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Community Chest 4

   (124 reviews)
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10 Screenshots

About This File

The fourth installment of the series, Community Chest 4 boasts 32 maps made by 20 different authors from the Doom community. After four years of work, they have been made available for your enjoyment.

Included in this package is the base resource WAD compiled for the project, which can be found in cc4-tex.zip. It may be a good starting point if you need a large, varied, and meticulously organized texture WAD for your project!


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Marcaek

  

A decent contribution to a long standing tradition. Might not be to the taste of certain slaughter groupies but you can't please everyone.

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Grain of Salt

  

Ugly detailing, no thought given to gameplay when the layouts were decided, monster placement is pointless space filling, overall pace of most maps is slow and disjointed. The ~1 good map(s) in here are not worth trawling through this drivel, sorry.

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CzechMate29200

  

This is the best MegaWAD I've ever played, everyone MUST try it. 10 stars

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Kalerdulius

  

Maps of interest: 7, 11, 15, 18, 27.

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Guest

  
Great variety, definitely my favourite of the mapsets I've played. The thing that makes me love it the most is the music, especially when played with the sounds from Doom on Xbox 360. The Grotto (one of the coolest maps), Crusifix Held Close, Spiritual Holocaust, Hell's limits, Inner Fear, and (my favourite) Nightmare Complex all has great music. Some songs are from other games, and some are written specifically for the maps. However, not every single map is great, hence the four stars.

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JudgeDeadd

  
Not only the best CChest mapset so far, but one of the greatest mapsets available for the game. Unlike previous CChest's, which were hit-and-miss deals, here practically every map is awesome, and some are downright breathtaking ("The Grotto"). "Interstellar Sickness" and "Shaman's Device" stand out for their stunning visuals. MAP30 could stand to be a little less tough (and it contains an Icon of Sin, boo!) but it's not a bad map as well. Overall, though, this is a fantastic experience.

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purist

  
Some excellent maps here but unfortunately many authors seemed to be in competition to make the biggest map, which can make it something of a slog to get through. So although I find it hard to enjoy as a whole I certainly recommend dipping in and out of it if you feel like playing a substantially sized level or two.

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Rem

  
Played this co-op with 3 friends and enjoyed the hell out of it, out of the Community Chest series this one is by far the most consistent in terms of polish. Sure, there were a few maps that weren't so great, but I could really only count them on one hand, and these were evened out by the masterpieces such as Map11 by Christoph and Josh Sealy, Map29 by Christian Lian, Lupinx Kassman's work, both Wilou's maps and there's also many solid maps to connect the masterpieces.

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Guest

  
Best Community Chest so far! Fantastic megawad.

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Guest

  
Not as good as CC3, but its still Great fun all around, and easily among my favourite mapsets.

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Guest

  
This doesn't feel like a Community Chest at all. The texture pack, and the lack of sky transfers, kinda made the wad have more of a consistent theme/story going on, compared to the more wild creativity that's showcased in previous CC entries. But, all the maps in this set are pretty fun and nicely detailed. Can't find any that stand out as being bad. Overall, I still enjoyed it. For this, I give it 4/5

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Guest

Unknown date

  
I didn't find this to be as compelling as cchest3.

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Guest

Unknown date

  
****ing spammer above, this is worth all five and then some! One of the best 10 megawads ever made.

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Guest

Unknown date

  
Popsicleman313 Approves.... 5/5 Check out my Youtube Page

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Guest

Unknown date

  
A reviewer above complains about "too much focus on detail", and then cites CChest 2 as better? Seriously? CC2 is practically definitive of early-2000s gimmicky sourceport maps with no gameplay. This collection, on the other hand, is a great piece of work and is easily the most consistently enjoyable, high-quality Community Chest ever put together. There are a lot of lengthy maps, so it's probably best taken in smaller doses to keep it from getting overwhelming, but that's not a strike against it.

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Guest

Unknown date

  
the best cchest so far

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schwerpunk

Unknown date

  
Incredible. Humbling. FUN! -schwerpunk

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Guest

Unknown date

  
Quite possibly the most solid of all community chest so far. The work that went into this really show. Well worth a look 5/5! Simon666

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Guest

Unknown date

  
long, amazing and FUCKING HARD ON UV have a fiver

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Guest

Unknown date

  
Great megawad! 2012 is a year known for many Doom megawads!

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Guest

Unknown date

  
Some outstanding work here, but also some mediocre stuff, which is to be expected with a community effort.

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Guest

Unknown date

  
IMHO this deserve a Cacoward, well deserved 5 stars - SuperGod.

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Guest

Unknown date

  
Actually AFAIK the only other megas from this year so far are eviltech, dtwid, and base ganymede, and aside from bg i would say dtwid could have been way better and eviltech is quite hit or miss. most of bg isn't from this year, either. this is the first really good definitive 2012 mega imo. i hope there is at least one more to intercept (hint hint)! anyways 5/5

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Guest

Unknown date

  
Most maps were average with some standouts inc. maps 8, 12, 20, 21 and 28. I thought the last map was a bit disappointing when compared to map29 and I think that a shorter end level would have been the better choice. 4/5

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Guest

Unknown date

  
Legendary 5/5

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  • File Reviews

    • By geo · Posted
      Are you up for a brutal, non stop challenge through detailed, but bland environments? The Secret Energy doesn't let up, so it's either a low health slaughter map or a speed runner's dream to get from switch to switch, all while enemies constantly spawn in with each button press. There's little health for such meaty enemies and even on the easiest difficulty, it's a slog to kill them all. The place is so big and centralized, you might miss where you need to go next. No arrows, the switches are around corners and walls inside of rooms that may or may not have opened.   It feels like a punishing experience from the first room. It fills with imps, then pinkies, then flying enemies, then revenants and a cyber demon. The entire map is like that. Enter a room and it will flood in via waves. Each wave opens up something new and you need to find where that new thing is. Is it a switch on a wall? Is it a switch inside of a pillar? Did a door just open up? Are you supposed to go back into the main corridors of the complex? At least on my first play through, I felt there was a poor flow to the level.   The game has its detail, but detail with greens, browns, a few blue wires across the floors, perhaps to guide you to the next area. It was all lost on me and blurred together into a jumble. While the structures of each new room was different, it's the color scheme and darkness that stayed the same.   Give it a try. There is something redeemable in here for those hardcore enough to endure the first room, let alone the entire map.
    • By geo · Posted
      Believe the hype, Sand Chain is indeed a terrible map. Not terrible like oh this must be someone's first map or designed by a team of kinder gardeners and their friend in second grade who can use DoomBuilder, I'm talking hall of mirror walls, coupled with the fact you can go through the game's exit switches. The map is short and sweet, which only adds to how terrible it is. The level is a single hallway with... get this... a bend! Oh stay with me here... and then after that bend, there is a bank of switches! Yeah, that's it. The level isn't meant for Nightmare, but it should become everyone's first accomplishment of, "I can beat this level on nightmare."

      I suppose in an artistic way, the hall of mirror affect on all walls is to disorient the player, so they miss the big twist at the end. Thus costing speed runners valuable seconds on their first play through. The big twist being the bend. Other than that, there are plenty of shotgun shells, shotgun troopers and health to ensure you make it to the end of this brutal and rigorous test of endurance over the course of 5 - 30 seconds.

      This is the level that has become famous, because everyone needs to play it themselves to add their two cents of "it's crap" to the pile of reviews that will no doubt entice more people to play this game. It's a gorgeous display of everything wrong without the annoyance of having to play it for longer than a full minute. Complete with someone from an aol email to spice up it's true 1995 feel... despite being made in 2009.   * slow clap * You've done it. You've found a new twist on terrible.
    • By Chipchase · Posted
      I guess this was meant to be a serious wad, just using a trick to make the C-Demon hard to see. I don't think it was a deliberate troll of the style that caught on later, eg Sand Chain and the Terry wads. IMHO it nowhere near holds the record for "worst wad ever" (even if it did once) so it is now "over-rated" in that respect. There are wads where you die quicker (eg "Stupid Benchmark #1"), and wads with worse graphics( eg "Sand Chain").  TBH, after all the hype I was a bit disappointed, I was expecting worse LoL.  
    • By NuMetalManiak · Posted
      Doomers these days have varying levels of patience. I know I have some of the worst when it comes to quickly finishing areas and moving on, which is why I prefer shorter levels most of the time. this particular map, a Maximum Doom map by the way, is one that completely tested my patience.   this is 8 levels long, from E1M1 to E1M8, and is sort of a proto-slaughtermap episode replacement. every map here has at least 200 monsters, and the layouts of each say that they are compact in size. so the action would be pretty good and fun right?   WRONG   while it's fun to kill all these enemies, this is honestly horribly balanced. on the first level, you only really get a shotgun and a chaingun, and it took me a while to get just one armor too. is that the worst part? I can actually enjoy the challenge of such a gameplay scenario so no. what's problematic about each and every level in this wad is that when you're not killing enemies, you're just sort of fucking around. in other words, you're switch hunting. but this is the worst kind due to lifts that have zero indications that they are lifts, as well as switches that have zero indication of what they did. not to mention some walls are triggers, when they really don't have any indication that they really do anything. oh yes, and mandatory secrets and backtracking. I would like the combat more if it gave more weapons too, not one plasma gun or BFG in sight, and all that backtracking just...fucking...headdesk. there's no reliable way to even speedrun this, to the point where I wonder if the author ever realized that other's would tire the fuck out over it. "these are the easy ones" this has all the hallmarks of a bad Maximum Doom map.   it's amazing how varied my Maximum Doom experience is so far. there are some really fun maps, mediocre but quick maps, and some long and nasty ones. I'm honestly trying to avoid reviewing any maps from there but i'll make an exception for this particular one since it's just unbelievably bad.
    • By Chipchase · Posted
      Pointless crap.  A small yard, empty except for a futuristic shotgun. No monsters and no exit. See my screenshot and you've seen it all.  
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