{"content":{"id":15156,"title":"Community Chest 3","dir":"levels/doom2/Ports/megawads/","filename":"cchest3.zip","size":12913516,"age":1195624800,"date":"2007-11-21","author":"Various (see Credits)","email":"rickdale@flash.net","description":"The third installment of the series, Community Chest 3 boasts 32 maps made by 20 different authors from the Doom community. After one year of work, they have been made available for your enjoyment.","credits":"Thanks to Rick Clark for the pwrcore.wad prefab used in MAP31 \"Disarming the Mechanism\". The text file for this prefab has been appended to the end of this file. Thanks to Paul Corfiatis for being a good sport with the overenthusiastic teenage version of myself during our email correspondance back then. He playtested the map and various aspects like the height of the ourdoor areas near the center of the map, the gradient light column around sector 662, and the row of colorful torches near the end of the map were his ideas. Thanks to Fredrik Johansson whose style was a large influence on me back then. Several of the ceiling lights used throughout the map are like those in his Vrack series of maps. Thanks to Johnatone for the server rack wire detailing in secret sector 1445. Its based on the detailing of secret sector 186 from his \"Doom: A Megawad in Two Weeks\" MAP14 \"The Containers\". Thanks to The Green Herring who convinced me make a serious plot for the map as opposed to the weird self-referential story it originally had, and for the easter eggs referencing it and the map in his MAP15 \"Clash of Galaxies\". And thanks to Dutch Devil and the rest of the playtesters who gave me advice on improving the map. The small amount of resources I added for MAP31 are described individually in detail under the \"Community Chest 3 MAP31\" sections in OldResourceCredits.txt of LKTex.","base":"New from scratch","buildtime":"One year","editors":"Too many to list","bugs":"In ZDoom 2.1.7, it is possible to get stuck in MAP03: Mineopoly after raising the rock stairs, as the engine does not properly handle the map's voodoo doll script, rendering the switch to lower the stairs inaccessible. This does not occur in any other source port.
\n\nMAP28: Token Arch-Vile contains HOMs in the building with the bridge when viewed in OpenGL rendering modes. These are mandatory, as fixing them would otherwise ruin the bridge effect in software renderers. It also features no music whatsoever, but this was intentional; it was a decision on the author's part, and is not an oversight.
\n\nSeveral maps also contain sky transfer specials, introduced by the port Marine's Best Friend, which do not work in Boom; at the time they were designed, PrBoom and its brethren allowed sky transfers under Boom compatibility. This is merely a cosmetic issue, though, and does not affect gameplay. Apart from this, there are no other incompatibilities.","textfile":"===========================================================================\nArchive Maintainer : This is a rerelease of Community Chest 3 that\n fixes errors in a few maps, and makes some other\n changes. They are all documented in changes.txt.\nUpdate to : ./idgames/levels/doom2/Ports/megawads/cchest3.zip\nAdvanced engine needed : Boom (and any Boom-compatible engine)\nPrimary purpose : Single play\n===========================================================================\nTitle : Community Chest 3\nFilename : CCHEST3.WAD\nRelease date : 11/22/2007 (original,) 11/26/2007 (rerelease)\nAuthor : Various (see Credits)\nEmail Address : [redacted]\n\nDescription : The third installment of the series, Community\n Chest 3 boasts 32 maps made by 20 different\n authors from the Doom community. After one year\n of work, they have been made available for your\n enjoyment.\n\n===========================================================================\n* What is included *\n\nNew levels : 32\nSounds : No\nMusic : Yes (see Credits)\nGraphics : Yes (see Credits)\nDehacked/BEX Patch : Yes (for level names / intermission text)**\nDemos : Yes (recorded with Boom 2.02)\nOther : No\nOther files required : None\n\n** Includes both an internal lump, and an external .BEX file for use with\nBoom 2.02. If your port supports internal DEHACKED lumps, you do not need\nto use this.\n\n* Play Information *\n\nGame : Doom 2\nMap # : MAP01-32\nSingle Player : Designed for\nCooperative 2-4 Player : Player starts only\nDeathmatch 2-4 Player : Player starts only\nOther game styles : None\nDifficulty Settings : Yes\n\n* Construction *\n\nBase : New from scratch\nBuild Time : One year\nEditor(s) used : Too many to list\nKnown Bugs : In ZDoom 2.1.7, it is possible to get stuck in\n MAP03: Mineopoly after raising the rock stairs,\n as the engine does not properly handle the map's\n voodoo doll script, rendering the switch to lower\n the stairs inaccessible. This does not occur in\n any other source port.\n \n MAP28: Token Arch-Vile contains HOMs in the\n building with the bridge when viewed in OpenGL\n rendering modes. These are mandatory, as fixing\n them would otherwise ruin the bridge effect in\n software renderers. It also features no music\n whatsoever, but this was intentional; it was a\n decision on the author's part, and is not an\n oversight.\n \n Several maps also contain sky transfer specials,\n introduced by the port Marine's Best Friend,\n which do not work in Boom; at the time they were\n designed, PrBoom and its brethren allowed sky\n transfers under Boom compatibility. This is\n merely a cosmetic issue, though, and does not\n affect gameplay. Apart from this, there are no\n other incompatibilities.\nMay Not Run With... : Doom2.exe, or any port that isn't\n Boom-compatible\n\n* Credits *\n\nProject Leader : Andy Leaver\nCompilation : The Green Herring & Use3d\nDeHackEd Programming : The Green Herring\nDemos : The Green Herring\nNew Graphics : Default skies:\n DooMAD\n TITLEPIC, INTERPIC, BOSSBACK, CREDIT:\n Tormentor667\n HELP:\n Doom_user (based on INTERPIC by Tormentor667)\n CWILEV*, ENDOOM:\n The Green Herring\nTexture Resources : id Software, Raven Software, 3D Realms\n Entertainment, the Gothic Team, Nick Baker,\n Espi, Pawel Zarczynski, Freedoom, \n Dario Casali and Milo Casali,\n Fredrik Johansson, Windows Vista MS Paint fonts\nBeta-Testing Team : Anima Zero, Paul Corfiatis, The Green Herring,\n Nuxius, ragnew\nMusic : DM2TTL, DM2INT, READ_M:\n Bobby Prince (for id Software; unused)\n MAP01, 06:\n Bobby Prince (for 3D Realms Entertainment)\n MAP02:\n Ray \"shitbag\" Schmitz\n MAP03:\n Fear Factory; MIDI sequenced by RazTor\n MAP04, 05:\n Bobby Prince (for id Software,) modified by\n doom2day\n MAP07, 12, 16, 22, 23:\n TeamTNT\n MAP08, 13:\n Monolith Software\n MAP10:\n Mark Klem (from Memento Mori II;\n used with permission)\n MAP11, 26:\n Bobby Prince (for id Software)\n MAP14:\n Kevin Schilder (for Raven Software)\n MAP15, 27:\n The Green Herring\n MAP17, 25:\n Parallax Software\n MAP19:\n Bobby Prince (for 3D Realms Entertainment;)\n modified by Use3d\n MAP20:\n Metallica; MIDI sequenced by King Diamond\n MAP21, 30:\n Lee Jackson (for 3D Realms Entertainment)\n MAP24:\n Bobby Prince (for id Software;)\n remixed by Jay Reichard\n MAP29:\n Lee Jackson (for Apogee Software)\n MAP31:\n Toaplan; MIDI sequenced by Sephiroth3\n MAP32:\n Shamus Young (from Doom City [DOOMCITY.WAD])\n Music for 16, 21, 24 and 32 chosen\n by The Green Herring\n Music for 03, 08 and 13 chosen by Andy Leaver\nLevel Design : MAP01: Ventilator\n Use3d\n MAP02: Ion Storm\n Dutch Devil\n MAP03: Mineopoly\n BlackFish & Soap on a Rope\n MAP04: UAC Checkpoint\n doom2day\n MAP05: Living Hell\n doom2day\n MAP06: Foregone Destruction\n Tormentor667\n MAP07: Simple Complex\n Matt Tropiano\n MAP08: Impure Liquids\n Andy Leaver & The Green Herring\n MAP09: As the Doctor Sleeps\n Paul Corfiatis\n MAP10: Atlantis Rising\n Will Hackney\n MAP11: The Grieving Outpost\n Kirby\n MAP12: Black Rain\n RottKing\n MAP13: Welcome to the Machine\n Thomas van der Velden\n MAP14: Mountains and Mortar\n Soap on a Rope\n MAP15: Clash of Galaxies\n The Green Herring\n MAP16: Hangman's Noose\n Shadow Dweller & The Green Herring\n MAP17: Mind's Prison\n Andy Leaver\n MAP18: Godforsaken Hole\n Phobus\n MAP19: Subduction\n Use3d\n MAP20: Huitzilopochtli\n Dr. Zin\n MAP21: The Hero's Return\n Thomas van der Velden\n MAP22: Second Entry\n Dutch Devil\n MAP23: Hard Attack\n Dutch Devil\n MAP24: Amalgamation\n The Flange Peddler\n MAP25: Fate in Blood\n Andy Leaver\n MAP26: Hybrid Envy\n Dr. Zin\n MAP27: Ruby Abyss\n The Green Herring\n MAP28: Token Arch-Vile\n RjY\n MAP29: For We Are Many\n Matt Tropiano\n MAP30: Leviathan\n Matt Tropiano\n MAP31: Disarming the Mechanism\n lupinx-Kassman\n MAP32: Installation 07 Warszawa\n Shadow Dweller & The Green Herring\n\nAdditional Credits and Special Thanks\nfrom lupinx-Kassman : Thanks to Rick Clark for the pwrcore.wad prefab used \n in MAP31 \"Disarming the Mechanism\". The text file for \n this prefab has been appended to the end of this file. \n Thanks to Paul Corfiatis for being a good sport\n with the overenthusiastic teenage version of myself \n during our email correspondance back then. He playtested \n the map and various aspects like the height of the ourdoor \n areas near the center of the map, the gradient light column \n around sector 662, and the row of colorful torches near the \n end of the map were his ideas. Thanks to Fredrik Johansson \n whose style was a large influence on me back then. Several of\n the ceiling lights used throughout the map are like those in his\n Vrack series of maps. Thanks to Johnatone for the server rack wire detailing\n in secret sector 1445. Its based on the detailing of secret sector 186 \n from his \"Doom: A Megawad in Two Weeks\" MAP14 \"The Containers\". Thanks to \n The Green Herring who convinced me make a serious plot for the \n map as opposed to the weird self-referential story it originally\n had, and for the easter eggs referencing it and the map in \n his MAP15 \"Clash of Galaxies\". And thanks to Dutch Devil and the \n rest of the playtesters who gave me advice on improving the map. \n The small amount of resources I added for MAP31 are described \n individually in detail under the \"Community Chest 3 MAP31\" \n sections in OldResourceCredits.txt of LKTex.\n\n* Copyright / Permissions *\n\nAuthors may NOT use the contents of this file as a base for modification or\nreuse. Permissions have been obtained from original authors for any of\ntheir resources modified or included in this file.\n\nYou MAY distribute this file, provided you include this text file, with no\nmodifications. You may distribute this file in any electronic format (BBS,\nDiskette, CD, etc) as long as you include this file intact. I have\nreceived permission from the original authors of any modified or included\ncontent in this file to allow further distribution.\n\nThis PWAD contains select texture(s) and flat(s) that can originally be\nfound in GothicDM or Gothic2. Credit and thanks go out to the artist(s)\nof said flat(s) and texture(s) and also to the rest of the Gothic Crew\n(1997/98). The ORIGINAL GothicDM(2).ZIP can be found at CDROM.COM. Each\nsaid PKZIP archive contains thirty-two professional quality levels and\nmusic.\n\n* Where to get the file that this text file describes *\n\nThe Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors\nWeb sites: http://www.aldp.ws/5622/6464.html\n\n-- Text file for Power Core prefab used in MAP31 --\n\n================================================================\nPrefab : Power Core\nFilenames : pwrcore.wad\n\nAuthor : Rick Clark\nEmail Address : rickdale@flash.net\nHomepage: http://www.flash.net/~rickdale\n\nDescription : This is a power core.\n\nAdditional Credits to : id and TeamTNT\n\n================================================================\n* Information *\n\nEngine : Boom\nBase Wad : doom2.wad\nSector Count : 9\nLinedef Count : 52\nThing Count : 0\nNew Textures Added : No\nNew Flats Added : No\nNew Sprites Added : No\n\n================================================================\n* Copyright / Permissions *\n\nPlease include this text file when using this prefab.","rating":4.0488,"votes":123,"url":"https://www.doomworld.com/idgames/levels/doom2/Ports/megawads/cchest3","idgamesurl":"idgames://levels/doom2/Ports/megawads/cchest3.zip","reviews":{"review":[{"text":"Omy GOOUD!! Auto 5, Auto 5, long live our much beloved doom community!","vote":5,"username":null},{"text":"Nice doomlevels, well done! 4/5","vote":4,"username":null},{"text":"Looks even better than a Tormentor667 map, plays even worse. Needs the monster count reduced by about half. It's like if KDiZD, Eternal Doom, and Hell Revealed had a baby megawad with the worst parts of all three. 3/5","vote":3,"username":null},{"text":"Looks very impressive.","vote":5,"username":null},{"text":"finally a reason to play some doom eagean, some of the maps do get a little poor at times but its not too bad over all","vote":5,"username":null},{"text":"one word AMAZING. \n","vote":3,"username":null},{"text":"THIS IS GREAT\n","vote":5,"username":null},{"text":"I don't see any major flaws. Gameplay is great. Awesome environments. Seems like a five star wad to me so...5/5","vote":5,"username":null},{"text":"Some brilliant maps here. The first map was well designed and Map06 by Tormentor667 was beautiful. Map12 was also very impressive too. I also enjoyed Map18 and 25. But the one that stood out in the crowd was Map29 which reminded me of one of the later levels in Scythe 2 as it was incredibly big n' brutal. Its worth the download. 5 Star material here. -PC ","vote":5,"username":null},{"text":"Some brilliant maps in this megawad. I loved most of it, some had some flaws but I'll ignore them, hehe. Nice job, everyone. 5/5 -Moti","vote":5,"username":null},{"text":"Auto 5 stars for not being a ZDoom WAD.\nAnother 5 stars for the great map design.\nMakes for a total of 10 stars.\nWhat, 5 stars max!?","vote":5,"username":null},{"text":"Overall a mixed bag of qualoty here, just what one would expect from a community project of this kind.\nThere are some true gems in this pack, like map 6,12,19,24 and the 3 maps by Dutch Devil.\nMap10 however has to be the worst level I've ever seen... still a solid 4/5","vote":4,"username":null},{"text":"What exactly was so wrong with map 10? It wasnt one of the best maps in the set but i thought it had some neat ideas\n\noverall this was definately the best of the CC megawads. Well done to everyone who contributed, 5/5 from me","vote":5,"username":null},{"text":"Pretty good. The levels are very well-designed but there are a few duds in the mix like MAP29 which felt like something out of Hell Revealed 2 or Alien Vendetta. I got lost and confused in a few maps too. Aside from that, I had a good time playing these maps. 4/5","vote":4,"username":null},{"text":"Community projects are notorious for having some decent levels, and a lot of crap levels thrown in to meet the level count. Also, this is 2007. Try using some special effects and stuff that isn't 10 years old =/","vote":0,"username":null},{"text":"Several very well detailed, a bit hard and too much action, big maps. As far as I am still playing it I liked the map with the raising imp labyrinth and archvile trap and also the very hard living hell map. 5/5 - Optimus","vote":5,"username":null},{"text":"Some nice maps, but not as good as the 1 monster megawad.","vote":3,"username":null},{"text":"Some superb maps in this, the best CC set so far. Some, however, are not! Even with the poorer ones, this is still a 5 star map set. Nice if the build team followed a theme from level-to-level -- maybe next set. Anyway, a very enjoyable set, will play again and look forward to the next instalment. An easy 5/5","vote":5,"username":null},{"text":"An excellent set of maps from the Doom Community.\nThis one is a keeper ! :) Full Marks.","vote":5,"username":null},{"text":"It's not as fun as CC2 and it's a bit more difficult as CC2 but it's still a great mapset. 4/5","vote":4,"username":null},{"text":"Very nice, i enjoyed playing it from start to end!\nIt was definitely worth my time, even the simplest maps doesn't lack fun factor, great! Easy 4/5\n","vote":4,"username":null},{"text":"Very impressed with how this wad worked out, I was glad to put in a map as well. Definite 5 :)\n\nWill point out that it is very hard though, and some of the maps are gigantic... means that it might be best to take the latter parts of the wad a bit at a time. - Phobus","vote":5,"username":null},{"text":"Great job to all who made this wad possible!","vote":5,"username":null},{"text":"Everything's great except MAP 18.","vote":5,"username":null},{"text":"Like its predecessors, CC3's quality varies, but unlike them, it doesn't have any crappy levels. None of the maps are masterpieces either, but the average quality is surprisingly high. When comparing it to the other fall '07 megawad, 1monster, it becomes clear that CC3 has a lot better gameplay. Most of these levels are pretty fun to play, especially my favorite, map18, a nonlinear level in Doom1 style. 5 stars.","vote":5,"username":null},{"text":"Very good, the levels are all well done for the most part, and some of the later levels [28, 29] are quite a challenge on UV, but beatable with the right strategy and lots of save/reloads. Maps 21 and 22 seemed somewhat out of place for the final third of the megawad, but overall nothing detracts from the final product. A very enthusiastic 4 Stars, download and play this if you have the chance!","vote":4,"username":null},{"text":"awesome.\n5 stars","vote":5,"username":null},{"text":"Awesome stuff. Definitely deserves 5/5","vote":5,"username":null},{"text":"Me likey","vote":5,"username":null},{"text":"Excellent. better than cc2 for sure. 4/5","vote":4,"username":null},{"text":"Music from MAP01 kicks ass a lot.","vote":5,"username":null},{"text":"Awesome from start to finish. map01, map12, and map19 are especially impressive.","vote":5,"username":null},{"text":"Definitely 5-star work. As expected in a community project, the quality of the levels does fluctuate, but there wasn't a single level that I thought was below average and many maps stood out, such as map12, map25, and map29. This is definitely something to check out if you haven't already! - Death-Destiny","vote":5,"username":null},{"text":"Map 18 is the shit","vote":0,"username":null},{"text":"This megawad is kick-ass on the whole. Every map in here bristles with skill in one way or another. Legendary. 5/5","vote":5,"username":null},{"text":"A very impressive megawad. Each map was brimming with quality IMO. Definitely worth the download. 5/5","vote":5,"username":null},{"text":"Overall a mixed bag of quality here, just what one would expect from a community project of this kind. There are some true gems in this pack, like map 6,12,19,24 and the 3 maps by Dutch Devil. Map10 however has to be the worst level I've ever seen... still a solid 4/5","vote":0,"username":null},{"text":"Truly the greatest Coop/SP mapset ever. Very challenging, yet fun at the same time. The voodoo doll at the start shows how awesome the mappers are. The first Cyber fight was very tense. 5/5","vote":5,"username":null},{"text":"The best Community Chest for sure. Worth playing if for map 29 \"For we are many\" alone. Map 30 was interesting and challenging as well. Great difficulty here and there, but nowhere was it as insane as Hell Revealed 2 on UV could be, and that's good! ","vote":5,"username":null},{"text":"I luv this! you rock yay","vote":5,"username":null},{"text":"It was great fun and all but several of the maps just don't work in coop skulltag which ruined my fun dramatically, then it just died off the fun. Other than that it looked fantastic and was fun till the incompatibilities killed the fun. So i fail to give it 5 for this.","vote":4,"username":null},{"text":"Wow!\nToo large for me to play from start to finish in a few sittings - however, i really enjoyed playing these levels one at a time from scratch over a long period of time.\nExtra comment - Map 29 was intense as anything - so much so that it almost became monotonous - and throws in a humourous touch at the exit (as if you hadn't had enough already!)\n4 stars - not perfect, definately awesome.","vote":4,"username":null},{"text":"Very good Megawad. Not among the best, because it lacks consistency, specially weapons/ammo.Map 05 is great, but it gives you the big weapons too soon, when in the next levels you see no ammo or use for those weapons. Also, level 21 is too easy, and levels 22 and 23 don't look hellish (here is where 5 should be).\n\nMost maps are very good, some are just... good or average(15 is the worst imo).Levels 12 and 29 are some of the best I've ever played.4 stars, but close to 5.\n\n--- Talvi ---","vote":3,"username":null},{"text":"An awesome megawad, didn't enjoy map 10 too much, but all the other maps were great.","vote":5,"username":null},{"text":"Very good stuff here. Every map has a nice style, I thought map 10 was interesting, it wasn't bad at all. Only objection would be the inconsistency of themes and difficulty, hard on map 5 and 12 and easy after. I didn't like the variety of skies, 3 different skies is enough IMO. Otherwise a solid 5/5.","vote":5,"username":null},{"text":"Wow. Some flaws, but with so many linedefs, theres no way one could fix them all.","vote":5,"username":null},{"text":"5, nuff said.","vote":5,"username":null},{"text":"This megawad kickass, detail and gameplay are the best in this!","vote":5,"username":null},{"text":"An awesome mapset. A note to dumbasses: pre-97E Skulltag versions don't support voodoo dolls. This it not a Skulltag wad. Don't vote it down because you tried playing it in the wrong source port, idiot.","vote":5,"username":null},{"text":"The first maps are far too long and hard. This sucks bably.","vote":0,"username":null},{"text":"Just because you are inexperienced doesn't mean a pack sucks, I'm currently at 16 and it's been a nice smooth ride. Some great stuff in this set, much better than CC1&2, though Black Rain was killer, spent nearly 2 hours on it.","vote":5,"username":null},{"text":"many great maps 4.5 (5)/5","vote":5,"username":null},{"text":"Best. Community. Megawad. EVER. Period. Can only hope CC4 tops it.","vote":5,"username":null},{"text":"this is a true megawad, these are levels which probably took lots of time and patients 5/5","vote":5,"username":null},{"text":"One of the very best. 5/5","vote":5,"username":null},{"text":"let's see: gameplay=0, design=3, musics=4. gameplay accounts as half of my review and this looks like hell revealed and so \"dis un\" gets 2/5 -tdd\n","vote":2,"username":null},{"text":"Nice done, Its very good","vote":4,"username":null},{"text":"This is proof that if teh community banded together they CAN'T make a masterpiece. This is too much of a mixed bag. Because in these days half the people are inspired by DooM, where the rest are inspired by garbage modern games. This is just too much of a mixed bag to play through. On the hand you have Tormentor who makes a goodlooking map with no gameplay value and boring layout. Then you have meh authors like Blackfish, Use3d, and to top it off most of the midis are utter shit.","vote":0,"username":null},{"text":"This megawad doesn't screw around, some of the hardest early maps I've ever played. Worth the download for the HR style maps 28/29 alone. *****","vote":5,"username":null},{"text":"Yeah, it is ok wad. As every community project there are maps with lower quality and also some maps with higher quality. It depends on the creator. I personaly loved maps 21, 23, 24 but it isn't enough for me. Maps 29 and 30 was too intense for me. ;) 3,5/5 - Damned","vote":3,"username":null},{"text":"the best of thes serie","vote":5,"username":null},{"text":"^^this. also 5/5 stars","vote":5,"username":null},{"text":"I couldn't enjoy this wad.\nI feel those scythe or deus vult series are much better. and I was really disappointed when I found the missing textures. C'mon !! It's released in 2007 , right? \nYou guys could have done better. Boring. 2/5","vote":2,"username":null},{"text":"CC2 was better than this. 4/5","vote":4,"username":null},{"text":"Best CC to this point, in the spirit of CC's getting progressively better, but you should play them all. CC4 should kill all this older stuff but they won't ever be obsolete. And there's no filler nonsense here either. (Filler = map available separately elsewhere) The weaker links are: 03, 04, 10, 11, 14-16, 32, and 28. I'd say the rest of the maps are all 4 or 5 star quality. A lot of the weaker maps are even 3 stars arguably, though Map14 sucks.","vote":4,"username":null},{"text":"Most levels pretty good. Map 07 appears broken in Risen3D v2.2.16. After defeating Mancubi and Arachnotrons in the courtyard, the exit doesn't open as it should.","vote":4,"username":null},{"text":"Some maps in this pack are amazing, especially DD's and Use3d ones. 5/5","vote":5,"username":null},{"text":"Just co-oped through it with zark, have to say CC4 overall was a big improvement on this which has some excellent maps, especially from Dutch Devil, but also some pretty tedious ones (am going to name and shame Andy Leaver and Dr. Zin here, heh) but also lacks a consistent theme which although understandable given the nature of the project does jar a bit when playing. Still, a fine community effort, and well worth playing.","vote":4,"username":"pritch"},{"text":"Just played the whole things through. Very good gameplay, and some beautiful visuals throughout. 5/5","vote":3,"username":null},{"text":"A very nice wad idd, like the other cchest, but i can't shake the fact that it sometimes feels pretty unballanced, like map05 can be a real bitch for the casual doomer, while map06 is a walk in the park, nevertheless 5/5","vote":5,"username":null},{"text":"The difficulty is extreme on this one, whereas the others are fine.","vote":0,"username":null},{"text":"Maps 01 - 04 are ok and quite nice, but Map 05 is too hard, no skill levels implemented, so that's where my game stopped -> 0/5","vote":0,"username":null},{"text":"Yet another excellent map set from the community that is of even higher standards than the last one.\nI enjoyed every map, and there was never a dull moment for me. A full 5/5 from me. -TRRobin.","vote":5,"username":null},{"text":"Some levels are really HUUUUGEEE! For example maps 12, 20, 25, 29 etc. It takes at least 30 minutes to beat them. When I find computer map and see the whole automap, the size of it is really creepy :) Finishing map was pretty satisfying. The only negative thing is low ammo in map 28, it really ruined my day :) -Enkeli33-","vote":4,"username":null},{"text":"fun, fun levels, and I actually liked the Dr. Zin maps and MAP10 unlike the rest of reviewers. mixed bag but still good playing maps.","vote":4,"username":"Getsu Fune"},{"text":"^ Mixed bag? Hell no. Nearly every map is good fun. Hell, as much as I love CC4, I would say this displayed a lot more creativity overall. The best Community Chest in my books.","vote":5,"username":null},{"text":"Tons of confusing maps. This is easily the worst of the CC wads. 4 and 2 are good, haven't played 1.","vote":0,"username":"Rowsol"},{"text":"Easly the Best game I played as a fanmade release,I ages well, worth playing for map29 alone.","vote":5,"username":"sincity2100"},{"text":"Average throughout","vote":3,"username":"Combinebobnt"}]}},"meta":{"version":3}}