Bugs
As of this writing, parts of MAP14 will not be rendered correctly when played in certain ports, such as GLBoom+ and Risen3D. This is because of the use of the Mordeth bridge effect, which is currently not supported by most hardware renderers.
On MAP18, crossing the bridge north of you will cause any monsters beneath it to be teleported on top of it. This is a limitation of the bridge effect used in that area and there is nothing that can be done about it without crippling monster movement.
On MAP20, in PrBoom+, dots can occasionally be seen floating in the air above the curving lasers later on in the level. The cause of this bug is unknown to the compiler as of this writing.
In addition, although this isn't a bug, it should be noted that one level requires the death of the player to exit, so if your source port does not allow dead players to exit by default, you must turn this function on (if such an option exists). The OPTIONS lump included in this WAD serves to force this option on in the Eternity Engine, so you won't need to turn it on every time you play.
Finally, a certain map may display an "unknown thing" error if played in the "Mjolnir" release of the Eternity Engine. This is a known problem, and the error will not occur if the map is loaded in a recent SVN build.
Text File
===========================================================================
Advanced engine needed : Boom-compatible source ports with an increased
SEGS limit
(PrBoom+ 2.5.1.3 -complevel 9 or Eternity Engine
v3.40.20 "Mjolnir" recommended)
Primary purpose : Single play
===========================================================================
Title : Community Chest 4
Filename : cchest4.wad
Release date : August 17, 2012
Author : Various (see Credits)
Description : 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!
===========================================================================
* What is included *
New levels : 32
Sounds : No
Music : Yes (see Credits)
Graphics : Yes (see Credits)
Dehacked/BEX Patch : Yes (for level names / intermission text;
included inside the WAD)
Demos : Yes (recorded with PrBoom+ 2.5.1.3)
Other : OPTIONS lump (see Known Bugs)
MAPINFO/ZMAPINFO for ZDoom
(NOTE: jump and crouch buttons disabled
to ensure intended gameplay)
EMAPINFO for Eternity Engine
Other files required : None
* Play Information *
Game : Doom 2
Map # : MAP01-32
Single Player : Designed for
Cooperative 2-4 Player : Player starts only
Deathmatch 2-4 Player : Player starts only
Other game styles : None
Difficulty Settings : Yes
* Construction *
Base : New from scratch
Build Time : Four years
Editor(s) used : Too many to list
Known Bugs : As of this writing, parts of MAP14 will not be
rendered correctly when played in certain ports,
such as GLBoom+ and Risen3D. This is because of
the use of the Mordeth bridge effect, which is
currently not supported by most hardware
renderers.
On MAP18, crossing the bridge north of you will
cause any monsters beneath it to be teleported on
top of it. This is a limitation of the bridge
effect used in that area and there is nothing
that can be done about it without crippling
monster movement.
On MAP20, in PrBoom+, dots can occasionally be
seen floating in the air above the curving lasers
later on in the level. The cause of this bug is
unknown to the compiler as of this writing.
In addition, although this isn't a bug, it
should be noted that one level requires the death
of the player to exit, so if your source port
does not allow dead players to exit by default,
you must turn this function on (if such an option
exists). The OPTIONS lump included in this WAD
serves to force this option on in the Eternity
Engine, so you won't need to turn it on every
time you play.
Finally, a certain map may display an "unknown
thing" error if played in the "Mjolnir"
release of the Eternity Engine. This is a known
problem, and the error will not occur if the map
is loaded in a recent SVN build.
May Not Run With... : Doom2.exe, Boom.exe (too many SEGS on certain
levels), or any source port that isn't
Boom-compatible
* Credits *
Project Leader : The Green Herring
Compilation : The Green Herring
DeHackEd Patch : The Green Herring
Demos : The Green Herring
New Graphics : Status Bar:
Sphagne
CWILEV*, CREDIT, ENDOOM, green font:
The Green Herring
TITLEPIC, INTERPIC, M_DOOM, BOSSBACK:
Thomas van der Velden (www.rabotik.nl)
HELP:
The Green Herring
(based on INTERPIC by
Thomas van der Velden)
Texture Resources : NiGHTMARE
Espi
Eriance
Fredrik Johansson
Janitor
DaGGeR
Ola Bjorling
Vader
XDelusion
esselfortium
RottKing
Nuxius
Afterglow
AgentSpork
RottKing
Enjay
Huy Pham
SargeBaldy
Tormentor667
The GothicDM Team
The Requiem Team
The Eternal Doom Team
id Software
Raven Software
Rogue Entertainment
3D Realms Entertainment
LucasArts
H. R. Giger (converted by Stephen Renton)
Internal Playesting Team: justanotherfool
Brian Nesser (Anima Zero)
RjY
Alice Jameson
William Huber
Qaatar
st.alfonzo
azureace
SonidoSpeed
Jan Engelhardt (Hirogen2)
Brian Knox
Crusader No Regret
External Playtesters : dew
pfl
Phml
j4rio
Memfis
hawkwind
Doohnibor
TimeOfDeath
ZDaemon Thursday Night Survival Crew
Level Design : MAP01: Renewed Faith
William Huber
MAP02: Slugfest
skillsaw
MAP03: Three is a Charm
James "Phobus" Cresswell
MAP04: Polluted Paths
Forty-Two
MAP05: Installation Decrepit
Alice Jameson
MAP06: Survival Instincts
Adam Windsor
MAP07: Hoedown
James "Phobus" Cresswell
MAP08: Cold Reception
Mithran Denizen
MAP09: Ochregerde
William Huber
MAP10: Inner Fear
Dutch Devil
MAP11: The Grotto
Christoph and Josh Sealy
MAP12: Nectar of the Gods
The Green Herring
MAP13: Viral Implant
James "Phobus" Cresswell
MAP14: Downriver
Processing Control
MAP15: Decomposition
Lord Z
MAP16: The Forgotten Base
Keeper of Jericho
MAP17: Metastasize
Andy Leaver
MAP18: Suburbia
James "Jimmy" Paddock (level)
and Brett "Mechadon" Harrell (detailing)
MAP19: Technoprison
Josh Sealy
MAP20: Interstellar Sickness
lupinx-Kassman
MAP21: Shaman's Device
lupinx-Kassman
MAP22: Hell's Limits
C30N9
MAP23: Melting Universe II
Walter Confalonieri
MAP24: Detachment
Shadow Dweller
MAP25: Nightmare Complex
Kim "Torn" Bach
MAP26: Reaper's Digest
Kristian Aro
MAP27: Vulcana II
Paul Corfiatis
MAP28: Crucifix Held Close
William Huber
MAP29: Spiritual Holocaust
Christian Lian
MAP30: Ragnarok
Josh "Joshy" Sealy
MAP31: Mortar Combat
Forty-Two
MAP32: Mutare
Jeffrey Nordin
Music : Title:
"At Last, It Has Arrived"
by The Green Herring
Stats:
"The Destiny of Death"
by The Green Herring
Story:
"Victory"
by Forty-Two
MAP01:
Final Boss Theme
from "The NinjaWarriors" (SNES),
sequenced for MIDI by Robert Hansson
MAP02:
Sand Rock's Theme
from "Gundam Wing: Endless Duel"
(Super Famicom)
sequenced for MIDI by cyahin
MAP03:
"They're Going to Get You" by Bobby Prince
from "Doom" (PC)
MAP04:
"Few" by Forty-Two
MAP05:
"The Dave D. Taylor Blues" by Bobby Prince
from "Doom II: Hell on Earth" (PC)
MAP06:
"Into Sandy's City" by Bobby Prince
from "Doom II: Hell on Earth" (PC)
MAP07:
"Hiding the Secrets" by Bobby Prince
from "Doom" (PC)
MAP08:
"Quad Machine" by Sonic Mayhem
from "Quake II" (PC),
sequenced for MIDI by Jay Reichard
MAP09:
"Starting Out" by Forty-Two
from "Plutonia 2"
MAP10:
"Icicles" by James "Jimmy" Paddock
MAP11:
"Grotto" by Forty-Two
MAP12:
"It's Gonna Be a Rough Ride"
by The Green Herring
MAP13:
Altantica/Aquatica Techno Music
from "Need for Speed III: Hot Pursuit"
sequenced for MIDI by Rapidkirby3k
MAP14:
"Anchor" by Mark Klem
from "Memento Mori II"
MAP15:
"Creeping Death" by Metallica,
sequenced for MIDI by "King Diamond"
MAP16:
"Waiting for Romero to Play"
by Bobby Price
from "Doom II: Hell on Earth" (PC)
MAP17:
"Mechanical Man" by Frank Klepacki
from "Command & Conquer" (PC),
sequenced for MIDI by Gecko Yamori
MAP18:
"Shrouded in Darkness"
by James "Jimmy" Paddock;
based on "In the Dark" by Bobby Prince
from "Doom II: Hell on Earth" (PC)
MAP19:
"Technoprisoners"
by James "Jimmy" Paddock
MAP20:
"We're the Robots"
from "Mega Man 9" (Wii),
sequenced for MIDI by Jace
MAP21:
"Against Nirvana"
from "Steam-Heart's" [sic] (PC-98),
sequenced for MIDI by MaliceX
MAP22:
"Hell's Limits" by Forty-Two
MAP23:
"Countdown to Death" by Bobby Prince
from "Doom II: Hell on Earth" (PC)
MAP24:
Theme of MAP04: Wormhole
from "TNT: Evilution"
MAP25:
"Fate of the Damned" by Mike Cody
from "Blood" (PC)
MAP26:
"The Demons from Shawn's Pen remix
(Doom E2M2 remix)"
by Kristian Aro;
based on
"The Demons from Adrian's Pen"
by Bobby Prince
from "Doom"
MAP27:
"Last Man Standing
(Sacraficial Symphony)" [sic]
by Kristian Aro
from "Whispers of Satan"
MAP28:
"Crucifix Held Close"
from "Castlevania:
Portrait of Ruin" (DS),
sequenced for MIDI by Jayster
MAP29:
"Crawling Vermin" by Maxime Tondreau
from "Planet of Cartmans 2" (PC)
MAP30:
"Hell Reigns Down"
by Josh "EarthQuake" Simpson
MAP31:
"Mortar Combat" by Forty-Two
MAP32:
"Jerub Baal" by Jeffrey Nordin
* Copyright / Permissions *
Authors may NOT use the contents of this file as a base for modification or
reuse. The sole exception to this is the Community Chest 4 Resource WAD,
which is included with this file in cc4-tex.zip. Permissions have been
obtained from original authors for any of their resources modified or
included in this file.
You MAY distribute this file, provided you include this text file, with no
modifications. You may distribute this file in any electronic format (BBS,
Diskette, CD, etc) as long as you include this file intact. I have
received permission from the original authors of any modified or included
content in this file to allow further distribution.
This PWAD contains select texture(s) and flat(s) that can originally be
found in GothicDM or Gothic2. Credit and thanks go out to the artist(s)
of said flat(s) and texture(s) and also to the rest of the Gothic Crew
(1997/98). The ORIGINAL GothicDM(2).ZIP can be found at CDROM.COM. Each
said PKZIP archive contains thirty-two professional quality levels and
music.
* Where to get the file that this text file describes *
The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors
*** Uploaded by Eric "The Green Herring" Baker (eabaker@san.rr.com) ***