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The Green Herring

Community Chest 4 now available on /idgames

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After four years of development, Community Chest 4 was finally released on August 17, 2012. As of today, it now has a page on Doomworld's /idgames Archive database. As per tradition, it is a full megawad for Doom II created by members of Doomworld. This time around, these 20 designers include Jenesis creator James "Jimmy" Paddock; Speed of Doom co-creator Josh Sealy; veteran designers Paul Corfiatis and Kristian Aro; Mapper of the Year winners Dutch Devil, Mechadon, and skillsaw; and level design legend Adam Windsor. You may play it with any Boom-compatible source port that supports increased SEGS, including PrBoom-plus, the Eternity Engine, and ZDoom.

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Also runs fine using Risen3D, with the exception of certain faux 3d effects in map 14 in the current version. The next version of Risen3D -v.2.2.16 will render this map flawlessly.

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No matter how many times it is said it just doesn't seem like enough; endless thanks to everyone who labored to make this.

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CCHEST 5 2016!!

Seriously, i'm half way through now and it's an amazing set, the texture work alone stands out the most for me

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Some very nice maps here. It's clear that a lot of time and effort went into it and a very good end product is the result. Well done to all who took part.

One thing bothers me slightly (and it's more of a community-wide comment than being exclusive to CC4), is the high usage of "boss-like" monsters. eg I reckon that around half of the maps have at least one cyberdemon in them and in the last third of the level set, nearly every map does. I don't know about anyone else but I find (as I see it) over use of Cyberdemons, Spider Masterminds and even Archviles something of a devaluing of these enemies and their "boss-like" status.

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Aw, but the bosses are just regular monsters like everyone else and they're hella fun to fight. :)
For me, it bugs me when an entire megawad rarely uses the bosses at all (like DTWID, I liked that wad but I wish there were way more cybers, there was only 1 in 27 maps).

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For me bosses are fun to fight with BFG, but with other weapons... not so. Usually it's nothing but circlestrafing (or shooting and hiding in case with masterminds) for one minute or more. One exception is the battles where you have very limited space but they tend to be kinda luck-based (or maybe my skill just isn't enough?). Another exception is when there is lots of other monsters and you can set up massive infightings - that's usually fun.

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Played the first four maps so far, seems pretty solid. Thanks to the authors and the community for always reminding me why this is the best FPS ever. :)

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I find underuse of boss monsters to devalue the gameplay depth Doom offers, restricting ourselves to less dynamic fights with less possibilities.

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To whoever made MAP21: Holy crap that is some of the craziest shit I've seen in Doom in a long time. Trippy as hell.

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I have said this a few times already, but congratulations to everyone for getting this done, and especially to TGH for seeing it through to the end. And once again, thanks to everyone who provided feedback for the maps both before and after the beta release! It was certainly a fun project.

AgentSpork said:

To whoever made MAP21: Holy crap that is some of the craziest shit I've seen in Doom in a long time. Trippy as hell.


Thanks! I had received some pretty flattering comments about it lately. I'm glad people are enjoying it =P. My two maps gave the testers quite a bit of hell to go through, and their reports were definitely helpful in getting them into their current state.

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If you retroactively look at cchest1..3, you can see how cchest4 has matured. Best of all, cc4 has a twin set of "start maps" (namely, the MAP01–MAP02 pair), like a tennis tournament has Doubles 2 as prelude.

Also, yay for MAP10's architectural design and texturing. The author limited himself to fewer textures than the usual map uses (IMO), such that a texture appears more often, yet such that it does not become boring.

Long story short, some blastthroughs (TAS) on selected maps, recorded with prboom-plus-2.5.1.1.

http://inai.de/files/doom/jeng_c401-037.lmp
http://inai.de/files/doom/jeng_c402-059.lmp
http://inai.de/files/doom/jeng_c412-145.lmp
http://inai.de/files/doom/jeng_c413-028.lmp
http://inai.de/files/doom/jeng_c419-210.lmp
http://inai.de/files/doom/jeng_c428-248.lmp
http://inai.de/files/doom/jeng_c422-xxx.lmp (too lazy to finish now)

Oh yeah, cchest4.txt mentions a bug on MAP20 (“dots can occasionally be seen floating in the air above the curving lasers later on in the level”). Not sure what kind of dots you mean, but if it is really dots, I have seen some before, but this was due to “Rendering quality” set to “speed” rather than “quality”—probably was something with the (now old-looking) NV34.

More than dots, I see a http://inai.de/files/doom/cchest4-map20-batface.png on map20 in prboom-plus. :) Must have to do with the lotta segs or so.

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Since it has come up a few times already, I guess I might as well at least explain the presence of so many ALLBLAKF flats in place of F_SKY1 flats. Before the segs became ridiculous in the map, it was intended to run in boom itself, which tends to generate HOMs if a sky flat is used for both the floor and ceiling of the same sector.

In order to get around this, I attempted to layer the sky sectors in such a way that no sector would use a sky flat as both its floor and ceiling, meaning that I had to give some sectors a ridiculous height so that the sky flat from the surrounding sectors could bleed through the untextured upper/lower textures while still maintaining the illusion of an unbroken space void (which would work fine since you couldn't look up or down in boom) =P. This became very difficult to handle eventually, and of course practically pointless once the map went over the seg limit (since most boom-derived ports fixed the double-sky bug anyway). I should have replaced all instances of ALLBLAKF with F_SKY1 after discovering it wouldn't run in boom anymore, but I was a dunce and it slipped my mind. Sorry =/.

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AgentSpork said:

To whoever made MAP21: Holy crap that is some of the craziest shit I've seen in Doom in a long time. Trippy as hell.


Couldn't agree more.

Just an amazing map to look at and also to play and the Mega Man-like music fits it perfectly.

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Pretty cool stuff (especially tech maps, map 21 couldn't get any more Death Star-like if it tried), although the hell bit is a bit plain compared to the stuff before it but given how good some of those middle maps are it's hardly surprising.

One other thing I noticed (and this isn't the first time we've had this discussion), is that certain compatflags (other than jump/crouch) are being forced in other ports...those settings should be left up to the player, since they're using a port that the wad isn't aimed at. (and it works as intended in the port it is aimed at)

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