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Heretic Treasure Chest

   (53 reviews)
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The HTC was a community project aiming to make a 3 episode Heretic Megawad that would run on limit removing ports that support Heretic (i.e. Doomsday, ZDoom etc). Below details who did what in alphabetical order:


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NuMetalManiak

  

well this is a pretty good set. lots of variety as you would expect for a Community Chest-inspired Heretic wad and quite some fun was had in pretty much all of the maps. E2M7 stands out the most, with all the projectiles in the open areas plus the massive gargoyle attack at the end. yeah, there's bugs, like with E3M8 and the D'Sparil battle, but I was completely unable to get a secret in E3M3 for some reason.

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galileo31dos01

· Edited by galileo31dos01

  

Done with these settings:

 

- ZDoom 2.8.1

- Bringest Them Oneth, aka skill 3.

- Continuous combined with a wand start mindset.

- Saves every 10 minutes or so.

 

This is the first Heretic pwad I've ever played and I enjoyed it a lot. It brings some classic scenarios and a lot of stuff you don't get in the iwad. Visually, well it's multicolored, it's Heretic after all, some nice designing and recolored textures, not much to say. I liked the usage of different themes in a same map, like in E1M9. The third episode has the best looking maps in my opinion. 

 

Ok, there are only 3 episodes but plenty of maps of varied length and gameplay. I'd say, in terms of gameplay, it's a mixed bag actually, there's many maps that follow the style of the iwads, meaning packs of the same type of monster in corridors, or a very little traps, specially teleport traps. The ones present are quite good, involving moving a lot to avoid high damage. Infighting is possible in almost every map, and some of the later ones have the best scenarios. There're also maps where enemies will start to infight before you even do something, which is not so fun. You'll also get completely long straightforward maps without a chance to return to previous parts, a pet peeve of mine but whatever... A few of my favourite encounters include a massive infestation of nitrogargoyles in a cave, a tricky trap with lots of disciples and iron liches, and a wave of disciples against a malotaur in a ring (I use a decorate to make any monster able to target the malotaur). And more and more.

 

Secret wise, given that, even the original game is really hard to spot the secrets, I won't complain too much here, but I'll add that in some maps I had no idea how to get their secrets, like not a clue. Wall hunting is needed in several cases. The rewards are good though. Music wise, apart from iwad tracks, there also some nice new midis and Doom tracks too, particularly in E2M5, if it's not remixed though.

 

I found several bugs that I won't specifically mention because I doubt an update would ever be released... HOMs, monsters that fail to pop up, items that cannot be grabbed, doors that open from one side but not the other side, and particularly in E3M8, you can exit the map without releasing D'Sparil, and if you decide to fight him and company, you can't get out of the arena as nothing is triggered after his death, at least it didn't happen to me, and ended up using kitty to exit. 

 

Favourite maps: E1M8, E2M5, E2M8, E3M2, E3M3, E3M7. Least Favourite maps: E1M6, E2M3. The other maps are very good, good, and so so. 

 

Overall, enjoyable mapset, goes quite on par with the iwad and outside of the box too. Give it a chance if you like Heretic. I'll rate this 7/10

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Guest

  
I liked a lot of design of some maps, very good anyways! Some maps were shorter but its always good to have an expension for heretic, i liked the last maps a lot, so epic!

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DeathevokatioN

  
Some gems in here, if you're a fan of Heretic it's worth downloading this wad to play these maps; E1M3 E1M4 E1M5 E1M8 E3M1. I still play these every now and then. But sadly this is dragged down by some terrible maps and texture recolors; E1M1 is probably the worst Heretic map I've ever played, a lot of the maps are okay but aren't really for me because they use too much custom resources, there's enough good maps to make a 5 episode, but because of the maps in between it gets 3

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Unknown date

  
5 stars for episode 3 alone; episode 2 is quite good too, esp. the later maps. E1 is mostly average stuff but still acceptable, with E1M4 and E1M8 being best. Best Heretic release this year besides Curse.

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Unknown date

  
This is a 2/5 effort. Except for m5, which is 4 or 5 star quality, so I'll give 3/5.

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Guest

Unknown date

  
cool, a Heretic megawad! something you don't see everyday. 5/5

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Unknown date

  
A bunch of mediocre maps in this set, but the second and third episodes are the ones that stood out, indeed. This is an excellent heretic megawad! Good job, community. 4.5 (5)/5 - Moti

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Unknown date

  
Great looks, truly challenging gameplay. It's like the Alien Vendetta of Heretic wads. 5/5 Episode 1 is a bit dull though, the rest is awesome.

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Unknown date

  
cool, I have never seen before a megawad for Heretic! cheers and 5/5 maps are very good, download now! -FistMarine

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Guest

Unknown date

  
We need more megawads like this! 5/5 -FistMarine

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Guest

Unknown date

  
yep (5/5). now what we need is a HeXen Megawad! the one i'm looking forward is CRUEL by Ettin Grinder and curse of lost Gods by Kristus. also looking forward for Heretic - Sword of Chaos by Caleb23. these are HIGH QUALITY MEGAWADS! long live Doom, Heretic, Hexen!

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Guest

Unknown date

  
hope we see more these megawads for Heretic! 5*

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Guest

Unknown date

  
Improving quality throughout, most of E1 is quite average but E2 has a fair number of nice maps in it, especially the later levels, and E3 was all out excellent IMO. 5/5 for the later maps and also for being one of only TWO Heretic megawads I know (other is hocx). Three of these maps (E1M4-->kaiser_21.zip; E2M2-->pc_ls.zip; and E1M7-->first map in Necrosis for Hexen) were already released but I didn't mind replaying them, they were good. The later maps make this a must-have for Heretic fans!

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Unknown date

  
This wad is a good one. It has plenty of entertainment and replay value. My only wish was that all the levels were of the same quality. Some are just not that .... Heretic-y. Others, on the other hand, are gorgeous. So, maybe a few levels less would have made a flawless wad. Overall though, a very good job. Thank you for this game. (for it is still that much better than Kristus's wads :P!)

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Unknown date

  
simply awesome megawad. 5/5 the best is e2m6 and e2m7

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Guest

Unknown date

  
A very nice heretic megawad. Episode one is okay, but episodes 2 and 3 really stood out. This looks like it is going to be a good year for heretic.

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Unknown date

  
I think it's worth 3 stars. The best map is E1M5 but it's been released before as kaiser_21.wad. Otherwise some maps are decent and some aren't so decent. Nonetheless there's some potential for the finished product.

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Unknown date

  
holy awsomenes 20000000000000000000 00000000000000000000 00000000000000000000 00000000000000000000 00000000000000000000 00000000000000000000 00000000000000000000 00000000000000000000 00/5

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Guest

Unknown date

  
Some of the levels are great. Some are really bad. And others are either meh - or has something about it that is equally bad as it is good. Too many of the levels, especially in the second hub/episode are clearly originally made for Doom (as it has Doom-like level progression and little height-variation) and then just visually converted to Heretic. I don't like all the new colours either. These bad maps let down the maps clearly more dedicated to capturing the true feel of Heretic.

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Unknown date

  
Dunno why many people complain about episode 1, I think it's great too, especially M4. The fact that there is hardly any health/ammo supportion in some levels bugs me more. Still, I respect the guys who finally made a full 3-episode replacement for Heretic, we'd need more. 4.5/5

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Unknown date

  
A mixed bag. It has some quality maps (E1M5, E1M8) and has a bunch of crappier maps (E1M1, E1M6). Already posted my nitpicks in the thread, so not much more to say about this. Looking forward to the full version. 4/5 - Moti

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Unknown date

  
too much from cchest, too little from heretic **

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Unknown date

  
E1M5 is the best map by a mile. Then there are a few other that are nice to varying degrees. E1M8 for instance is a nice city map, but with not much Heretic to the game play, and not really a boss map. There are too many meh maps though, and E1M3 and E1M4 is even reused from other projects. 3/5 (that it's an Heretic project, and because of E1M5 bumps up the score) -Kristus

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  • File Reviews

    • By DJVCardMaster · Posted
      Yes, those are maps made by me a long time ago, but someone uploaded it without my permission to idgames, and used my ZDaemon tag as Author. Probably people from the GL clan, I've never bothered to ask idgames to remove it tho'.

      I've recycled some maps from this mapset for The Ultimate Twango, with better gameplay and Vanilla compat, you can check those, I swear those are ten times better now.

      This is why I don't care that much about interactions with online games, as interactions end up being childish as you can see at the comment section of this map, aswell as uploading others' stuff without his/her permission. Lame.
    • By PsychEyeball · Posted
      One of the earliest community projects to be compiled, Community Chest is a 32-map joint effort from many mappers in 2003. The rules: use only stock textures. The sky is the only limit. (Ok, or Boom's engine limits)   This WAD is a good time capsule to be reminded of what the Doom community was cooking in the time, but for many, including myself, it will not be a good Doom experience. These maps have not aged gracefully for the most part and favor long, sprawling and obtuse switch hunts where the goal is figuring out what exactly the author of the map wants you to do. With a few exceptions, the combat doesn't pop in a satisfying way and when it brings up the heat, it oftens does in an unfair manner.   The number one negative of this WAD is that maps are often way too long and outlast their welcome. It feels as if many mappers wanted to deliver their magnum opus and go for the giant, epic level with many different paths and things to do, but sadly, these levels do not know when to quit and they progressively get more and more aggravating. Use3D (Maps 12, 13), Kaiser (Maps 10, 15, 26) and Sphagne (Maps 21, 23, 27) are likely the prime offenders of this rule, the latter of which also loves to include extreme resource depravation to the mix to make the proceedings even longer than they need to be.    Unfortunately, not even the smaller maps can lift the WAD above mediocrity for a single reason: a lot of the smaller maps fail to leave any kind of impression to the player, as they are a little too by the numbers and forgettable. Most of Bad Bob's output feels interchangeable (Maps 4, 8, 9), I can't remember anything about Alex Parsons' levels apart from them being short (Maps 3, 11) and Gene Bird's maps, while mostly inoffensive, look outright primitive even for 2003 (Maps 7, 32, 19, 28). This would be forgiven if the levels had good action, but the encounter design mostly feel random and scattershot, killing any chance they will stick in your memory for a good reason.   Sometimes, the WAD decides to get a little more quirky and maps decide to do their own thing. This leads to either successful moments or disaster. Ultimate Doomer's map 1 might be the single worst way to start a megawad, leading you on a mostly pistol-only journey where one will be expected to pistol cacodemons and mancubi to death. In Map 20, the purpose of invading a demon base to plant a bomb and escape in 2 minutes is very tantalizing, but Ultimate Doomer's random use of voodoo dolls standing around the base partially ruin what could have been a great level. Metabolist offers the finest slice of action in the whole WAD, filling up a micro-map with no less than a demon army. (Map 14) The proceedings only take about 3 minutes, but the carnage leaves you refreshed. Archvile46 offers the most explosive map opening in the WAD (Map 25), but the infinitely tall monsters make this first fight utterly miserable to get your footing on, all while having minimal weaponry and ammo. Elsewhere, Thomas van der Velden goes for a more charming approach, with a laid back romp through a quaint and nicely decored police station (Map 2) and a cordial Icon of Sin fight with a cute gimmick (Map 30). Magikal (RIP) serves us Map 6, which is more of a "puzzle" map. However, the solution to most of the "puzzles" revolves around pushing everything until something happens, then find out what happened.   Speaking of Magikal, we now have to adress the elephant in the room: Map 29 - Citadel At The Edge of Eternity.   Many maps in CC1 try to be a magnum opus and fail miserably. However, this map is 100% deserving of the moniker; this is a painstakingly crafted level which is gargatuan, breathtaking, and also completely infuriating. No part of Citadel is obvious or easy; you're thrown in a world where most of Doom's rules don't apply. Anything can be a switch leading toward the next step and the encounters are brutal, especially on a pistol start. The citadel and the outer mountains are full of monsters who will constantly hound you no matter where you are outside. Revenants hide inside guard towers spread all over the citadel. Highlights of the map involve: a giant tunnel with stealthy chaingunner hideouts, a daring strafe-run sequence where you must run amok the entire side rempart, the agonizingly slow elevator puzzle room and the impressive, yet buggy 3D bridges that spiral upon themselves. The most impressive combat showcase happens once you use the red key: you're set upon the bottom of a massive fortress rempart filled with countless hitscanners while sideways cages of hell knights and revenants pelt you with projectiles. It's like fighting a major war all on your own and even if you had super weapons (which you won't have on a pistol start) they'd be useless against the fortifications the demons have set. Progress in this map is often glacial, with you having to give your all to gain every inch and it'll often come to a complete halt as you're stuck figuring out what the next step is. Like in Map 6, Magikal has many diabolical "puzzles" that will leave you scratch your head pondering how would anyone find this naturally. It took me almost 4 hours to beat this map on my first try on UV difficulty, with gratuitous saving and reloading. By the time I was done, I was tired, exhausted and filled with a certain form of impotent nerd rage as I was pondering what the hell I just played. I can't help but be amazed at what Magikal accomplished, as this map is definitely a one of a kind that no one has come close to match in terms of overall scope (Eviternity 2's MAP 36 might be the closest sibling this map has). On the other, I didn't enjoy playing most of this map and I can't imagine anyone will enjoy it either.   So in the end, many of CC's maps are unecessarily bloated, some are featureless and in this 32-map pack, I can say I liked about 6 maps in total. Many of these maps have a certain hustle that warrant respect, but respect doesn't always translate to fun gameplay. If you like your maps to be on the exploratory side, you will likely find something to like in this map pack as many maps fill this bill. But the action in this WAD is either turgid or way overclocked for the common Doom player. Approach at your own risk.
    • By video_ouija · Posted
      Simply put, masterpiece.
    • By Cruduxy Pegg · Posted
      This wad is different from any other mapset you'll play. some maps are very good with gimmicks and creativity you won't find in other mapsets.. other mapsets are  the most annoying puzzle hunts in gigantic maps you'll ever see as well. actually the bigger maps were usually easier to finish quickly than smaller ones, the small ones were usually padded to high heaven with stupid progression, keys and annoying as hell build the stairs switch hunts. If you want to play it I highly recommend just using a guide or cheat using doom builder as the dumbest puzzles in this wad are usually switches you don't even know exist (like an x on a random wall on a gigantic castle to continue).   I didn't play this mapset to the end either, the last third of this mapset is very annoying and I only enjoyed like 2 of those maps before quitting on that almightly annoying map26 which goes on and on and when you think you finally found the exit it takes you to a trip in time to what seems like a re-imagination of the most annoying map in Enigma (I don't hate Flynn's maps, actually I like his master levels and a lot of maps in engima).   Sadly I didn't get to experience the legendary reputations of map27 and 30 but I don't think I want to even try.   Note: This isn't the first time I played the first half of this mapset, previously it was in multiplayer and it was still very annoying to play and most players gave up in the last third of this as well.
    • By costadevale · Posted
      It may not have that "id essence" the original DTWID has, but it has a level of abstractness that I really like. Kind of like a 1994 wad, but miles more polished. This is not "below amateurish". RIP phobosdeimos1.
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