Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Newdoom Community Project

   (80 reviews)
Sign in to follow this  

Guest

2 Screenshots

About This File



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

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.

Share this review


Link to review
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.

Share this review


Link to review
Kalerdulius

  

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

Share this review


Link to review
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.

Share this review


Link to review
Guest

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

Share this review


Link to review
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...

Share this review


Link to review
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.

Share this review


Link to review
Guest

Unknown date

  
It's shit. 5/5

Share this review


Link to review
Guest

Unknown date

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

Share this review


Link to review
Guest

Unknown date

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

Share this review


Link to review
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

Share this review


Link to review
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.

Share this review


Link to review
Guest

Unknown date

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

Share this review


Link to review
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

Share this review


Link to review
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.

Share this review


Link to review
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

Share this review


Link to review
darkreaver

Unknown date

  
Some really nice gems in here

Share this review


Link to review
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

Share this review


Link to review
Guest

Unknown date

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

Share this review


Link to review
Guest

Unknown date

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

Share this review


Link to review
NuMetalManiak

Unknown date · Edited by NuMetalManiak

  

while in the shadow of the Community Chest series at the time, NDCP still proved to be worth it for a community project, and certainly is much better than the first iteration of Community Chest. maps in general play well and have decent quality to them, although there are quite a lot of differences. notable maps are MAP06 (pretty long), MAP07 (check the borders of the frames you pass through, that way you can get a certain key), MAP09 (one of my favorites), MAP19 (really fucking long), MAP23 (nice elemental arcade-y sort of map), and MAP27 (a true challenge). as with any set you'll be seeing a few duds, but at least these duds don't detract the dooming experience all that much. a good recommended set to play with.

Share this review


Link to review
Guest

Unknown date

  
Just GREAT !!!

Share this review


Link to review
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

Share this review


Link to review
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

Share this review


Link to review
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

Share this review


Link to review
  • File Reviews

    • By PsychEyeball · Posted
      The most avant-garde Doom will ever get. Obviously not a WAD for everyone, the core target for such a mod is mainly people who are in video game glitches, corruptions and to some extent, creepypastas (whether that love is ironic or not). Nothing works as it is supposed to. You can hardly understand most of the things that are happening to you. Some of the custom monsters (like the hitscanning corrupted pinky) will put you on edge and keep you paranoid about the ruleset of the game.   The aesthetic of lilith.pk3 is one of a kind, horribly mangling the rendering engine of old ZDoom beyond belief to disform sprites, textures, text and even sound effects. The end result makes close to no sense, your Doom marine sprite is heavily dislocated and looks more like one of those creatures from Alien than a human being and the list goes on and on. The confused looks obviously doesn't always make for clean or concise gameplay, especially in later levels which crank the confusion up to eleven and manipulate the level geometry to do things you thought weren't possible in the game. Even basic things like crushers, slime pits or a turnstile look horribly out of shape and makes the player uncomfortable.   This is essentially what lilith boils down to: an unfamilarity to something we thought we knew by heart, a rising sense of uncomfort as the level design makes less and less sense and offering the player a new perspective on what Doom is. Don't play lilith expecting top-notch Doom gameplay, but play it for the one of a kind experience it offers you. For the better and for the worse, there are no WADs like lilith anywhere and there will never be.
    • By Skittle · Posted
      I think that the combination between shotgun and chaingun combat, and the hitscanner shootouts this WAD offers are really fun and engaging. Pinky Demons are placed in areas where they're not frustrating, (The opposite being something I see very often, nice work Romero :P.) My only issue with this WAD is that one or two of the secrets, specifically those found in the darkened tech room, are sort of esoteric. The one where you have to jump from a platform isn't the worst, but the one for the Mega-Armour is annoying and in my opinion, unfair to find.   Despite these small issues, I think that Phobos Mission Control is an excellent and exciting level to run through, and I applaud Romero for returning to the Doom Community to make new levels.
    • By top10epicfails · Posted
      this wad SAVED MY MARRIAGE. 3/5
    • By finnaboing · Posted
      LOCAL DINGUS PLAYS EVERY SINGLE DOOMER BOARDS PROJECT PART 2: CIRCLE OF CAINA SP   (if you don't know what the Doomer Boards Projects are, here's the Doom Wiki article on them)   The next installment of the Doomer Boards Projects, April 2018's Circle of Caina SP, helmed once again by 40oz, is a notable step up from its predecessor. Inspired by FraGMarE's "icy deathmatch map" of the same name (y'know, minus the "SP"), it's a set of eight levels based around a wintry theme and it single-handedly got me excited for the rest of this series.   First and foremost, this WAD looks incredible. Every arena feels very distinct from the last - none of these fights blend in with one another and they're all the better for it. 40oz chose an amazing resource pack for that month, with the textures being perfectly suited for the cold, jagged landscapes. Normally, I either wouldn't notice the blockiness of the terrain because I'm so used to it in Doom or I'd dock points for it, but here, it works so well with the vibes of each map that I honestly love it. I'm already partial to ice/snow levels in video games for a ton of reasons, so this WAD going all in with the lighting and icy aesthetics makes me so happy. The music choices are also perfect (other than Hell Revealed MAP16's MIDI for "Cold Shoulder" for some reason but it's not that out-of-place), with a lineup of classic MIDIs that also happen to evoke that chilly feeling.   That's not to say it's all style and no substance, though - even if the fights do feel like they have a less intense bite overall than MoM, there are a lot more tricky "gotcha!" moments here that really keep you on your toes for longer. Each new arena feels dynamic and well thought-out (even the random pop-up monsters in MAP08 that feel a bit forced in but still work somehow even though you got a free BFG (the only BFG in the set, if I'm not mistaken) in the first room and plenty of cells along the way so it doesn't even really matter but whatever). The whole WAD flows super well, too, and lends itself very well to marathon sessions. Each map has a degree of momentum that keeps everything moving at an enjoyable pace.   I found the ammo balance to be a lot more generous than Monuments of Mars for this one too. I don't know if I'd necessarily say that means this WAD is "easier," but it feels a lot more beginner-friendly (as in, me. that's me. I'm beginner) and makes fights feel a lot fairer. Outside of MAP07, "Below Zero," being WAY harder than every other map in the set (and almost every map in DBP1, for that matter), the difficulty stays pretty consistent throughout. MAP01 starts out really simple and minimalistic, MAP08 is a bit of mini-slaughter, you know, the usual.   For me, the show-stealer is MAP05, "Frosty Cream Glade." It is maybe one of the greatest Doom maps I've ever played. It doesn't look like much when you first see it, but the way everything is so interconnected and how clever yet simple the encounters are and how pretty the visuals are and how the nonlinearity of the map lets you tackle the encounters in almost any order you want so it feels a lot more personalized and how the map's layout means that part of the puzzle is figuring out how to get where you want to go and the indirect signposting is so well-done that you're probably guaranteed to find it but it still feels satisfying AAAAAAAAA I love this map it's so good. If there's one's map you need to play from this set, it's "Frosty Cream Glade." The AUDACITY of supercupcaketactics to use the MIDI from Scythe 2 MAP21 and somehow completely justify its placement is something I aspire to.   This WAD's far from perfect - 40oz's maps can be underwhelming, some of the levels' freeform nature greatly hurt their pacing ("Cold Shoulder"), they take FOREVER to give you a rocket launcher (you don't get one until MAP04, that's annoying), MAP04 and MAP08 use the exact same MIDI which is really jarring when you play MAP08 for the first time, and for whatever reason MAP05's exit is tagged as a secret even though it's not hidden at all and is required - but I'm getting nitpicky. Circle of Caina SP is a fantastic set of levels from some highly talented people working with a theme that I'm already a huge fan of. Definitely a WAD to check out if you've got a few hours to spare.   OVERALL RATING: 8/10 FAVORITE MAP: MAP05 - "Frosty Cream Glade" (by supercupcaketactics) LEAST FAVORITE MAP: MAP03 - "Some Other Circle" (by 40oz) (it's not terrible by any means but it feels kinda meh compared to the other maps) HARDEST MAP (for me at least): MAP07 - "Below Zero" (by 40oz) MAP YOU SHOULD PLAY FIRST IF YOU WANT A SAMPLER: MAP01 - "The Chill Before The Thrill" (by noisyvelvet)
    • By BoxY · Posted
      Horribly glitchy and impossible to see or do anything in the game. Literally every single texture is glitched out, only thing that works normally is the shooting sounds. 5/5
×