenging and hardcore. And like most of those WADs, Sunlust relies entirely on a handful of cheap tricks and gimmicks that very quickly grow old. Many of these maps are spent simply taking out your BFG and holding down the fire button, as the maps often eschew complex encounters based around level design in favour of simply throwing massive hordes of enemies at you. (Naturally, a large number of these hordes consist entirely of revenants.) When Sunlust isn't doing this, it's fond of warping in or opening monster closets directly behind you, trapping you in cramped arenas, and placing hitscanners in cheap locations and overabundance. The problem isn't simply the cheapness of these "challenges" but also their predictability—coupled with unpredictability, ironically enough. You know when the game is going to do something stupid, but you never know exactly what, necessitating trial-and-error to find out where you should be standing at any given time/area, whether or not you need to quickly clear out an encounter or if you can take your time.   Incidentally: Though the map recommends UV only for "ubermensch doom-gods", lower difficulties change almost nothing about how the maps play. You're still having massive hordes throw themselves at you(r BFG), with the only differences being that the hordes are a bit smaller and some of them are replaced with weaker enemies. It's nothing but a difference of "I have to dodge 30 revenant rockets" vs. "I have to dodge 40 revenant rockets".   While it didn't start terribly, Sunlust quickly devolved into a joyless experience, where almost every major fight turns into the same repetitive chore and victory felt less like a result of skill and strategy than "okay, now I know what BS happens here". It's a perfect example of how trying to design a WAD around "challenge!" often overlooks making encounters and levels interesting, unique, or just plain fun.
    • By dei_eldren · Posted
      Conceptually this differs little if at all from Favillesco Episode 1: Genuflected on Io, basically consisting of expanded Romeroesque techbases, but the maps are longer, with more verticality, and even more intricate, while the enemy count is higher, including a larger amount of high-tiers, resulting in what i felt to be a more immersive experience.   This is classic dooming at its finest and purest, and for that reason alone some will dislike it from the start, as the set does not adhere to trends or what are considered to be modern standards.  But for people who appreciate such a thing, this is among the finest Episode-replacements that i have seen.  The levels are long, routinely it took me over 35 minutes to max them on blind run with all the secrets (and a few eluded me), and highly non-linear.  There will be lots of backtracking, and using the automap is often the key in finding a route to where you need to go next, as it's not as simple as going to the general direxion. Despite this, i had no problems with progression, and only time i was at all irritated by this was the level E2M5, as i had to run through nukage without a suit a few times to solve the last secrets and find the secret exit, before which i had had to run around the level a couple of times trying to figure things out.  But generally it won't take more than a minute to get where you want to go, despite the length of the maps. Also, the layouts are ingenious, what little inconvenience they engender, is a small price to pay for the experience.   My first death (of two) came in E2M4, in a darkened room as Cacodemons rose from below while i was platforming on top of pillars, with nukage below - an effective moment of exceptionally gloomy ambience.  The same map had another similar room, where Barons and Cacodemons attacked me in darkness while i was platforming on a narrow walkaway across nukage.  Thus, E2M4 is my favourite map of this WAD.   i disagree with those who say the secrets are 'easy' - in a sense they are, but that's only because  of experience, as they are wholly traditional in style.  And there are a few more cryptic ones, also.  The last level, as in Fav Ep 1, was annoying (though perhaps a bit less so this time), and i admit i did not finish it.  It would've taken a few more tries and some luck, as far as i could ascertain, and to me it wasn't worth it.  Nothing classical about it, as far as i can tell.   Very sophisticated Episode 2 replacement, and i would highly recommended this apparently under-appreciated WAD to anyone who likes original Doom.  (Played through on HMP.)
    • By Endless · Posted
      Woah! Look at that, an ASS that's quite good! 12 maps made quickly and with a free design, but that apparently fell into a general design inspired by my favorite episode: Thy Flesh Consumed. With a demonically gothic aesthetic, full of green marble and lots of lava, these maps prove that speed is not detrimental to good visual design. Fast and tight, the combat is intense and requires good attention, with a few bullshit maps that make us suffer a few ''jokes.'' On the upside, this is probably the most solid ASS there is in terms of consistency and quality among the first 13. Jimmy, Matt Tropiano and AD_79 are mapping wizards; their maps are fantastic, fun, flow brillantly and are just goddamn fun to play. I'd give this set a 4 if it weren't for the crappy ending, but the rest: chefs kiss. Especially recommended if you're a fan of the style and aesthetic of Thy Flesh Consumed. The Romero and McGee ink is felt quite greatly in some of these maps.   A nice ASS. Would play it again.   ASS so good, I had to put 4 pics of my favorite areas.
    • By Thrustpeak · Posted
      More challenging than anything you'll find in plutonia itself, but still a fun short experience.
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