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10 Sectors

   (102 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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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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Guest

Unknown date

  
Truly amazing. This is what I call talent! 5/5

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  • File Reviews

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      Visually there is a ton of attention to detail which is always a treat to look at, and the actual map designs of the first four episodes are very well done. I enjoy the "new" monsters and some of the upgraded weapons, it definitely makes certain parts of it feel fresh compared to the typical wad. The challenge on UV was just right for me with few if any parts being too overwhelming. Overall it gets a 4/5 from me because I wasn't a big fan of the fifth episode set of maps, both thematically and gameplay-wise. Ammo starvation was real there in those last few maps which isn't a lot of fun to me, not to mention its too drastic of a change compared to how the rest of the wad plays. Also, thematically I feel like these end-game maps would have made a bigger splash as mid-game maps, not finale maps. Great idea with the final boss mix-up though, I enjoyed that. I do still prefer Ancient Aliens as a whole (a wad that I feel is much better balanced overall and is more interesting of an experience), but Valiant still comes highly recommended from me.
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    • By BChricton78 · Posted
      Umm... From the brief snippet I played, I'd definitely give them an A for effort... But this just feels... wrong to me. I'm sorry but playing Doom 64, without the lighting, atmosphere, redone sprites and ambient music? No thanks. It just takes away the things that make Doom 64 so special. Still a nice little attempt at recapturing Doom 64, but I'm better off with Doom 64 EX, for my fix.
    • By Agent6 · Posted
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It features a new menu background, ENDOOM screen, new music, a few new enemies, namely the Nightmare Imp and Cacodemon as well as the final boss the Mother Demon, a few new textures, new intermission messages, a new end level screen, but no custom sounds or weapons, meaning that the unique and iconic Unmaker was not recreated in any way.   For a recreation, I must say that the levels and their gameplay come quite close to the original Doom 64, nonetheless various liberties have been taken in different forms, ranging from new takes on various puzzles to completely new levels, as well as the usage of the enemies who were absent from the original due to memory limitations. The usage of enemies who were absent from the original game comes with mixed results as it doesn't always work, probably one of the most obvious flaws in the game. This is most noticeable primarily in the levels that came closest to their D64 counterpart as the environment was clearly not designed with them in mind. 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