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Newdoom Community Project

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dylux

  

This was my second time around with this Newdoom Community Project; the last time I played it was probably a year ago…

 

The Good:

 - Mixed bag of Mapsets

 - Definitely some eye candy

 - LOADS of puzzles

 - Some traps to keep you on your toes

 - Tons of rewarding secrets

 - Secret Maps were good, especially Map 32

 

The Bad:

 - Combat was almost too easy, even on UV

 

In Short:

I had a lot of fun with this WAD. But I absolutely disliked Map 02 -  everything about it. But most of the other 31 Maps make up for it.

 

But other than that, if you like WADS that emphasize on puzzle solving, with average combat, then this WAD is for you. The later Maps are awesome and they're what bring this game from a little above average to a lot above average. I was hoping for more difficult combat like its successor, though.

 

Definite replay value. Thanks for all your effort in making this great game!

 

4 out of 5 Stars.

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galileo31dos01

  

Done with these settings:

 

- Crispy Doom 5.2

- Ultra-Violence.

- Continuous combined with pistol start mindset.

- Saves every 10 minutes or so.

 

Important note: For those who opt to play in sequence, it is recommended to use a Boom compatible source port like PRBoom+ complevel 9, or directly ZDoom. This is to avoid potential "bugs" that can break progression in a few maps (04, 06, 11, 19), and tons of other minor issues impeding to max them, possibly due to having tested only in (G)ZDoom. However, the majority of maps can be finished (not maxed: 08, 09, 14, 32, 17, 20, 21, 23, 27) in Crispy Doom without problems, which is the equivalent to complevel 2. Whatever source port you choose, expect some secrets impossible to tag and maybe in map 11 a door which can't be opened from one side.

 

I haven't heard or read about any of the people involved into this project, thus it was a completely fresh experience to me. It's an interesting spiritual community chest of many flavors, described also as a solid mixed bag of different styles of mapping, many first-times and subsequent releases by the same authors. The aesthetic side is quite decent in general, reminded me to other megawads alike Memento Mori and Perdition's Gate or anything in the vein of 90's/00's, where the texturing could be similar from map to map until one changes the theme completely, heavy usage of greens/browns/gray in either monotextured or multitextured schemes, and includes some new textures of many colours in specific usage like windows for a city level or the ugly orange boxes that don't always fit with the rest of the map. The same could be said about detailing, there're all kinds of light variation from full brightness to suddenly pitch black for merely ambient, although nothing intentionally invasive I should say. While the megawad doesn't contain more than three additional midis, I decided to add one for each map resorting to midis from other wads, which enhanced the gameplay a lot, most of the stock tracks wouldn't have fit in their maps.

 

What could be claimed about a project of this kind is the unevenness of the quality. Like it naturally happens in community projects there're stronger offerings and less palatable entries, whether intentional or not, but from my perspective this megawad has a wide range of tones of action to be experienced and delighted. I won't say it's exempt of weak content, but that's the minority, at least nothing remarkably offensive in general, aside from the garish HOMs in the last map. The maps vary a lot in shapes and forms, generally mid-sized layouts, including longer linear/non-linear affairs in between, and industrial/city-esque maps. The bigger levels will take a while to get used to, particularly to understand how progression is conceptualized, more often involving backtrack and good memory of keyed doors placement (map 23 would be the "infamous" one, but as long as you pay attention to the details, it'll become easier). Action is deliberate for the average player, although including a few slaughtery fights and even an old-school slaughter map nearing the end. It's comparable to the 90s in its gameplay, a bit of hitscan hell reigning the earliest episode and some later maps, also a lot of corridor-shooting and congested rooms putting pressure until you see an easy escape, which is better to overlook and stay in the battle as much as possible. You're rarely trapped in a lock-in fight, but when that happens it surely puts some decent tension, like the pillars room in map 29 where you can be sandwiched by barons and archviles if you don't react fast. I have to appreciate the little modest puzzles scattered, in which you have to follow a sequence of colours or else interpret what they mean. 

 

Secret-wise, in part there's not much to say, I liked the commander keen task in map 32. In several maps there is important weaponry excluded from the mandatory progress, so it's suggested for pistol starters to explore and not be afraid to hump walls, or else maximize in tyson gameplay when possible. Favourite maps are 03, 08, 10, 31, 17, 19, 22, 27 and it could have been 29 too since foreknowledge makes a difference. The rest of the maps vary from enjoyable to a few boring ones. I did not hate map 23 or the IoS (:  

 

Overall, I was impressed by the content in general, so I'd recommend it specially for casual players who enjoy old-school styled mapsets, or anyone looking for something alike the Community Chest series. Also, I'm open to share the wad of midis I used for this, if anyone wants it let me know. Anyway, my rate is 7/10.

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Kalerdulius

  

Maps of interest: 7, 15, 19, 29, 32.

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Salt-Man Z

  
One of my all-time favorite megawads. There are a couple of stinkers in here, to be sure, but they're easily balanced out by a number of absolute classics.

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Guest

  
I just played this and it was pretty good. especially in the last maps.

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Guest

  
Funny how map design often reveals mappers' individual gaming strengths and weaknesses, in this case overwhelmingly the second. Gameplay is mostly easy, repetitive and predictable, with annoying design habits (pop up monsters, for one) and some, but few, good moments. Map 23 (a 500 monster long, drawn out switch hunt where you end up running thru the same empty places a million times over) made the game crash on my comp, that's when i quit. No recommend...

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Guest

Unknown date

  
Well this took forever to finish and this is what I think. Maps 1,4,5,8,11,12,14,20, 21,26,27 are very nice quality levels. Maps 3, and 31 are awsome, map 31 probley being my favorite. Maps 2,6,9,10,17,19,22,23 ,25 are good maps but too damn confusing. They take some time to complete. I didn't like map 7. I couldn't finish map 13 because of a door. Maps 32,18,24,28 were just ok maps to me. So yea thats what I think if anyone cares. Good job on all the levels, it was fun.

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Guest

Unknown date

  
It's shit. 5/5

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Guest

Unknown date

  
pretty fucking good, but too fucking long and confusing. good eye candy though. 4/5. Admiral Xolzo (admiral of nothing lol)

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Guest

Unknown date

  
A true rival to the CC wads; can;t wait for NDCP II!

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Guest

Unknown date

  
Note: As of 09-Jan-06 this is not the current version of ndcp, and it contains several known bugs. It was not uploaded with the agreement of the NDCP team. Wait for an official release, or at least get the current "in-progress" version. http://forums.newdoo m.com/forumdisplay.p hp?f=67

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Guest

Unknown date

  
A really nice bunch of maps, lots of fun, thanks guys. Obviously with this many maps by so many different authors everyone will find some they dont like.

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Guest

Unknown date

  
Played perfectly till MAP30 where two huge HOMs broke the Icon of Sin. No stars for that.

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Guest

Unknown date

  
I'm giving it a 4. It's not quite the requiem, alien vendetta, eternall doom or scythe 2, the maps are uneven. I loved map 06, maps 05, 17 were memorable aswell, and many others were good quality (I can't remember all) but the quality varied a bit too much throughout, it could've used some spicing up and detailing as too many levels were boring and a bit underdetailed, giving it a feel as if it's older than it really is. I hated maps 15,32,18,09,07 and 23. Still, recommended. -TeH NeXuS

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Guest

Unknown date

  
Yeah, a mixed bag that felt uneven. Still, some quality maps in there. My personal fave maps are 9,19,23,24,27,28,29, 31 and 32.

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Guest

Unknown date

  
What we have here is a really famous wad by the newdoom community, and it is a pretty nice job. Even though some of the maps are pretty annoying, overall this is something worth-getting. 3/5

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darkreaver

Unknown date

  
Some really nice gems in here

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Guest

Unknown date

  
To the above reviewer... that is quite a statement. However, it is a good wad though some levels are a little boring. 4/5

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Guest

Unknown date

  
whatdafuck, in last map (map30) there is a texture glitch but otherwise the wad it's ok. 4/5

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Guest

Unknown date

  
finily done this :) i never would have ever thought i would see this on the archives but here it is, -Xtife

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NuMetalManiak

Unknown date

  
really fun community mapset and it's better than its terrible sequel, despite a few annoying puzzles in some maps. also MAP23 owns.

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Guest

Unknown date

  
Just GREAT !!!

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Guest

Unknown date

  
Pretty good stuff, well done community. I know this isn't the final release, but may as well point out a few bugs just in case. Map09 you can get stuck in places and activate the central switches by walking along the rails thus you don't need the keys! I think I'll email the others I seen. This shows why releasing things early without the team's agreement is not a wise thing to do. I look forward to the offical release. - pritch

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Guest

Unknown date

  
excellence in every pixel. seriously, i don't understand why there's so many complains about this wad, every aspect of it is top-notch

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Guest

Unknown date

  
GuYz, C'mon, whens' gonna ndcp2 come out. This was okay (ovErLoOkInG a few bad mapzes...), I' m givin ya all a kiss, but mAn, HoW long are yu going to keep us waiting, huh? 4 starrzz -LisA

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  • File Reviews

    • By Chipchase · Posted
      Superb firework display of thousands of fireballs seeming in slow motion because of the vastness - mostly avoidable as they land where you were ages ago; but worth playing just to see it. A HUGE square surrounded by tiers with hundreds of imps and a few others, plus a blockhouse you can enter first to collect ammo.  Fighting through the hundreds of monsters when you get onto the tiers is another matter, overwhelming at UV. I cheated to finish so at least I could review.  Some HOM bugs.
    • By CountArchvile · Posted
      Terrence For fucks sake...
    • By Yura04kizel · Posted
      Laggy hell with 32k monsters and too much invulnerability spheres. Just... total vomit.
    • By Chipchase · Posted
      Insanity, with voodoo dolls (see second screenshot).  I get the idea of a shooting gallery if that rocks your boat, but 6000 monsters behind railings- as far as the eye can see, FFS! My PC crawled when I looked towards the invuln spheres (someone said 32 k of them and you can't avoid picking up thousands at a time). In the end I cheated with god mode and no-clipping, and waded in among the chaingunners until I got bored.  
    • By Chipchase · Posted
      Simple, clearly a first wad.  All on the flat with big, brightly lit, and architecturally implausible rooms. The first map has two rooms, the second map one, and the third map one plus a kind of exit lobby. You can do one of two things - just run past the monsters and finish (I did it in 35 seconds), or have a bit of fun killing the monsters first. No noticable bugs. I hope the author will go on (or went on) to greater things.
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