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The Community Chest Project

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


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Doomkid

Unknown date

  
Worth playing, no doubt. Ignore the dumbfuck trolls. Taking on monsters with a chainsaw is a problem for n00bs.

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Guest

Unknown date

  
appart from map 02, all the map are pure crap, also map 29 is not cool at all. the worst of the serie. 1/5

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Guest

Unknown date

  
While I admit some of the maps weren't that great, it's not as bad as Arctures and the other guy made it out to be. They're just being over-dramatic. It's a solid mapset overall. 4/5

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Guest

Unknown date

  
i love it! legendary 10/5

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Guest

Unknown date

  
Mediocre. REALLY mediocre WAD. Some good maps are mixed with other terrible maps. I waited much more from this project. Also, the difficulty is pretty times uncompensed between levels. Map number #29 is out to the place. Very complicated and too long to complete. Also, map #30 is almost impossible to beat because the Boss excessive monster spawning, it should be a bit easier. By other way, map number #2 has some nice decorating details, but even could be better built. 2 stars and no more.

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Guest

Unknown date

  
Of all the cchest wads, this one has definitely aged the poorest, shown its date the most. That said, it has the occasional select level that still remains pretty good, along with other acceptable ones. I guess I can't really recommend it over many more consistent community projects (cc3 and cc4 are best here), but I'm not going to give it less than a three either, because some of the levels are still worth seeing.

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Guest

Unknown date

  
To be perfectly blunt, I didn't like this, I tried all ccs and all of them seem to suffer from a "pass-that-map-what -you've-got?-it's- in" syndrome. The ammount of good maps is surprisingly low (considering that community chest is highly hyped and even won cacowards), and many maps are horrible. From what I see, this is prolly the worst of the 3, so I'll see maybe I'll like the others better (atleast cc3 has map made by tormentor667, so it cannot be bad). Sorry...

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Guest

Unknown date

  
Good set

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Guest

Unknown date

  
A mixed bag, but mostly made up of under-average levels. A few maps are good and memorable, but most are bland and/or terribly unfun, and make you wish there was a more rigorous screening process involved. --JudgeDeadd

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Guest

Unknown date

  
This wad kicks ass. -Dorkhaven3

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Guest

Unknown date

  
a few levels were horible but thair were uthers that were awsome it's good fun if you dont have it get it 5/5 -tyrian

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  • File Reviews

    • By yourusernamee · Posted
      loved all of it except map20. that map sucked the life out of me. really great stuff all around.
    • By Gato606 · Posted
      It's a nice wad overall, nice map design, textures and monster placement, enjoyed playing on D-Touch (GZDoom1.8) with Dude4th weapon mod.  My only complain would be the secrets, they have very few to no clues about their position.  There was a problem on E3M5 on the secrets around the squared starting room with stairs, the wall closes and let me stuck inside, had to use idclip to get out from those secret rooms.
    • By amackert · Posted
      I recently played through this continuously twice on UV. Overall I feel this is an expertly crafted WAD from start to finish. Beautiful scenery, great soundtrack, and intense gameplay. Maybe a little too intense sometimes, and with that it's probably not a WAD I'll recommend to newbies. If less experienced players absolutely have to try it, I suggest playing on the lower difficulty modes as the included readme suggests. Describing the later maps of this WAD as "brutal" on UV is an understatement to say the least.
    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. - Ultra-Violence. - Pistol starts. - Saves every 10 minutes or no saving.   This is a funny memewad of concepts and tricks from the Boom engine. It's anything alike classic conventional Doom gameplay, ergo the chosen compatibility, and brings a specific gimmick in a satirical form for each map. Aesthetics are part of the idea too, by way of monotextured layouts of the simplest geometry, such as to find out which sector/linedef has an action, and mostly grey and brown as the predetermined colours, with a bit of green and red bricks in some levels. Besides, skies made of one resized texture, and music from TV series and movies, the ideal recipe for an experience in Doom one doesn't opt for everyday.    Concept-wise, it's much appreciable to experience each map on its own, even more when the idea of carryovers will only block your progress in survival maps: better leave in bad shape and restart freshly than carry less than 15 hit points and be eternally murdered by former human ambushes. This example is one of Pinchy's numerous parodies of unconventional/inconvenient situations we've all been through in Doom. Humping walls to find progress like in primitive maps, having the screen constantly tinted because of pickups, being harassed by incoming projectiles from monsters out of your FOV, that fear of eating your own splash damage because the door can close at any moment, these are just a few of the most hilarious cases I've seen here. It wouldn't be bad to say not all of the gimmicks were clear enough to me, still don't know what's the meme in map 13. Same in some of the later maps, they seemed to have less ridiculous and more serious content, or at least not something different from earlier maps, but if anything I support that seemingly passion for zombiemen hordes, which held up my enjoyment most of the time. Funnily enough, it wasn't until the very last map that I laughed out loud at doomguy's surroundings, and there was nothing else than THE END messages under a sky in fireblu. Guess I couldn't hold my laugh for too long.   Secret-wise, it's interesting to me that in a wad of this category the only existing secrets serve as a combination of the gimmick in question and helpful extras for survival. The second map's way to hide secret sectors is quite funny indeed. As for favourite maps, I found the concepts in map 02, 04, 07, 09 and 15 to entertain me more, last one because it tickled my fancy for exploration. Some of the rest like 05, 07, 11 and 14 woke my other feelings, not only they made me laugh but also feel tense, those imps and troopers could not beat me!... not more than twice...   Overall, even if not all of the maps made sense, or had strange concepts I didn't understand, the point was to laugh, and I believe that was achieved here. Because laughter is good for the organism, check this out. My rate is 7/10. 
    • By whirledtsar · Posted
      Not too shabby. Very intricate level with halls & rooms to explore taking up almost every square inch of the castle. You do have to look through pretty much the whole place to find the necessary keys, but you'll have fun in the process. Most of the gameplay is pretty simple run & gunning of mooks but there are a couple neat traps, like the teleporting/telefragging area and the exit. Despite the large and labyrinthine design of the level, it doesn't get boring or easy to get lost in due to the abundance of landmarks (mainly sector furniture) and high interconnectedness. Texture alignment is quite bad, but oh well. There are some replaced sounds which are a bit odd but not bad, which kind of encapsulates the whole wad.
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