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Community Chest 4

   (127 reviews)

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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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Horus

  

On balance, a pretty good wad. Most of the authors seemed to put a lot of effort into their maps, and for the most part it paid off, even if some levels do drag on for a bit too long (The Grotto being a prime example). 

 

Being a community project, a variety of styles are on play, but the maps are very polished and free of beginner errors. Only in a select few maps (such as Hoedown) do things delve down into outright frustration. I also appreciate the fact that this wad doesn't mess around and kicks into gear straight away - the first two maps are amongst my favourite in the wad.

 

A lot of the maps are very detailed, so much so that the ones that aren't, such as Mortar Combat, do stick out quite a bit. That said, one could also argue some maps are overdetailed - Interstellar Sickness and Shaman's Device being a prime example, with the plethora of colours, niche details and busy textures thrown at you quite overwhelming.

 

Difficulty is reasonably high but it never really delves that far into slaughter - Spiritual Holocaust and Ragnarok being about as close as it gets on that front. Hard to pick out one highlight in particular as there are many great maps in this set, and for differing reasons. But I'd say my top five are Inner Fear, Slugfest, Spiritual Holocaust, Crucifix Held Close and Detachment.

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MuratMikal

  

Played all maps on UV with keyboard only. This is a incredible megawad with a lot of good maps such as 10, 11, 13, 32, 16, 17, 24, 27, 28 and 29. The only map I didn't like was MAP 18 because it's very confusing to navigate. All other maps were fine to play. I would recommend this megawad only for moderate or advanced doomers, not for beginners. And, for moderate level doomers it's better play on HMP otherwise you'll suffer a lot in some maps (for example: 32, 19, 29 and 30).
 

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Rathori

  

A very uneven WAD (probably, due to being a community chest, IDK). Some maps are tedious, some maps are filled with dickhead teleport traps. Others have cool secrets and progression (MAP14) or are just well-balanced hard maps (MAP19, "fair slaughter").

 

Other specific maps that I remember:

  • MAP20 & 21 are ok, but a bit too long, and you can get lost occasionally; there are also a lot of annoying monster turrets that are MILES AWAY and "shoot to annoy" from where you can't get them.
  • I don't get why MAP12 is so popular in the comments.
  • Another good map: MAP24.

 

Map quality is pretty good towards the end of the WAD.

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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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Havoc Crow

  
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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DeathevokatioN

  
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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  • File Reviews

    • By Xyzzу · Posted
      It's good (haven't played).
    • By baja blast rd. · Posted
      Danny Bubinga, better known by his nickname "daddybubinga," is the Doomworld community's top Pain Elemental dealer. If you need your fix, meet him at the corner and he's got you 12 of them for one rack, or for $900 if you've referred a customer recently. While only real fiends will blow through that fix in one encounter, there are some real fiends among you lot, I know, so you should be happy to know that Daniel Badabubinga has left his stash available, where the flying meatballs appear in great number and are yours for the taking -- so long as you have a copy of Ultimate Doom Builder and know how to use the copy/paste shortcuts to yank them right out of Combat Shock 2.    Combat Shock 2 is a lot as if Vanguard (the harder parts) and Sunder (the old Sunder levels from back when Insane_Gazebo was a wee beach umbrella) had a baby. Sandwiched between a "microslaughter" intro and a not-slaughter-at-all bonus map, Combat Shock 2's middle five levels are large-scale, fairly open macroslaughter, but generally lighter and faster paced than what Sunder was doing a few years before it.   dannebubinga's design feels like it constantly caters more towards the type of player who wants to run around a lot and get plenty of mayhem going. This looseness crystalizes as an "attitude" that avoids pure punishment -- for example Combat Shock 2's platforming generally has escape lifts, even when the Sunder maps it is emulating does not. But it doesn't feel so much as Danne wanted to make something easy as it does he wanted to make something fun and forgiving for a "skilled player" using a looser, wilder playstyle. This means that while some parts are necessarily more accessible to a casual player, you'll then have spikes of difficulty that correspond with the parts that didn't really need much softening up to cater to that skilled player, like map02's tricky minimalist finale setpiece with a cyber and two pesky ledge sniper archviles and limited cover to dodge all three; or like the opening region of map06 that gives you surprisingly few spheres relative to similar combat in other parts of the wad. So rather than being an "intro-to-slaughter" wad, Combat Shock 2 kinda feels like a difficult slaughterwad but with many more easier pacer sections than usual, and I do think even regular players will find it accommodating so long as they are willing to play maps this size at all.   Of slaughter authors whose activity peaked in the early 2010s, I'd say dannebubinga has some of the most satisfying monster placement tendencies (maybe only Darkwave is even better). He just has a good feel for what enemy combinations or groups will lead to pure fun -- which he generally prioritizes over creating encounters that feel clever. (Even if, as many of his encounters show, like the aforementioned map02 finale, he's certainly capable of creating encounters that are quite clever.) You'll see a lot of imps, funny hordes of hitscanners that self-destruct or let you splatter them, well proportioned use of all the mid-tier enemies (beefy enough so that you can get feeling accomplished in taking them out, but not grindy), and yes...a good number of pain elementals once you get into map03. danne also mixes in more spider masterminds than most authors do, largely for the spectacle of them, rather than real fights. The open "run 'n' gun" nature of most of these maps paired with the satisfying enemy composition gives Combat Shock 2  a distinct character to it; it feels like difficult slaughter with more of a make-your-own-fun playground feel. The opening few minutes of map04 is something I keep returning to because of all those gibbable imps, all the mancubi hordes and their crossfire, all the potential wayward cyberdemon rockets, and the cacoswarm. It's really fun.   While the design and atmosphere is not quite at Sunder levels, I mean little else from that period is, and Combat Shock 2's is still pretty good. It's hard not to love the atmosphere, immersion, and overall grandeur of map05 -- which really feels like a journey, a characteristic also shared with map06. As more strong craft-oriented slaughter authors come into the scene, parts of this will look less remarkable than they did back in 2016 when I was first looking through it, but I think plenty has also aged well.   As for weaknesses, the assumption that the player would always be aggressive sometimes leads to periods of cleanup if you're not wired that way, such as in the second big area of map04. But that doesn't dominate the experience as a whole, and those scattered relaxing cooldowns might even feel like another form of pacing. Progression between levels could also be smoother, since you kinda abruptly go from jungle in the first three to metal furnace in the next two to hell in the last, with not much in the way of an implied narrative connecting them. I mean it's not a deal-breaker. Just download it and shoot stuff.          
    • By Cruduxy Pegg · Posted
      It is a short map but there isn't really anything wrong with it for just normal play.
    • By Cruduxy Pegg · Posted
      I think this megawad is an easy 5 stars.   I haven't played it in 5 years+ yet every other map had a memorable set piece or fight. While I do admit I don't really find the last 4 maps to be good I think most players will enjoy playing and ending the run on map20 or 25 without missing on much. If you think it is too easy in the first half just continue playing because it stops holding back after you reach map31.   It is hard to pick a favorite map as it has a few nice castles/catacomb maps. I guess beast island even though it shows its age and isn't the most complex map in the wad, it just has a different atmosphere from the other maps and that alone makes it fun to replay. (Followed by suffering for an hour in the pyramid adventure Mesri Halek which gives a similar feeling to the beast island, although I hate the puzzles at the end of that one especially the trollish exit switch)   Not so fun knowledge: Mesri Halek gets called egyptian slaughter in the doom community but it is actually مصري هالك and if you put it in google translate you'll get a confirmation that it means perished/doomed egyptian instead.
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