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Community Chest 3

   (124 reviews)

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5 Screenshots

About This File

The third installment of the series, Community Chest 3 boasts 32 maps made by 20 different authors from the Doom community. After one year of work, they have been made available for your enjoyment.


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Guest

Unknown date

  
Nice doomlevels, well done! 4/5

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Guest

Unknown date

  
Like its predecessors, CC3's quality varies, but unlike them, it doesn't have any crappy levels. None of the maps are masterpieces either, but the average quality is surprisingly high. When comparing it to the other fall '07 megawad, 1monster, it becomes clear that CC3 has a lot better gameplay. Most of these levels are pretty fun to play, especially my favorite, map18, a nonlinear level in Doom1 style. 5 stars.

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Guest

Unknown date

  
Looks even better than a Tormentor667 map, plays even worse. Needs the monster count reduced by about half. It's like if KDiZD, Eternal Doom, and Hell Revealed had a baby megawad with the worst parts of all three. 3/5

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Guest

Unknown date

  
Very good, the levels are all well done for the most part, and some of the later levels [28, 29] are quite a challenge on UV, but beatable with the right strategy and lots of save/reloads. Maps 21 and 22 seemed somewhat out of place for the final third of the megawad, but overall nothing detracts from the final product. A very enthusiastic 4 Stars, download and play this if you have the chance!

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NuMetalManiak

Unknown date

  
fun, fun levels, and I actually liked the Dr. Zin maps and MAP10 unlike the rest of reviewers. mixed bag but still good playing maps.

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  • File Reviews

    • By Walter confetti · Posted
      IT JUST WORKS! Ok, with that stupid jojoke out of the way, we can start talking about this map:   It's a nice map from 1995 with some interesting room shapes (especially the one beyond the blue skull key door), the difficult and map flow is pretty easy and straightforward to navigate, don't fell discouraged by the large amount of enemies (it contains 120 monsters in total)! They're just cannon fodder for the majority of the map, expect for the final part with a arch-vile / cyberdemon combo near the exit, overall it could be easily beaten in 10 minutes or even less if you are a talented player... Enjoyable.
    • By Walter confetti · Posted
      Pretty 90s-ish, basic looking map sets into a tech / hell fortress of sorts, really large map that i've finished in 30 minutes, but luckily the map uses not really hard monsters to confront, making this pretty easy to finish, but again, is a long, LONG map with the most tedious parts are the mazes and that long backtracking stairs... Pretty meh   Also this map crashes on Doom 2 exe (DosBox) when you save the game, so i played it with a limit-removing dos port (doom 2 plus) without any trouble, so if you want to play this you had to use a limit removing port.
    • By Walter confetti · Posted
      Nice mini episode, reminds me of some sort of amateurish Plutonia Experiment sometimes. Pretty enjoyable!
    • By Summer Deep · Posted
      A very decent challenge. Took me about half a dozen attempts to crack it on UV. The wad is from 2015, but could just as well have been from around 1997. Solid, traditional classic Dooming.
    • By riderr3 · Posted
      The visual level design here is mostly similar to Plutonia and its unofficial sequels PL2 and PRCP. But it is by no means a gameplay part, since for example the gameplay in the first maps revolves around ammo shortage with not so much opposition (although it was tight in places, I admit), while the latter maps are somewhat reminiscent of slaughterwads with a bunch of ammunition and opponents.   The same applies to the size of the maps - the first ones can be completed in 6-7 minutes, while the last ones takes 15-20 minutes to complete. Although this could be explained by a kind of progress, despite the fact that even MAP12 (the first map in wad) is not a walk in the park.   I am not opposed to forced pistol-start (maybe even for), but usually if the levels should be completed in this way, they should be better balanced, as the ability to store things from previous levels is discarded.
      And again, I repeat as previous speakers - perhaps some arch-viles were even superfluous. This is especially noticeable when you go through the same room several times.
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