=========================================================================== Archive maintainer : This is a hotfix which corrects a bug in MAP17 that prevented 100% Kills, as well as a bug in MAP29 that could prevent it in coop multiplayer and a bug in MAP18 that could get you trapped. A list of the changes made in this hotfix and the second release can be seen in changes.txt. Update to : levels/doom2/Ports/megawads/cchest4.zip Advanced engine needed : Boom-compatible source ports with an increased SEGS limit (PrBoom+ 2.5.1.3 -complevel 9 or Eternity Engine v3.40.25 "Midgard" recommended) Primary purpose : Single play =========================================================================== Title : Community Chest 4 Filename : cchest4.wad Release date : August 17, 2012 (first release) September 9, 2012 (second release) September 12, 2012 (hotfix) October 19, 2012 (second release +) Author : Various (see Credits) Email Address : [redacted] 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. 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) Skulltag Team Robert Babor The Alpha Dog Alliance Team TNT The Green Herring 32in24-7 Texture Contributors "Operation: Biowar" Team Rand and Steven Phares CAProduction Paul Maurone Kurt Kesler Michael "Optimus" Kargas Greenwar 2 Texture Contributors Capcom Shaikoten iD Software Thomas van der Velden (www.rabotik.nl) Risen Gregory H. Revera Namco Magic_Man Stuntman 21 Windows Vista MS Paint fonts Internal Playesting Team: justanotherfool Brian Nesser (Anima Zero) RjY Alice Jameson Super Jamie 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 Additional Credits and Special Thanks from lupinx-Kassman : Thanks to Fredrik Johansson's Vrack series and Huy Pham's Deus Vult II MAP19 "Stargate" for inspiring MAP20 "Interstellar Sickness". The style of lighting and detailing applied in MAP20 was largely a continuation of their styles. The rainbow wave hologram near the yellow key in MAP20 is a reference to the green wave holograms used in Vrack 3 and Deus Vult II MAP19. The foliage in the biodome section of MAP20 was inspired by Kurt Kesler's foliage-heavy KZDoom7. Thanks to Bob Reganess whose gazebo structure in aboo4.wad MAP03 is referenced by the tower structure in the red key area of MAP21 "Shaman's Device". Thanks to James Wilson whose ring of poles structure in Return to Purgatory MAP13 "Catacombs" is referenced by the ring of poles structure encircling the BFG in MAP21. The wall symbols shortly before the lift ride in the yellow key branch of MAP21 are a homage to the strange wall symbol in the easternmost side of Doom's E1M5 "Unholy Cathedral". The bouncy doom3esque exit teleporter to hell in MAP21 is a homage to the same teleporters from Ian Cunnings' Community Chest 2 MAP07 "To Hell and Back" and Community Chest 3 MAP24 "Amalgamation". Thanks to Thomas Van der Velden for designing the Community Chest logo which is depicted in various parts of MAP20 and MAP21. MAP21 has a deathmatch-only arena which is my 32in24-3 MAP25 "Kass Duel Tower". Its ceiling lights were based on two types of ceiling lights that were used in Fredrik Johansson's Vrack 3. There were small bits of detail I added to Torn's MAP25 "Nightmare Complex" while fixing bugs with his permission near the end of CC4's development. The westernmost detail in the void was inspired by Biowar's MAP17 "Sacrilege" and the various gore chandeliers were inspired by the detailing in Alien Vendetta's MAP21 "One Flew Over The Caco's Nest". Thanks to Star Wars (even the prequels) and Nintendo v. Sega era side scrollers for inspiring MAP21. Thanks to esselfortium who made a purple coolant flat for me to use in MAP20 and MAP21 as a kind gesture. Thanks to all of the folks who were in #jetsons for offering encouragement. Thanks to The Green Herring who playtested, gave advice, and who made various fixes to MAP20 and MAP21 during the final compilation. And thanks to the playtesting team whose advice made the experience of these maps much better. All resources in this wad prefixed with "KS_" are described individually in detail in OldResourceCredits.txt of LKTex. * 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; you may use it as long as you credit the creators of the textures. 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. (Ironically, CDROM.COM no longer exists; the above mentions it only because the conditions of the Gothic Deathmatches texture pack require you to print the above text verbatim. You can, however, find the original GothicDM(2).zip on the idgames/ archive at gamers.org and its mirrors.) * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors