Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Japanese Community Project

   (73 reviews)
Sign in to follow this  

Guest

30 Screenshots

About This File

Japanese Community Project is a 32 level megawad made by Japanese Doomers.

Doom is a minor game in Japan, so Doom community in Japan is very small. The community having been weakening year by year, we started this project for strengthening our solidarity, improving mapping skill, and so on. We aimed a low-threshold project which anyone could participate. Some doomers were inexperience mappers or beginners, so Tatsurd-Cacocaco, a project leader, supported map's detail and port compatibility. We finally managed to complete 32 maps which are the same quality as modern maps.

Japanese status HUD is included .If you load JPCP_HUD.wad with this wad, status bar in "Katakana" and "Kanji" can be used.

We hope that you have a good time.


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Teo Slayer

·

  

One of the best Megawads I've ever played so far. I love both DOOM and Japanese stuff and it feels great to see them coming along. The music is sick + it's fun, challenging and the maps are beautifully made. Good job Japanese Slayers :)

Share this review


Link to review
northivanastan

  

Excellent WAD full of beautiful and creative maps. Manbou/BuraboJunior and Kurashiki's maps are particular standouts.

 

I don't care what anyone else thinks, I love Map29.

Share this review


Link to review
Shiro Nomatsu

  

MAP 29は、これまでDOOMでプレイしたことがある最悪のマップの1つです。 このメガワッドでどのように受け入れられたのか私にはわかりません。 他の悪い地図は:MAP 27、MAP 26、MAP 10、07です。他のすべての地図は大体良く、700人のモンスターを持つMAP 28と500人のMAP 17を特に言及しています。

Share this review


Link to review
Xeogred

  

A great varied megawad just like the CCP's that I've all played and enjoyed. There are a few weird gimmicky maps I didn't like but all around I was really impressed and it was cool to see some unique personality with Japanese mappers, it's definitely unique in a good way. The new music is excellent. Some of the maps seemed a bit Duke3D flavored, or maybe TNT, with areas doing a good job of depicting realistic looking environments and details, like Map32. I really enjoyed Map23: Thermal disposal place by Guna and Map31: Manufacturing Plant by Masayan, I really hope we see more maps from them. Overall the difficulty isn't too high which is fine with me nor is it very slaughter heavy. I'll admit I skipped around Map29, as others said that one wasn't too hot. But otherwise I knocked this out at around 6 hours. I played with Complex and it didn't offset the balance. I'd love to see a JCP2!

Share this review


Link to review
galileo31dos01

· Edited by galileo31dos01

  

Done with these settings:

 

- Crispy Doom 4.2

- Hurt Me Plenty.

- Continuous combined with a pistol start mindset.

- Saves every 10 minutes or so. 

 

A nice mapset with a wide variety of styles. There isn't an unique theme, given that is a community project, and I liked that after all. From short to large maps, from simple to obscure progression. There are maps that have incredible architectures and multiple textures, Toooooasty's map 29 is a tutti frutti, hell-gothic-brown-vines-blue-tech-meat-etc. Each map does not follow the previous one's visual theme, but some do feel like a sequel from a previous map, like 20 from 17, and this one from 12. As a japanese mapset, I expected to see anime textures, but it's not the case, instead some rooms have shapes of fruits, ice cream, a caco, an anime character, comics. I'd say weirdness is present in the wad, which I have fun with. 

 

Features incidental combat, claustrophobia, slaughter(ish), puzzles, a lot of stuff. It isn't a hard mapset, but it has its nasty moments. Map 28 for example features a lot of instant appearances. Map 26 has an archvile in almost every section. On the other side, some maps like 05 and 31 that are full of zombiemen, fun to use the rocket launcher occasionally. Map 11 plays with voodoo doll traps and uses colours to keep progression. Map 22 has a 1 vs. 1 against a cyber, hilarious to two-shot if you don't take it seriously. And more and more, a mixed bag to sum up.

 

I like the midis and I'm pretty sure I heard a few of them before, map 28 has my favourite midi in the mapset. Also, map 22 has a remix of Death Bells, I like the original more but this one was good too. Secrets are also a mixed bag, Tooooooasty's maps feature so much detailing that it's hard to spot the secrets, and I remember a few of them being completely obscure and non-intuitive (map 29's secret blue door, how could I know?). There are also a few bugs, in map 31, the spiders are all so cramped that cannot move. In map 15, something really weird happens if you use the red key with a linedef marked as red door in the start room, basically a lot of walls lower causing HOMs and crashing the game. 

 

My favourite maps are 04, 19, 22, 25, 27 and 29. Least favourites are 13, 31, 18 and 24, they are not bad but I did not enjoy them so much, specially 18 and it's pitch darkness. Appreciated the short and easy IoS fight. Map 28 would have been in between my favourites if it wasn't for all the loud pop ups. The other maps are good too. 

 

So, play this if you like weirdness and variety. I'll give this a 7/10   

Share this review


Link to review
Kalerdulius

  

Maps of interest: 6, 10, 11, 12, 13, 14, 28, 32.

Share this review


Link to review
Spectre01

  
A solid community project with good looking maps that play well. I didn't enjoy the puzzle maps or whatever 29 was supposed to be but had fun otherwise.

Share this review


Link to review
Katamori

  
It's amazing to see tatsurdcacocaco is not the only talented member of the Japanese "group". 5* for more stuff like this - these guys deserve more attention,

Share this review


Link to review
Player701

  
Almost all the maps here are of very high quality in terms of both design and gameplay. MAP11 and MAP24 stand out - they are... weird (not bad, just different). MAP29 has an original concept behind it - I've never seen anything like that before in a WAD. However, its implementation could have been better - this map is quite difficult to navigate and you can get lost easily (same applies to MAP26). I also didn't like repetitive firefights in MAP28. Overall, I think this deserves a 4/5.

Share this review


Link to review
Zalewa

  
Quality maps - most of them are very good, there are a few excellent ones and there are some average or even annoying (MAP29). In overall, the worse maps don't detriment from the whole, and since it's a megawad of mostly 4* maps in entirety it deserves 5*.

Share this review


Link to review
damned

  
Fully agree with Getsu Fune. 4/5 -Damned

Share this review


Link to review
trrobin

  
A thoroughly enjoyable set of maps with quality consistent throughout with only a few sub-par moments here and there that don't take away from this wad being a winner. 5 stars guys.

Share this review


Link to review
NuMetalManiak

· Edited by NuMetalManiak

  

this is basically Community Chest 5 except Andy Leaver didn't make MAP17 :P

 

incredibly peculiar for a community project. it has some amazing work from authors like burabojunior, toooooasty, and Nanda Kurashiki, and most everyone else did a good job. but some levels, specifically Yullie's, were confusing to play. but in the end, every map is fun to much extend, you have tatsurd's fairly pedestrian outings which are generally fun but not too exciting, the incredibly fun Kurashiki maps which are outright worthwhile (MAP19 is my favorite, and MAP25 with So Cold kicks so much ass), and burabojunior's Stargate-like techbases are wonderful, even culminating in the epic-looking MAP27. you then have the two maps afterwards, Masa's MAP28 which is an amazing hellport, plus the crazy-as-fuck amalgamation in MAP29 by toooooasty. you'll be finding loads of interesting work in this one. also don't miss the comic in MAP08. only maps I'm not a fan of are Yullie's two maps, really odd progression that actually makes my head turn and unlike MAP29 I didn't find them fun.

Share this review


Link to review
Cacockcansukmycok

  
Not Gonna Lie but I've pretty much see somewads but this one is probably The best in the type of Balence anyways a nice 5.

Share this review


Link to review
unidenti7ied

  
A must-have for everyone who plays DooM imo. I enjoyed this very much. Superb music, excellent gameplay and architecture. Definitely deserves a 2016-Cacoward :) ps.: as you play through this, make sure to enable automap in map 8! ;)

Share this review


Link to review
Doomkid

  
Molten is spot on - a few odd design choices, but overall nice to look at and fun to play!

Share this review


Link to review
molten_

  
excellent music and level design. enemy placement is questionable at times, but otherwise a solid mapset with a refreshing style. please make more!

Share this review


Link to review
  • File Reviews

    • By KickAss · Posted
      I don't know what to think about a file which has no file size description. A lot of promissing information is written down here but nothing about the file size ... . The pictures are not that promissing too. They look a bit better than the old ZDooM port but GZDooM looks way better even with all settings vanilla imho. I don't know why I should dowload this.
    • By Robo_Cola · Posted
      Very cool mod that does exactly (for the most part) what it sets out to do.  If you like the more horror/oppressive side of Doom (or even the palette of the original Diablo), this is your pick.  It looks particularly good in Software mode with the diminishing lighting not shifting the reds (as much), and the lighter blues look absolutely *gorgeous* in particular with the Plasma Rifle.

      Love it or hate it, it's worth a play-test.
    • By Obsidian · Posted
      This is a bit of an interesting one to revisit for me: Whispers of Satan was a mapset I played fairly early in my mapping career and it's influenced my approach to level construction and visual design more than I initially realized. At the time I ran out of steam around MAP22, but recently I decided to take another stab at it and finish all the levels. Which I did! Having done so, these are my thoughts.   Gotta start with the big one: Whispers of Satan is a damn good-looking mapset. Excellent texture usage and attention to detail were big draws for me when I first played this years ago and I ended up mimicking it a lot in my own work: to some degree I still do, honestly. Maps like MAP10, MAP16 and MAP28 stand out as particularly good examples of this school of design, with all the detailing work coming together to craft an excellent sense of place. This is bolstered by the custom soundtrack, which has some absolute bangers in it (in my decidedly unmusical opinion :P).   I also gotta shout out the fact that Paul and Kristian undeniably had fun putting this together, as can be evidenced by the silly little easter eggs and gags that are present throughout. There's the secret and super secret maps of course, but you can also spot a little bit of silliness in the main lineup and it's a touch I appreciate in the way that it gives a mapset life and charm. Again, it's something I was inspired by in my early mapping career and you can thank WoS for any gaff or joke you find in my own maps.   There is however an elephant in the room that I have to address and that is the map design itself. Other reviewers have pointed out the excessive symmetry that plagues a lot of the map architecture, but there is also a general sense of formula that can wear on you as you progress through the megawad: by the time you're in the final third of the main block of maps, you can distinctly see them falling into the same gameplay pattern and it starts chafing in a big way. MAP25 and MAP29 are two big culprits in my eyes, but there are plenty of early maps that follow the same formula and get a pass simply because of their placement in the megawad and (relatedly) the length of those experiences. This formulaic approach also creeps into the gameplay and monster usage and serves to make the latter half of the megawad something of a slog to get through, which explains why I didn't progress past MAP22 all those years ago.   I ain't gonna say that it doesn't deserve its Cacoward or anything though: I can appreciate the work that went into creating Whispers of Satan and the influence it had on what came after. It definitely has its flaws and as a gameplay experience it doesn't really hold up, but I can still admire it as a piece of Dooming history and I wouldn't be the mapper I am today if it didn't exist.
    • By Walter confetti · Posted
      Take a shot at this editor on dosbox and it's pretty impressive for such a old editor! Pretty easy and competent program, looks like a ancient version of the most popular Doom Builder editor.
    • By Maribo · Posted
      Heaven, with a blue coat of paint.
×