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10 Sectors demos [-complevel 9]


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45 minutes ago, alien111 said:

Hello.

Is the record from map01 made by depr4vity correct? I think it's made in cl2

Yes, 10 Sectors is an old wad, so some of the maps, including map 1, do not use any Boom- specific features, allowing complevel 2 to be used. The same would not be true for a wad such as Sunlust, for instance.

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1 hour ago, alien111 said:

Hello.

Is the record from map01 made by depr4vity correct? I think it's made in cl2

You should use Boom for 10sector.

 

As for dep's run, it's debatable if it should be marked incompatible. With older WADs especially, Boom and MBF requirement were often used as shorthand for the map having crossed too many limits, leading it to be only playable in source ports of the era (pure limit-removing source ports weren't really a thing, nor were complevels). So, WADs from around the release of Boom (1998 to mid-2000s) are especially affected by this, and to some extent more recent WADs, since not every map author is familiar with complevels and stuff like that even today.

 

Practically, this means that every WAD of that era requires extra scrutiny for what runs are valid on it, even if it explicitly specifies Boom or MBF in the txt. That said, I don't recall any discussion of 10sector, and I think the primary cl across the board for 10sector is 9, so I'm not sure if cl2 is ever valid for 10sector. Many of the maps have cl2 or vanilla runs, though, so I would say it's a good candidate for another of these cases where both 2 and 9 may be acceptable. Given Boom is predominant on the board, though, I still think you should use Boom for it primarily, and it's entirely possible that cl2 runs for this WAD are marked incompatible at some point in the future.

Edited by 4shockblast

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3 hours ago, 4shockblast said:

You should use Boom for 10sector.

 

As for dep's run, it's debatable if it should be marked incompatible. With older WADs especially, Boom and MBF requirement were often used as shorthand for the map having crossed too many limits, leading it to be only playable in source ports of the era (pure limit-removing source ports weren't really a thing, nor were complevels). So, WADs from around the release of Boom (1998 to mid-2000s) are especially affected by this, and to some extent more recent WADs, since not every map author is familiar with complevels and stuff like that even today.

 

Practically, this means that every WAD of that era requires extra scrutiny for what runs are valid on it, even if it explicitly specifies Boom or MBF in the txt. That said, I don't recall any discussion of 10sector, and I think the primary cl across the board for 10sector is 9, so I'm not sure if cl2 is ever valid for 10sector. Many of the maps have cl2 or vanilla runs, though, so I would say it's a good candidate for another of these cases where both 2 and 9 may be acceptable. Given Boom is predominant on the board, though, I still think you should use Boom for it primarily, and it's entirely possible that cl2 runs for this WAD are marked incompatible at some point in the future. 

 

Thank you for your extensive answer. I'm just starting this pack but I'm playing on cl9 so there's no doubt, also in the future :)

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  • 5 weeks later...

Easily one of my favourite WADs of its era, loved it casually and I still find myself thinking how cool some of the levels are despite the constraint imposed and how nice some of them manage to look.

 

Anyway, attaching:

 

Map11 UV Max and NoMo

Map13 UV Speed and NoMo

Map14 UV Speed and NoMo

Map19 UV Speed, Pacifist and NoMo

Map21 UV Max and NoMo

Map24 UV Speed and NoMo

Map25 UV Max and NoMo

Map31 NoMo

10s11-43743.zip

10s11o11757.zip

10s13-4049.zip

10s13o3366.zip

10s14-4540.zip

10s14o3389.zip

10s19-3803.zip

10s19o3449.zip

10s19p3983.zip

10s21-95829.zip

10s21o23817.zip

10s24-1166.zip

10s24o789.zip

10s25-30146.zip

10s25o5326.zip

10s31o13649.zip

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I did not expect to get this tonight otherwise I would have just waited to post them all together, oops.

 

Map31 "Marle - The Horrible Bitchgoddess" UV Max in 9m40. Five years ago I would have said there's no way I could max a map like that without saves, now here I am somehow beating vdgg's time by over two minutes. Anyway still far from a perfect run but I'm happy with it :]

 

Viddump:

 

 

10s31-94034.zip

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  • 2 weeks later...
  • 3 weeks later...

Did some more UV-Speed runs.

 

10s05-45.zip

MAP05 UVSPEED 45.63 (-0.83)

I originally did a 53s run, then someone went and uploaded a 46 before I could add it, so instead I grinded it down further to a 1 second decrease.

 

10s07-158.zip

MAP07 UVSPEED 1:58.40 (New Run)

With an insane amount of luck you could reduce this a lot, but the last area is a pain unless you clear everything out.

 

 

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  • 4 months later...

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