===========================================================================
Archive Maintainer : This is a rerelease of Community Chest 3 that
fixes errors in a few maps, and makes some other
changes. They are all documented in changes.txt.
Update to : ./idgames/levels/doom2/Ports/megawads/cchest3.zip
Advanced engine needed : Boom (and any Boom-compatible engine)
Primary purpose : Single play
===========================================================================
Title : Community Chest 3
Filename : CCHEST3.WAD
Release date : 11/22/2007 (original,) 11/26/2007 (rerelease)
Author : Various (see Credits)
Email Address : [redacted]
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.
===========================================================================
* 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)**
Demos : Yes (recorded with Boom 2.02)
Other : No
Other files required : None
** Includes both an internal lump, and an external .BEX file for use with
Boom 2.02. If your port supports internal DEHACKED lumps, you do not need
to use this.
* 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 : One year
Editor(s) used : Too many to list
Known 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.
MAP28: 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.
Several 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.
May Not Run With... : Doom2.exe, or any port that isn't
Boom-compatible
* Credits *
Project Leader : Andy Leaver
Compilation : The Green Herring & Use3d
DeHackEd Programming : The Green Herring
Demos : The Green Herring
New Graphics : Default skies:
DooMAD
TITLEPIC, INTERPIC, BOSSBACK, CREDIT:
Tormentor667
HELP:
Doom_user (based on INTERPIC by Tormentor667)
CWILEV*, ENDOOM:
The Green Herring
Texture Resources : id Software, Raven Software, 3D Realms
Entertainment, the Gothic Team, Nick Baker,
Espi, Pawel Zarczynski, Freedoom,
Dario Casali and Milo Casali,
Fredrik Johansson, Windows Vista MS Paint fonts
Beta-Testing Team : Anima Zero, Paul Corfiatis, The Green Herring,
Nuxius, ragnew
Music : DM2TTL, DM2INT, READ_M:
Bobby Prince (for id Software; unused)
MAP01, 06:
Bobby Prince (for 3D Realms Entertainment)
MAP02:
Ray "shitbag" Schmitz
MAP03:
Fear Factory; MIDI sequenced by RazTor
MAP04, 05:
Bobby Prince (for id Software,) modified by
doom2day
MAP07, 12, 16, 22, 23:
TeamTNT
MAP08, 13:
Monolith Software
MAP10:
Mark Klem (from Memento Mori II;
used with permission)
MAP11, 26:
Bobby Prince (for id Software)
MAP14:
Kevin Schilder (for Raven Software)
MAP15, 27:
The Green Herring
MAP17, 25:
Parallax Software
MAP19:
Bobby Prince (for 3D Realms Entertainment;)
modified by Use3d
MAP20:
Metallica; MIDI sequenced by King Diamond
MAP21, 30:
Lee Jackson (for 3D Realms Entertainment)
MAP24:
Bobby Prince (for id Software;)
remixed by Jay Reichard
MAP29:
Lee Jackson (for Apogee Software)
MAP31:
Toaplan; MIDI sequenced by Sephiroth3
MAP32:
Shamus Young (from Doom City [DOOMCITY.WAD])
Music for 16, 21, 24 and 32 chosen
by The Green Herring
Music for 03, 08 and 13 chosen by Andy Leaver
Level Design : MAP01: Ventilator
Use3d
MAP02: Ion Storm
Dutch Devil
MAP03: Mineopoly
BlackFish & Soap on a Rope
MAP04: UAC Checkpoint
doom2day
MAP05: Living Hell
doom2day
MAP06: Foregone Destruction
Tormentor667
MAP07: Simple Complex
Matt Tropiano
MAP08: Impure Liquids
Andy Leaver & The Green Herring
MAP09: As the Doctor Sleeps
Paul Corfiatis
MAP10: Atlantis Rising
Will Hackney
MAP11: The Grieving Outpost
Kirby
MAP12: Black Rain
RottKing
MAP13: Welcome to the Machine
Thomas van der Velden
MAP14: Mountains and Mortar
Soap on a Rope
MAP15: Clash of Galaxies
The Green Herring
MAP16: Hangman's Noose
Shadow Dweller & The Green Herring
MAP17: Mind's Prison
Andy Leaver
MAP18: Godforsaken Hole
Phobus
MAP19: Subduction
Use3d
MAP20: Huitzilopochtli
Dr. Zin
MAP21: The Hero's Return
Thomas van der Velden
MAP22: Second Entry
Dutch Devil
MAP23: Hard Attack
Dutch Devil
MAP24: Amalgamation
The Flange Peddler
MAP25: Fate in Blood
Andy Leaver
MAP26: Hybrid Envy
Dr. Zin
MAP27: Ruby Abyss
The Green Herring
MAP28: Token Arch-Vile
RjY
MAP29: For We Are Many
Matt Tropiano
MAP30: Leviathan
Matt Tropiano
MAP31: Disarming the Mechanism
lupinx-Kassman
MAP32: Installation 07 Warszawa
Shadow Dweller & The Green Herring
Additional Credits and Special Thanks
from lupinx-Kassman : 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.
* Copyright / Permissions *
Authors may NOT use the contents of this file as a base for modification or
reuse. 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
Web sites:
http://www.aldp.ws/5622/6464.html
-- Text file for Power Core prefab used in MAP31 --
================================================================
Prefab : Power Core
Filenames : pwrcore.wad
Author : Rick Clark
Email Address :
[email protected]
Homepage :
http://www.flash.net/~rickdale
Description : This is a power core.
Additional Credits to : id and TeamTNT
================================================================
* Information *
Engine : Boom
Base Wad : doom2.wad
Sector Count : 9
Linedef Count : 52
Thing Count : 0
New Textures Added : No
New Flats Added : No
New Sprites Added : No
================================================================
* Copyright / Permissions *
Please include this text file when using this prefab.