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Community Chest 4

   (127 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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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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Guest

Unknown date

  
total shit, boring maps and mediocre gameplay. 1/5

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Guest

Unknown date

  
This is for me the best Community Chest so far. I enjoyed every map and I haven't found any poor maps. So we have here 32 good, great and outstanding maps and the wad as a whole deserves highest rating. 5/5 - Damned

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Guest

Unknown date

  
Started off well enough but developed into more of a slaughterfest than anything else. Disappointing.

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Guest

Unknown date

  
Kinda focused a little too much on detail this time, IMO. Still pretty good, but I prefer 2 and 3.

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Guest

Unknown date

  
Great effort, fantastic architecture, gameplay is variable but it's passable on more than enough maps. 5/5 I hope we get to intercept (hint hint hint) another wad of this quality in 2012, maybe one that is even a bit more gameplay oriented...

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AtTheGates

Unknown date

  
this is worth 5 stars for the texturepack alone, the maps are added mileage!

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Guest

Unknown date

  
most maps are ok, 20 and 21 were fun. i give it 4 stars, most maps looked the same, kinda bland after a while, last map seemed a bit overkill. i still think CChest3 was the best. 4/5 -deathknight

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Guest

Unknown date

  
The best community chest yet. 5 stars for 20 and 21 alone.

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Guest

Unknown date

  
map20 and map21 gets too much attention. Detail-hell with beyond crappy music. Good mgawad all in all though

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Guest

Unknown date

  
Had some issues exiting in MAP 11. Overall, each map in this selection were very detailed and balanced. Keep it up! - Doom Masta

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Guest

Unknown date

  
Almost every map is at least 3-start material, some are 4-star, and a handful are 5-star. 20 and 21 are 6-star (they would make a fully excellent separate release, even!). While the "average map" is probably around a 4/5, a megawad is the sum of its parts, and not strictly the linear average quality of the maps. The review above needs to read "[...] + 1 for everything else". That should give away the rating. (And for Christ sake, Map12 isn't even one of the top ten maps!)

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Guest

Unknown date

  
Beautiful balance of detail and design, and a superb example of collaborative effort strengthening all of the levels. It's fun to run and blast through, but has beaucoup replay value with the tons of secrets hidden in it. Actually deserves the tag Legendary.-GreazySho rts

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Guest

Unknown date

  
This is the best coop WAD ever, but the secret maps are best avoided because they suck. - 5/5 Zalewa

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Guest

Unknown date

  
This absolutely rocks! 5/5

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Guest

Unknown date

  
20 & 21 are absolute GOLD. Even if every other map was 1994 quality, they alone would warrant the entire download, no questions asked. Kind of like Vader's maps in ZPack, but possibly even better than that, especially considering no ZDoom features. These two levels (essentially one story split into two parts) are merged in well but they would be a phenomenal standalone release as well. The fact that a lot of the 30 other maps are quite good (and even the stray excellent) too only seals this deal.

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NuMetalManiak

Unknown date · Edited by NuMetalManiak

  

whenever i look back at Boom maps that really showed nearly every trick in the book, i look back at this. lots of top quality levels with fucking awesome gameplay. not to mention the texture pack which gets used on and off by me and others. oh, and MAP24 was a huge inspiration for one of my first maps.

 

Community Chest as a series has been all about making a Doom community megawad of reasonable quality, with the first and second having mostly okay maps with at least one memorable one for each one. the third was sort of the same thing, but the overall quality improved there. then we get to the fourth and final Community Chest, where you're bound to find at least SOME quality in every map. surely enough, these ones are difficult, high quality, some are borderline-slaughter, but all have charms to them. from the cold settings of MAP08, to the sequels of Melting Universe (MAP23) and Vulcana (MAP27), to lupinx's fucked up back-to-back space ventures, to the continuously changing MAP32, these maps are mettle testers in many ways. be prepared for a few long hauls, and remember that since its Boom, different keycards and skullkeys are necessary sometimes.

 

gotta give credit to Andy Leaver for creating a MAP17 for every single Community Chest too. since he's not going to map anymore there will never be a CC5 because of that.

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Guest

Unknown date

  
I enjoyed 26/32 levels, I give this an 80%, 4/5 Stars. Maps 20 & 21 are Amazing. - Admiral Xolzo

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Guest

Unknown date

  
5 Starts from me. Amazing set of maps. my favourite were 06, 12, 18. Adam Windsor made an amazing level.

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Guest

Unknown date

  
Really excellent! The best community chest yet! 5 stars. -TRRobin.

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Guest

Unknown date

  
And yet another awesome map set..Community Chest forever!

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Guest

Unknown date

  
+ 4 stars for Maps 12, 20 and 21 - 1 stars for everything else

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Guest

Unknown date

  
5/5

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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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