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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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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 InDOOMnesia · Posted
      Love the map's flow. Pretty tough for me (regardless of difficulties), yet it felt just right.
    • By RetMenTos · Posted
      It was fun (technically speaking). I was on the train and I had nothing to do. So I fired up this wad and chugged through a couple of these levels. Special thanks to my good friends iddqd and idkfa, they made this experience bearably amusing.
    • By Never_Again · Posted
      Three levels in three separate WADs (EHD11, EHD12 and EHD14) dated March 31 1994 - 26 years and a day ago. The author, Ed Jankovsky - a student at Northern Arizona University, announced them on the same day in newsgroup alt.games.doom in a thread titled "Try These New Levels!!!"   https://groups.google.com/d/topic/alt.games.doom/VUFq8jK-RxM/discussion   The number of the exclamation marks in the subject reflected the author's excitement rather than the quality of the levels. Even by the standards of the day they were rather poor - Michael Kelsey's STONES had been out for several days already.   The only noteworthy level in this pack is EHD14. It's a 5x5 grid of empty 256x256 rooms, each with a teleporter in the center. No monsters or exit, this was probably meant to be a DM-only board. All weapons except the shotgun are present, as well as some ammo. There are a couple more rooms extending north from the north-easternmost grid cell, but to proceed you need to raise the bridge across the nukage first. The switch is in the center of the grid. Once you get to the northernmost room the things finally start getting interesting.   You can walk out of the map into the void through the north-eastern corner of that room. Then you can go west and circle the map to your heart's content, provided you keep far enough away from the two nukage sectors. You can even travel in the void between the individual grid cells and examine their contents from outside. Once you drop into the nukage sectors extending out into the void the journey is over, however. The nukage won't harm you and you can get back into the map but you cannot get onto the walkway or back into the void.
    • By DoomShark · Posted
      Good wad, Although its an old wad but I really enjoyed playing it.
    • By Denim Destroyer · Posted
      Going Down is hard for me to review because of how unique it is despite being just another Boom compatible megawad. Plenty of megawads exist that have unique themes and brutal open ended levels but Going Down sets itself apart through intelligent use of Boom actions. No two maps feel exactly the same because under the hood they always have something different going on. Walls falling to reveal a new hellish underside, a dark mirrored version of our world, rooms that transform faster than you can blink an eye, and a literal descent into the mouths of hell are just a few of the things Going Down does to stay fresh. Go play it and you will not regret it. 
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