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NewDoom Community Project II

   (87 reviews)
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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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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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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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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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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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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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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 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
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