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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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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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Unknown date

  
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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Unknown date

  
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 MuratMikal · Posted
      Surprisingly, a good megawad!   I didn't care much for maps 1, 2, 3, 25 and 30 because those need jump for progression. All the other maps are nicely crafted and balanced, being difficult on UV but always fair.    
    • By Walter confetti · Posted
      Old school classic of mine, i remember playing this map back in the days where the only to play doom maps are buying (or having them as a gift) shovelware CDs or have some luck to find some PC magazines that sells CDs with some Doom maps included, in this case PC Gamer or The Games Machine (an italian videogame magazine) and this in the age of Duke Nukem 3D / Quake era, a pretty hard task as you probably imagine! After this little premise, this map is... pretty cool as i remembered it. Maybe too easier now than the old days, it is also one of the few map that use a darker variant of WFALLx texture, a thing that in that times was really, really unique. It reminds of a easy map from TNT. The mine tunnels are actually way too squarish and the monsters aren't that hard. But layout is pretty fluid and map is pretty fun to play...
    • By Musk · Posted
      Love the unique twist of taking on visuals straight out of a comic, it's a breath of fresh air to blast demons in a purgatory like esque, instead of hell for the dozen time.  
    • By Juza · Posted
      One of my favorite megawads. Unique, humorous, memorably, and featuring lots cutesy sector work, such as toilets, helicopters, chairs, and the such, all of which are entertaining to see. Oh, and let's not forget it also has the best IoS fight ever (props to Gusta's girlfriend for serving as reference).   The early levels (from 1 to 7, with the exclusion of the 5th), compared to the rest of the megawad, are very low quality. Not to say they're bad, but they're not levels I'd like to replay when I think of what else KSutra has to offer, or what initially comes to mind when I think of this wad.   Gusta and Method were the level makers of this wad, Adolf "Gusta" Vojta making most levels for the wad (23 levels), and three levels in collaboration with Jakub "Method man" Razák, who alone made merely 6 levels.    Method's levels are easily the lesser the megawad has to offer, being the most lacking in overall quality, and with gameplay and progression ranging from dull to irritating, and are solely the reason this isn't a 5/5, but a 4/5 for me. As for Gusta's levels, I found his progression with level design was visible, with almost every next level outdoing the previous. They're the most unique, fun, and slaughterful.   Gusta and Method boy didn't aim for "pretty visuals, pretty enemy placements, pretty mindblowing mechanics, etc.", they simply aimed for making the levels fun, regardless of what sacrifices. Though they're easier than the usual late-AV or HR level, they're still challenging, and if you're an avid classic lover like me, you'll easily spot the specific inspirations taken from the classic megawads the authors claim to be fans of. And Duke Nukem 3D. What was taken from that is most visible.   4/5, give it a go, but don't be put off by the early, or Method's levels. This is an essential experience to every player who's taken interest in classic Doom community works.    
    • By Asking4Id · Posted
      Visually this wad is very ugly because it uses monochrome. I don't understand this design choice. Absolutely a turn off. 
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