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10 Sectors

   (102 reviews)
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About This File

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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Unknown date

  
10 sectors? Only one month build time? I can swear to god that I have trouble believing that when it comes to some of these maps. And while I notice the 10 sector limits in some maps, nearly every map is good quality (though a few earlier ones are duds) and many of the later maps are shockingly large for 10 sectors, however they are designed. I think this goes hand in hand with 1024.wad as the best contest wad ever produced. One for the collection.

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Unknown date

  
What the hell is wrong with this thing. I run it in the intended port and all sorts of things can break, lifts won't work, sectors won't activate etc. It was running mostly fine up until map08 when a switch does nothing and you're stuck in a room with a cyberdemon. 2/5

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Unknown date

  
Amazing shit.

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Guest

Unknown date

  
Pretty good levels, especially in the secong half.

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Unknown date

  
This WAD is a testament to the talent that lurks within. With only 10 sectors at their disposal for each map, these 30 or so authors have made something truly unique and something they should all be proud of. Of course there is a wide variety in style, difficulty and quality of the maps, but what would you expect!? Well worth your time. --4/5

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Unknown date

  
I feel tempted to say that these are the best maps one could expect given that they're only 10 sectors each. However, it's much more accurate to say that these are WAY better than anybody could ever expect given the 10-sector limit. These are good maps by any standards, but by the 10-sector standard these are a bazillion times better than what would be normal. 5/5!

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Unknown date

  
Map 15 the computer complex was my favorite. Map 29 might have been the toughest level I have ever played. 6/17/07

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Unknown date

  
the nice: NICE! the bad: many stages are forced into an unbeatable state. when some monsters got stuck in a lift, the level must be restarted... =\

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Unknown date

  
OMG! All these Awesome wads, each using only 10 sectors??? This is simply unbelievable!!! The people who made these wads are true artists, and their levels are works of art. A must have for any DOOM player!

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Unknown date

  
The cool idea for this project and the participants' masterful execution results in this being one of my favourite mods ever. In a matter of months, five years will have gone by since its release... Another 'Ten Sectors' contest, or something similar to that should be organised again. Now that'd rock...

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Unknown date

  
This show, suprisingly to some, that mappers don't need all the detail to make their maps great. 10 sectors is enough for anyone!

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Unknown date

  
Stunning wad.

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  • File Reviews

    • By Marlamir · Posted
      Pretty good. The combat was fun and design wasn't bad at all.
    • By Meril · Posted
      Despite its age, nice details and well designed. Way how blue key is hidden is really clever. But map is dark and cramped. Enemies are only imps and hitscanners.
    • By Dovahxul · Posted
      the more I play the more I get more sad that this map pack is going to end soon its really great :)
    • By Meril · Posted
      Pretty good map in E1 base style (except Doom2 monsters) Nice design but there some texture alignment issues.
    • By Nems · Posted
      Despite the browns and grays that are prominent in this megaWAD, I found it to be fun. I also found it to be quite the challenge. The first map gives you a taste of what to expect in terms of enemy encounters. The author makes good use of mid-tier enemies to apply pressure on the player. Monster count for most of the maps barely breaks the 150 mark but, as said before, the use of mostly mid-tier enemies puts pressure on the player. I also like how the megaWAD handles level progression. Most of the levels you go through consist of caves, cities, islands, and tech bases in space. In fact, there's only one real Hell-like level and even it's within the confines of the moon base you fight through in maps 21 - 30.   About the only gripes I have with this megaWAD are with regards to maps 32, 29, and 30. I know the text file and map 31 give warnings about map 32 but there really should be some kind of alternate exit in map 32 instead of trapping you in place if you don't pass one of the puzzles. I wasn't a fan of how close quarters the IoS fight was in map 29, especially since it can get cramped quickly with monster spawns. Finally, the randomization of what keys spawn during your escape in map 30 isn't fun either. 10 minutes seems like plenty of time but between navigating the vent system (again) without light goggles and dealing with mid-tier enemies, that 10 minutes can get eaten up really quick.   Overall, it's still a fun megaWAD. I'd recommend at least giving it a shot.
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