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2sector

   (24 reviews)
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6 Screenshots

About This File

Sometimes the best things are simple. Sometimes they are complicated. Whatever they are, it is sometimes important to return to basics. Thus, this. A 37-map megawad, where no map uses more than two sectors.

This is inspired partially by the remarkable lack of intelligence given to us by those this WAD is dedicated to, namely cSc and SWAT_Commander, and catalysed by the somewhat older and less deathmatch-y 10sector contest.


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Guest

  
Absoultely no thought whatsoever has gone into thinking about how to use the confines of the 2-sector limit in an interesting or novel way. Most maps consist of the brilliant concept of having one of the two sectors 8 units higher than the other to create a 'step'. Genius.

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Why not a "1 sector" DM megawad? 2/5

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Unknown date

  
awsome

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Unknown date

  
Unattractive, unplayable. 0/5

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Absoultely no thought whatsoever has gone into thinking about how to use the confines of the 2-sector limit in an interesting or novel way. Most maps consist of the brilliant concept of having one of the two sectors 8 units higher than the other to create a 'step'. Genius. 0/5

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Hope you enjoy the maps, and the concept of the wad. My favorite wad out of all the ones i did would be map17, that wad use to be alot more harsh on the play lol. good tune to go with it also. -tourettes

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I didn't really like the maps themselves, but the wad gets 2 for the music.

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This is quite good. The maps are attractive and look complex despite the two-sector limit. I was expecting a novelty joke along the lines of Congestion:64, but the levels are clever and creative deathmatch arenas. For some reason the wad is bulked up with a 1mb screenshot of Doombuilder.

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not enough midtex abuse! ~CSonicGo

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well yeah, that's the intermission pic. any smaller and it looked like shit but it zips down nice. as for "absolutely no thought", meh, half the maps maybe. i was quite disappointed with the lack of quality control in places -- Cybershark

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Gave me some ideas for details in my maps. 2/5

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  • File Reviews

    • By Walter confetti · Posted
      IT JUST WORKS! Ok, with that stupid jojoke out of the way, we can start talking about this map:   It's a nice map from 1995 with some interesting room shapes (especially the one beyond the blue skull key door), the difficult and map flow is pretty easy and straightforward to navigate, don't fell discouraged by the large amount of enemies (it contains 120 monsters in total)! They're just cannon fodder for the majority of the map, expect for the final part with a arch-vile / cyberdemon combo near the exit, overall it could be easily beaten in 10 minutes or even less if you are a talented player... Enjoyable.
    • By Walter confetti · Posted
      Pretty 90s-ish, basic looking map sets into a tech / hell fortress of sorts, really large map that i've finished in 30 minutes, but luckily the map uses not really hard monsters to confront, making this pretty easy to finish, but again, is a long, LONG map with the most tedious parts are the mazes and that long backtracking stairs... Pretty meh   Also this map crashes on Doom 2 exe (DosBox) when you save the game, so i played it with a limit-removing dos port (doom 2 plus) without any trouble, so if you want to play this you had to use a limit removing port.
    • By Walter confetti · Posted
      Nice mini episode, reminds me of some sort of amateurish Plutonia Experiment sometimes. Pretty enjoyable!
    • By Summer Deep · Posted
      A very decent challenge. Took me about half a dozen attempts to crack it on UV. The wad is from 2015, but could just as well have been from around 1997. Solid, traditional classic Dooming.
    • By riderr3 · Posted
      The visual level design here is mostly similar to Plutonia and its unofficial sequels PL2 and PRCP. But it is by no means a gameplay part, since for example the gameplay in the first maps revolves around ammo shortage with not so much opposition (although it was tight in places, I admit), while the latter maps are somewhat reminiscent of slaughterwads with a bunch of ammunition and opponents.   The same applies to the size of the maps - the first ones can be completed in 6-7 minutes, while the last ones takes 15-20 minutes to complete. Although this could be explained by a kind of progress, despite the fact that even MAP12 (the first map in wad) is not a walk in the park.   I am not opposed to forced pistol-start (maybe even for), but usually if the levels should be completed in this way, they should be better balanced, as the ability to store things from previous levels is discarded.
      And again, I repeat as previous speakers - perhaps some arch-viles were even superfluous. This is especially noticeable when you go through the same room several times.
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