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Sector 666

   (27 reviews)

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10 levels, constructed through over 1 year of painful editing =)


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Poncho

  

So... this is skillsaw's first official work. Apparently, it's the only pre-2000 WAD of his that is still around.

 

I must say that, for a 1998 WAD, this is pretty good. It's a short and sweet WAD, and is an ideal choice if you just want to play Doom for a good thirty minutes (it takes about that time to beat the WAD to 100%). With the exception of Map08 (and, to an extent, Map03), the maps aren't that long, and all have a sort of uniqueness to them.

 

The first two maps are fast-paced bullet-mayhem style maps. I find these two levels to be well lit and have nice enemy placement (though the secret placement in Map02 is shoddy). Map03 is a longer affair, with a lot of backtracking that reminds me a lot of these earlier WADs. You can skip a lot of monsters in this map, too, which makes it a bit too easy. Map04 is the most confusing (if you're speedrunning, anyway), since it requires you to go from one end of the map to the other, and since you teleport back to the middle constantly, it can be a bit annoying.

 

Map05 is the worst level; it's a series of gauntlets, really, most of which are just a bit agitating and / or boring. Map07 isn't your typical seventh level (Mancubi and Arachnotrons do appear, just not in an arena-like setting). It's a good level, with decent action, good music and good enemy placement. Then comes Mansion (Map08), the longest level. It involves "resource-starvation," which is something I'm not a fan of in Doom WADs generally. With that said, the music fits perfectly and the design (for the time, anyway) is really good. I like the little pool at the start and the observatory parts to the west end of the map (there's a sort of aquarium area, which is really neat).

 

Map09 is like Map05, only better (better traps and feels harder for good reasons... well, except for that first Arch-Vile). After that, Map10 and Map11 are essentially slaughtermaps - both has a shit-ton of energy cells (especially the last level) and are super easy to complete (even easier if you're playing casually).

 

So, all-in-all, Sector 666 is a short, yet fun affair - it's never truly annoying, the chosen music tracks (by Mark Klem and David Shaw) fit quite well and looks very good for the time of its release.

 

Points are taken away, however, for the overall easiness of the WAD, and also Map06 - the laziest excuse for mapmaking I think I've seen in a non-joke WAD. Good thing skillsaw isn't like that now.

 

Final Rating: 3 / 4 (rounded up to 4 / 5).

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Guest

  
Really liked this one, levels weren't giant mazes while remaining complex.

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Guest

  
In Level 3, IGNORe CyberDemon, Good Desing, Fear Sound, Easy Horror Sound, Normal/Hard GamePlay, no Very Hard, Good Level Desing Level 4, Duke Nukem 3D Level Desing! :-) ****, Behind difficulty, (in a) different way Very Good. I Am Czech Republic, sorry for Error! :-)

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Guest

  
You should play this, then Aeternum, then Vanguard/Lunatic, the Valiant. Watch one of today's best mappers evolve!

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Guest

  
Small to medium sized levels with mostly simple layout, but most work well. Decoration is nice, ambiance good - although often a bit too dark. It has a few little technical problems and a horrible HOM. Gameplay @ UV is easy but as-is not bad. Overall rated as a 1998 map: small 4* minus 2 for correcting the author who gave his own work 5* = 2*. Despite the latter, worth a play.

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NuMetalManiak

  
I very much liked this. the older skillsaw stuff doesn't get much love, and this one has just the right classic action to go along with it.

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Budoka

  
Better than I expected. As good as you would think a very early Skillsaw project could be, in fact. Even though this is older, the semi-realistic visuals and heavy backtracking remind me of T.V.'s Revolution! Likewise, this was is a little too easy until you reach the last two maps. Technical issues show up progressively, including a missing pain sector (had to IDLCIP), and, worst of all, many enemies in the final map are stuck. Regardless, it's worth playing through at least once.

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Guest

Unknown date

  
It's not horrible, but we've all seen much better from 1998 and earlier. These levels start off too symmetrical and dull and get only a bit better approaching the end. Gameplay is usually easy and often predictable, and I have no idea about the sounds because I deleted them immediately. At least two levels have inescapable pits. I'm giving this two stars because giving this more stars would just be wrong. For 1998, this is nothing special.

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Guest

Unknown date

  
One of the best. Can't people make more maps like these?!

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TimeOfDeath

Unknown date

  
liked the later maps

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Guest

Unknown date

  
A very nice episode. Plenty of variety and not too difficult - experienced Doomers shouldn't need to use any savegames on UV.

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Guest

Unknown date

  
So, I made this .wad almost ten years ago. Seeing it posted here still, is, well, really cool.

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Guest

Unknown date

  
Great work

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Guest

Unknown date

  
Very open rooms, circle strifing is your best friend, architecture is lacking in some areas, and there's a complete lack of background environments. It's still an enjoyable if easy romp, and the music is kick ass. Oh and FUCK inescapable pitfalls

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Guest

Unknown date

  
Silly sounds, but cool maps. 4/5

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Guest

Unknown date

  
It's not Vanguard, but you couldn't expect that in October of 1998! For 1998 these levels are very well designed and the architecture is quite strong. Gameplay up to par too, the only thing I didn't like so much is the sounds, but that's minor. The only weak level is Map06 but it's also a short level so I forgive. I'm giving this four stars just because giving this five stars with Aeternum and (especially) Vanguard around would just be wrong. For 1998, this is really top-notch IMO.

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Guest

Unknown date

  
Great wad. Reminded me of brit11.wad Especially the sounds are cool. Excellent work!

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  • File Reviews

    • By Fireseth · Posted
      Only six enemies (played on UV) and no working exit. Other than that, it is a pretty detailed map for 1995. I enjoyed the general design and the poisonous vats of acid. Very cool, but not practical for good gameplay.
    • By CravenCoyote · Posted
      Lots of traps and monster closets. Some switches are activated by shooting but there's nothing to really tell you about this because they look the same as other switches.   Texturing is good and enemy placement proved rather difficult at times. There aren't may health pickups on UV so it was a fight to get through.
    • By costadevale · Posted
      It's pretty good for 1994. If you don't mind having no health items at all (except in a few maps) and the outrageous amounts of cyberdemons per map, you should give it a try. It's pretty challenging and I like it. E2M3 is a bit 'eh...' though.
    • By entropy122 · Posted
      What the actual f*ck is this map. I love having 4 rockets, a shit ton of bullets and like 10 shotgun shells to take out a revenant, and whatever was in that cage. Doesn't look too bad, maybe this negativity is cus im no expert, also rather unskilled at the game?
    • By Pepo · Posted
      thank god Underhalls was the map that followed this mod as that level was able to remind me what actually competent level design looks like.
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