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

   (76 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

Kuma

  

Everyone has a doom game they remember with wistful nostalgia as their first wad. For most, it's Doom II, Doom 1, or for some, Final Doom.

JPCP is mine, and five years after first finding it I've published my own wad and am working on two more.

 

Thank you.

Share this review


Link to review
Osmosis Bones

  

One of the best things Japan has made since Draggin BallZ

Share this review


Link to review
finnaboing

· Edited by finnaboing

  

Definitely not a perfect WAD (there are some outright duds in there for certain), but its highs are some of the highest highs I can think of. It's a very creative WAD made by some clearly talented people, and I appreciate it for giving me that eclecticism that draws me to community projects. I might not have love-loved it, but there's a very good chance you will, and there's still plenty of great Doom in there for everyone.

 

OVERALL RATING: 7/10

FAVORITE MAP: MAP11 - "My fav" (by Nanka Kurashiki)

LEAST FAVORITE MAP: MAP18 - "Space Port Panik" (by doom86k) (sorry)

HARDEST MAP (for me at least): MAP28 - "HeLLport" (by Masayan)

MAP YOU SHOULD PLAY FIRST IF YOU WANT A SAMPLER: N/A (it's a community project and it's too eclectic to pick one map to define it)

Share this review


Link to review
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 E.M. · Posted
      This right here is one of the oldest joke wads ever made, and its parodies of bad map design are still relevant to this day.
    • By SilverMiner · Posted
      The soundtrack is coherent thruout the whole
    • By LateToDOOM2020 · Posted
      No idea how this works Its doom magic!
      Very cool
    • By Philnemba · Posted
      Ok not going to lie, but I thought this shitpost megawad was made last year and NOT from February of 1998 which also technically predates the original Mockery wad by a few months 👀!?
    • By Catpho · Posted
      The first truly mature map of yakfak's. The puzzly, "inner logic" map mechanisms and scavenger, dungeon rat gameplay of their previous levels Meep Keep & Hexasketch returns, but whereas those can feel clunky and barebone at points despite the strong authorial voice, here it is fully fleshed out: the setting is evocative, the construction shows the strong command of shapes that defines yakfak's later works, the item placement and layout bends and loops in complicated and surprising ways, the level's moment-to-moment gameplay is filled with a sense of discovery and wonder.   Job has a strong hook in its text file, but what players might not realize is that they must really hang on to every word in its description to even be aware of the level's main concept. In Never_Again's in-depth review for /newsuff (which I highly recommend for details or if you are feeling stuck), he mentions being locked out if you took the "easy" route out, but I feel that's incomplete, as the real reason hinges on the player being conscious of what they are doing in a representationalist sense. In other words, to be able to reach your dream, you shouldn't just interact and go everywhere at random, but try to think about what you are doing in the context of the game's world. The solution will be clear if you square it with what yakfak hints at. There are complications: the in-game hint system of crosses and arrows are counter-intuitive, and exploration will eventually lead you to the combat zone, which itself is a puzzle unravel as supplies require routing and withholding combat through treacherous enemy placement, with only a berserked fist as defense (HMP or below is strongly recommended). In my own experience, it was fun but exhausting to make it through to the AV-guarded yellow key and slowly solve the piece, but I got massively demoralized when I read Never_Again's review that I had already locked myself out of the second half of the map. It was only when I was showcasing the Doomcute in this map to someone else that the level's inner logic finally clicked, and after some experimentation, which was much smoother thanks to me already being aware of the level's layout and lingering mysteries, I managed to solve it.   The feeling of "lore" behind the level's trials and tribulations is my favorite thing about Job, and I wish it didn't take a review for me to "get it". In terms of intriguing combat, intricate moments, or imaginative layout and visuals, I think zzzv tops themself in (woefully underrated) levels like Spidersilk, Nato, and Northern Powerhouse. Nevertheless, an essential stop for yakfak fans, and a memorable journey for those who look for Doom off the beaten path.
×