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NewDoom Community Project II

   (87 reviews)
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About This File

This project started on January 10, 2006. The first NDCP had been completed and released. Towards the end of that project talk had been going on about a sequel, and thus this project was formed. PumpkinSmasher took the reigns as project leader and started map sign-ups. The goal was not to take near as long as is took to finish the first NDCP. This goal was not achieved.


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Kalerdulius

  

Maps of interest: 3, 4, 16, 20, 21, 32.

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trrobin

  
Gets a four, but only by the skin of it's teeth. There are some good levels, some of which are truly great; the best being from level 21 onwards. The problem is that the inconsistency is really quite jarring at times. Even the "fixed" (ndcp2v2) version of this has numerous bugs and unintended traps. The design is borderline over-detailed sometimes and many maps pre map21 are convoluted. So, it's worth a play for the later maps only.

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Guest

  
If this was properly finished, and if quality control was better (in this regard NDCP2 very much reminds me of ZPACK), this would be right there with CC4 as far as community megawads go. However, shit happened... Still, very much worth playing, if you are ready to use noclip for times when switches fail to do what they were intended to or doors fail to open, and if you are ready to swallow a really annoying map here and there.

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Guest

Unknown date

  
If you go in deep there's a fair amount of fun to be squeezed out of this - but OTOH there's also too many mediocre maps or bugs for a full grade to be appropriate. However there are maps like 01, 09, 11, 12, 15, 18, 22, 23, and 26-28 that are fully polished up and make it a worthwhile download.

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Guest

Unknown date

  
Mixed bag. A third I just had to skip partway through out of boredom/disgust at poor map design, technical problems, or both. Some creative ideas though, which I applaud but wish they'd been better implemented. I noted an excess of detail in many maps, in spite of terrible map "flow", clueless switch hunts, random portals, and inconsistent jump/crouch design, which I find disturbing (a lack of priority/propriety). 3/5 for all the annoying, unbeatable, and otherwise untested maps.

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Guest

Unknown date

  
Overall, most of the maps are very nicely detailed and reasonably challenging. Unfortunately, the mapset seriously, seriously needed to be playtested. The new enemies were annoying, some levels were just terribly designed, and at least two of them were virtually unplayable due to the frame rate taking a massive shit.

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Guest

Unknown date

  
Unfinished piece of shit.

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Guest

Unknown date

  
Not as good as first NDCP, but still great mapset. I find jetflock maps quite annoying. On the other hand Nuxius, Dutch Devil, Danimetal, Logan or DoomMAD made rally good work on their maps. Overall 4/5 - Damned

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Guest

Unknown date

  
Some maps are unbeatable (w/o idclip at least), some are... just ugly and annoying, but overall - a decent megawad. Remember: additional playtesting will save you from Eternal Damnation. 3.5/5 - Demonologist

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Guest

Unknown date

  
Some excellent maps in here. Unfortunately, some pretty poor one too (can't be bothered to name them). Could so easily have been a 5/5 map, but overall 4/5

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Guest

Unknown date

  
1: The maps of the authors that will play successfully without problem will be those of us which stuck with the basics of standard doom2 level editing. Unfortunately that wasn't the case with a lot of other authors maps in the project build. There was a large lack of communication during the mega wads construction as well as some authors changing texture resources at will rendering problems in other maps using the same content.

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Guest

Unknown date

  
5 Stars. Need more testing though.

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Guest

Unknown date

  
Great work, guys. 5/5!

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Guest

Unknown date

  
I got stuck in level 2 after yellow key - the door closes and I cant get out. I IDCLIPped it, cause I dont know what to do

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Guest

Unknown date

  
The majority of the levels in this are fucking amazing, but some suffer from way to much detail. In addition, I think the new enemies are pretty lame, the chain gunner guy looks like he's 2 feet tall. Hopefully a bug fix will come out sooner or later. 3/5

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Guest

Unknown date

  
Some maps aren't compatible with G/ZDoom or Skulltag, too much lag, specially on map02 and it's overdetail tormentor-like is ugly. 0/5

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Guest

Unknown date

  
many good maps in there, my favourites are map03, 11, 20, and the masterpiece map21 - 4.5/5

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Guest

Unknown date

  
some maps have texture glitches just like how New Doom Community Project 1 had. Fail. Epic Fail. 2/5

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Guest

Unknown date

  
what the fuck i do after killing the cyber at map 2 ?

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Guest

Unknown date

  
Felt a bit subpar overall. Some maps in there are great though.

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Guest

Unknown date

  
pure crap map are too huge

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Guest

Unknown date

  
some maps are good but some others are not. 2* for effort.

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Guest

Unknown date

  
One serious bug: you can't use the secret exit in MAP31. It's tagged as impassible. How nobody caught this, I'll never guess. Anyway, the maps themselves are pretty good all around. Not perfect, but a lot of nice ones. 4/5.

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Guest

Unknown date

  
some maps are great but some others are good. 5* and eternal glory to nd community. only thing i dislike is a lot of bugs throughtout, but with latest zdoom build it works well

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Guest

Unknown date

  
someone should update the link to this fabulous set of levels. This one seems to have a bunch of bugs fixed, but not all. It would be a shame to see this wad 'not played' because of irritating bugs, where you're not sure if the bug is part of a puzzle or not. Very frustrating.

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  • File Reviews

    • By Player Lin · Posted
      Normally, I don't like DooM (1 or UD) WADs because I tired shooting baddies with shotgun as most of them tend put a lot of shotgun guys/ammo and I have shot those full of shotty shit...well, this one can't escaped from that but I found author's tricky as I didn't found many of them(or they placed when I needed to use shotty), also the monster placements(with middle-tier ones) in this megawad helped too, even E1 doesn't suffers low-tier ammo-droping-fest unlike IWAD and most PWADs.   Level layouts and theme are interesting, some E3 levels just a little mazed but I feel okay, never get lost...many levels I feel plays like IWAD but better and larger, you'll found middle-tier monsters in E1 levels and it helps the gameplay, unlike the IWAD you'll have too much ammo in every level even pistol start, if you wasted too much and will out of ammo for sure(at least in UV).   All I can say about this megawad is...fun,  vanilla fun. Except E3M8, the yellow key area with platforming when all enemies + 4 cyberdemons are try to kill me and battles-of-deal-with-4-cyberdemons-or/and-other-powerful-monsters are nasty to me, on top of them, the final "BOSS"...I feel trolled...really? IoS-style?? IT'S ****ING DOOM, NOT DOOM 2 WHY USE IOS-STYLE AS FINAL BOSS?!  :P (At least there is no respawning monster cubes just annoying cyberdemons and barons...but they're still give me a lot of headaches as the battle area isn't very huge and a little cramped I think...)   But at least IDMUS11 helps me dealt with those problems all, for some reasons I feel the main theme of Power Ranger does fit DooM...don't know why but I keep switch to the theme with IDMUS11 cheat if I don't like the level's music, helps me blast through this megawad and the nasty E3M8. :P
    • By Doomkid · Posted
      Download the REAL file here (rd1.zip is NOT correct) https://www.doomworld.com/idgames/levels/doom2/megawads/d64d2   Shocked to see so many negative reviews. I had an absolute blast with this one, and I'm not sure what Nems was talking about with the Boom stuff as this runs in Doom2.exe with no trouble. In fact, there is a TON of impressive vanilla stuff going on here. I guess it was so well done that it tricked him.   This deserves a high score. It's a lot of fun.
    • By Rimantas · Posted
      It definitely makes Doom look darker, but also slightly changes colors (it reminds me PSX Doom). I prefer original Doom colors and miss how it looked on CRT (almost same colors as with modern monitors, but less brightness and maybe more contrast).
    • By Hypпotiк · Posted
      Great spirit/item placements, and also nice trap placements. Textures are georgeous and scream "1980's sci-fi action movie".
    • By guitardz · Posted
      Some very cool techbases with a nice texture set and pallette.  The music is pretty epic.  And it all runs in vanilla! (Or so it is said, I played it in GZDoom)
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