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10 Sectors

   (103 reviews)
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From mid-August to mid-September, Doomworld.com held a contest with a simple premise: design the best Boom level you can with only 10 sectors. This is the result.


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sesq

  

To look at? Ranges from hellish to beautiful - the limitation leads to a lot of excessive visual flair being shaved off by necessity, rendering some of these maps Very pretty. To play? Every map is like a 1994 map, yet often much worse than any map I've played from 1994, and ranges from merely acceptable to some of the worst I've ever tried to stomach. That said, Map19 is a likely contender for most beautiful thing ever created within the DOOM engine. Just download and go through that one (but I'd still classify the gameplay as acceptable.)

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Nems

  

I see the phrase "mixed bag" a lot when it comes to describing a lot of megaWADs. Hell, I've probably used the term a few times myself. However, I try to reserve it for when it truly is such.

 

This megaWAD is really one of those cases. For every good map in this megaWAD, there's one or two that just absolutely take the piss. If it isn't some kind of technical fuckery that can make some maps unbeatable and force you to start all over again, it's maps that well overstay their welcome with some of the most wonky and convoluted progression I've encountered. A big "fuck you" goes to map 21 for devolving into a switch hunting clusterfuck if you're trying to play the damn thing correctly. Otherwise, do like I did, say "fuck it", and jump across the gap to the exit door instead of finding all of the switches to raise the floor high enough to go across.

 

It's certainly possible to play through the entire thing and beat it. How much you'll want to will depend on how forgiving you are when it comes to the stuff I pointed out in my last paragraph. I guess play this to see what mappers can do with ten sectors and then decide for yourself if it's something you'll want to come back to.

 

I know I'll come back to this but it'll be a while, at least until the bad taste of map 21 goes away.

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Cacodemon9000

  

If you thing it's impossible to make something good only from 10 sectors, then you should check this wad. Some maps are quite simple and lack of quality but there are also really impressive maps for such restrictions. My favorites are 6, 20, 22, 26, and 27.

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CapnClever

  

Playability notes: MAP16 has a red key door that refuses to open in PrBoom+ (and even Boom itself): other than that, everything works with -complevel 9. Couldn't manage to finish MAP25 in any appropriate source port but I reached the level's end, so it could be counted as "done". Finally (repeating the text file for emphasis) some levels may unexpectedly break due to their unique construction: if you're planning to browse a map, you may have to progress as intended to see the map as intended.

 

10 Sectors is a product of its era, with maps that are held in equal praise for overly-intricate detailing and for an emergent gameplay experience, but still manages to provide a worthwhile visit in the current day. As noted in the text file, this mapset is strongly recommended for pistol start, with the ordering of maps determined by judge scores rather than a semblance of size/challenge scaling. Feel free to browse and idclev at your leisure.

 

The limitation of the project, that a map can only contain 10 sectors, is especially interesting when you know that a sector need not be restricted to a contiguous object: indeed, once you hit the halfway point you'll start to be amazed that such levels are possible with only 10 sectors' worth of information. As the contest also allowed the use of the Boom format, there's a fair bit of wizardry possible under the limitation, and the efforts of the contributors show through well. That said, my rating is ultimately based on the gameplay and presentation regardless of such limitations, and in this regard the set is a mixed bag.

 

Highlights, for better or for worse, are as follows:

  • MAP03, MAP06, MAP08, MAP17, and MAP24 are a cut above the rest in terms of difficulty. If you're looking mostly for challenge, these are worth skipping to.
  • MAP21 and MAP31 can be safely avoided: the former due to its incredibly obtuse progression and frustrating elevators, and the latter due to its wholly unpleasant and length combat encounters.
  • MAP26 and MAP27 are impressively and intricately detailed, but these details manage to disrupt the flow of the level. Nice to look at, not nice to play through. By contrast, MAP18 and MAP20 prove to give enjoyable gameplay and scenery at the same time.
  • MAP29 is far and away the most challenging map of the set, and still manages to beautifully fit within the constraints of the project. You could easily put this in a mapset similar to Alien Vendetta and it wouldn't skip a beat.

 

I recommend a pistol start at the beginning of each level, playing as much as you want, and skipping to the next if you run out of patience on a given map. The quality skips around a lot, but it's at least worth visiting each one.

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NuMetalManiak

  
some very ambitious work for all maps, some good, some awful, like MAP21 which is fucking atrocious and MAP11 which is a bit broken. loved MAP25 the most.

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trrobin

  
Still great all these years later. The levels are quite simple, yet quite complicated considering their limitations and are all very playable. There aren't any bad levels so if you haven't yet played this, then I recommend it.

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Guest

  
^ Erm what?

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Hoodie

  
The maps are good but you shouldn't call it 10 sectors when the maps are only "technically" 10 sectors.

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Guest

Unknown date

  
Very clever; with a couple of exceptions the concept is transparent, from a gamesplayer's point of view, and the maps are of a high standard. And diverse, as well. As noted in the readme, it's best if you start each level from scratch, with a pistol.

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Guest

Unknown date

  
MY GOSH... This WAD is HARD!!! Seems to me that some stages not not even possible.

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Guest

Unknown date

  
Truely amazing. I really like the "morphing" levels. 5 stars

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Guest

Unknown date

  
very good

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Guest

Unknown date

  
Great wad!

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Guest

Unknown date

  
Wicked awesome!!

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Guest

Unknown date

  
It still amazes me what can be made with 10sectors and a ~4 week limit. Worth the download for the Mesko and Lutz maps alone - Szymanski

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Guest

Unknown date

  
this one only goes to 10

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Guest

Unknown date

  
10 sectors? You are joking? NO? Well, that makes this a megamegawad!

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Guest

Unknown date

  
Like the 1024 wads, the 10-sector concept continues to stand out as one in which many authors overcame to produce great maps. By later in the wad, you might even forget that the limitation was in place!

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Guest

Unknown date

  
great wad just wish it worked right with gzdoom.

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Guest

Unknown date

  
Amazing stuff here.. I can't believe this was all made out of 10 sectors.. but it really is. Totally worth downloading. 4/5

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Guest

Unknown date

  
very good. FUCKING hard

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Guest

Unknown date

  
Every time the doom community talks about wads someone ends up calling someone else a "fucking moron". Grow the hell up children. 10sectors is generally great, 4/5

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Guest

Unknown date

  
nice.5/5

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Guest

Unknown date

  
Holy... Look at MAP26.Awesome.10/5

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Guest

Unknown date

  
One of the most essential add-ons for doom that anyone wanting to sample what the community has created in the last 10 years should be looking at.

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  • File Reviews

    • By Roebloz · Posted
      Not bad for an early 1994 level to be honest. It isn't good, but not bad. Being a Wolf3d fan I don't mind long corridors in maps that much, although the decoration could have been better that's for sure. If you're into old maps and corridor-esque maps, give it a shot.
    • By chlef · Posted
      Partial truth in advertising - "This PWAD represents the combination of just 27 of some of the best levels I have found on the net." - maybe for a brief 6 month window in 1994. But compared to traditional/old school maps since, this selection would scrape through as a C- if you were grading school homework. Barely a pass. Mostly dull, bland and repetitive maps you have played elsewhere - maps you groan through and forget 2 seconds after you have finished them. Supreme ordinariness, nothing you ever want to see again. This is only of historical value. Not exactly enjoyable play. Nosireebob.
    • By CyberDreams · Posted
      I'm not very good at reviewing so bear with me: If you want a quick and fairly easy WAD then this is for you. It starts out fairly easy as well as being fairly linear and than it gets harder as it goes on. It's also fairly short too as it took me about an hour or two to complete on UV difficulty in GZDoom using the Doom (strict) compat mode.   The new textures were a nice addition although they were only featured in the last few maps. There are a lot of switches and "rising structures" (floors & lifts) but the placement of them is decent so they aren't a nuisance. The switches open doors or activate lifts that are pretty much right in front of you or in an area that you've just past through so the maps aren't that confusing (which is a good thing).   The one thing that i did not like about this WAD was that the exits were not marked. I exited a few levels with only 50% or so of the map explored due to the exit just being a normal looking switch. In a map that has quite a few switches that activate doors and lifts, you need the exit too look different or at least have an exit sign above it imo.   I did notice a few misaligned textures but tbh that's normal for 1994. Also, there are different sounds for weapons and some monsters as well that kind of annoyed me. I don't usually mind sound replacements and i know that a lot of early maps had them but this one just really got on my nerves at times. You'll hear GROOVY! a lot and it's not as cool sounding as Duke Nukem saying it, even though it is the actual sound clip from Evil Dead 2 (i believe).   Other than that this E1 replacement played alright for a '94 mapset, having decent layouts and monster placements. I give it 3 1/2 stars mainly because of the exit issue that really bugged me and the sound replacement not being my favorite.   [Oh btw, i played continuous. I tried playing pistol start only on a few maps but i just couldn't do it. I'm not sure if it's possible tbh. Maybe some of the weapons are hidden in secrets because i often found ammo in levels for some but not the weapon for it.]    
    • By P41R47 · Posted
      Amazing Total Conversion megawad!!!
      Moody, atmospheric, challenging, breathtaking...   Just... WOW! At first the game is really different to the Doom experience, soo different that you will have a rough time trying to understand the mechanics. Just like playing a completely new game for the very first time. But when you finally understand the mechanics, the new weapons, and the possibilities, a marvelously detailed and vast world unfold to you very eyes. It was a long time that a game made me feel real awe. The sense of wonder of this maps are something unique. This Total Conversion really make the unthinkeable and take it to eleven.   Thanks @Revae for this amazing total conversion. Hope you can take this piece of art to the next level. You deserve it!!!
    • By Erick · Posted
      Before Plutonia's Go 2 It, there was Dario Casali's take on expanding Doom 2's MAP01 into a difficult and action packed level. Punisher can be seen as sort of a prototype for Go 2 It in that it was released a year before Final Doom and the map is rough around the edges to play. There are far more many monsters in Punisher than there are in Go 2 It, starting off with about 600 enemies, which is three times more than Go 2 It's initial start of about 200 enemies. It sounds like Punisher is more difficult than Go 2 It for having more enemies and a rougher layout, right? Well, actually no, Punisher is easier than Go 2 It though at the same time, Punisher has its difficulty issues that can make it annoying to play.   In Punisher, a variety of enemies are placed together far more frequently, meaning infighting happens immediately in the areas they are in. There are some rooms where only a single enemy type is in to prevent easy infighting, but even still, you can take advantage of monster infighting far more than you would in Go 2 It. Another thing, you don't always get up close to tough monsters like the Cyberdemon so you can pretty much skip them at times, which is unlike Go 2 It as that map has you getting up close to them or at times killing them to progress.   Despite Punisher encouraging something of a aggressive and fast playstyle like you Go 2 It and other Plutonia maps encourage, it doesn't exactly feel like you can do it as freely here. There's a ton of open space so trying to draw attention of monsters to cause some infighting yourself can be annoying to do, an Arch-Vile can hit you out in the open and Pain Elementals can be very problematic, so you might find yourself peeking in and out of cover often instead of blasting monsters away with rockets and a BFG. That's not to say you can't blast through the level if you played it multiple times much like Go 2 It, but even so, the pacing and fights here feel a bit messy.   Punisher is not bad to play and I found it fun to play despite its gameplay problems. I found it interesting to compare this map with Go 2 It to see the differences and how much more refined an expanded Doom 2 MAP01 turned out in the end. If you're into maps with tons of monsters to kill and don't mind some odd pacing, Punisher is good to play, though it definitely shows its age.
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