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Mad Sector Pack





















































About This Game MAD-SECTORGo back the early nineties with Mad-Sector, a retro shooter that pays homage to the golden era of FPS's! Stuck within an insane A.I's mind, you must carve your way through a twisting nest of heinous enemies, and hold yourself high above the corpses of your captors!WEAPONS: Six main weapons to find and use against the enemy...LEVELS: Twenty five levels of fast paced retro FPS action spanning two episodes ...GRAPHICS: Go old-skool with retro 2-D sprites...GORE: Bucket loads of comical blood and gore. Just like the old days...ENEMIES: Enough baddies to keep your trigger finger well oiled...MUSIC: Custom Midi tunes to bop to, while bopping baddies...(composed by Tanner Helland) DIFFICULTY: This game is HARD, but possible... 7aa9394dea Title: Mad SectorGenre: ActionDeveloper:REK...Publisher:REK...Release Date: 14 Jul, 2017 Mad Sector Pack mad max sector. mad bakers bhilai sector 10. mad over donuts sector 18. mad for barbeque sector 29. mad max recenzia sector. mad bakers sector 10. mad over pasta sector 10 panchkula. mad bananas noida sector 41. mad max ps4 sector. mad bananas sector 50 noida. mad drop sector 21c faridabad. mad bananas sector 74 noida. mad 4 barbeque sector 14. mad bananas sector 41 noida. mad for barbeque sector 29 faridabad. mad 4 barbeque sector 29 faridabad. sector 1.618 mad max. mifare mad sector. mad over donuts noida sector 18. mad over cafe sector 10 panchkula. mad over donuts sector 18 noida Dear developers, here are some rules for future games. 1. Focus your content. Doom's first level had terrific spritework, soundtrack, secrets, and great map design that made the player want to see more. Your first real level was completely devoid of content and felt completely empty. In the description you say you've made 25 levels, but anyone would run out of patience after just 1 if you're not going to give them any content. Instead of making 25 paper-thin levels, put all of your recources into making 3 decent ones. 2. First impressions are everything. You got it right by not starting the game off immediately in the action boringly with no context, and you built tension up to those baffling guessing game rooms. Making the player look through 30 rooms for one key is nothing but tedious, and these things just make the player want to quit. The movement and aiming also felt unresponsive, but that's more forgivable in my opinion. I ran out of patience for this game, but I hope you make something better in the future.. Good soundtrack!. Dear developers, here are some rules for future games. 1. Focus your content. Doom's first level had terrific spritework, soundtrack, secrets, and great map design that made the player want to see more. Your first real level was completely devoid of content and felt completely empty. In the description you say you've made 25 levels, but anyone would run out of patience after just 1 if you're not going to give them any content. Instead of making 25 paper-thin levels, put all of your recources into making 3 decent ones. 2. First impressions are everything. You got it right by not starting the game off immediately in the action boringly with no context, and you built tension up to those baffling guessing game rooms. Making the player look through 30 rooms for one key is nothing but tedious, and these things just make the player want to quit. The movement and aiming also felt unresponsive, but that's more forgivable in my opinion. I ran out of patience for this game, but I hope you make something better in the future.. I saw this in my library, no idea how I came to owning it (as is the case with half of the games I own) but noticed it looked like a DOOM clone so gave it a shot.With DOOM being so popular even today, it's had a plethora of source ports that aim to make it more friendly by todays standards, primarily the controls. So after playing 10 minutes, I quit to see if there was a source port for this, maybe it's running off id Tech and I can just play it through GZDoom. But no. This came out last year and somehow has worse controls than any FPS I've ever played.DOOM's original controls, with no source port modifications, controlled just fine, even with just a keyboard. They were smooth and reliable. This isn't. Whether you use mouselook or not, it feels like the game is fighting against you in trying to control it, not something you want from a fast paced classic style FPS.It feels like there is some sort of negative acceleration going on here. With a Logitech G502 at 800DPI, the turning feels unreliable, sometimes moving as you'd expect but other times jerking horribly, made worse by the contant stuttery feeling when you try to look while strafing. Turning down the DPI only exemplifies this. Moving slowly has the game move as normal but try to move at a "normal" speed and your turn by a smidge.I'm okay with playing classic FPS's on just a keyboard however, using the arrow keys to aim. You only have 1 axis so left and right are perfectly acceptable...normally. The sensitivity on the keys are way too high, meaning minute movements aren't possible, and since the opening section requires sharp turns along corridors, prompted by a part where you have to enter several small doorways, the game is pracitically unplayable.The theme looks cool and I generally enjoy most DOOM clones I play, but this controls so poorly I couldn't make it past 10 minutes.And the maps inversed.. keeps crashing\/\u2665\u2665\u2665\u2665\u2665\u2665 sprites. i was curious and bought it for like a dollar. didnt load after the 2nd level. its ok i guess if you look at it from a programming perspective. otherwise. yeaaaa no unistall. I saw this in my library, no idea how I came to owning it (as is the case with half of the games I own) but noticed it looked like a DOOM clone so gave it a shot.With DOOM being so popular even today, it's had a plethora of source ports that aim to make it more friendly by todays standards, primarily the controls. So after playing 10 minutes, I quit to see if there was a source port for this, maybe it's running off id Tech and I can just play it through GZDoom. But no. This came out last year and somehow has worse controls than any FPS I've ever played.DOOM's original controls, with no source port modifications, controlled just fine, even with just a keyboard. They were smooth and reliable. This isn't. Whether you use mouselook or not, it feels like the game is fighting against you in trying to control it, not something you want from a fast paced classic style FPS.It feels like there is some sort of negative acceleration going on here. With a Logitech G502 at 800DPI, the turning feels unreliable, sometimes moving as you'd expect but other times jerking horribly, made worse by the contant stuttery feeling when you try to look while strafing. Turning down the DPI only exemplifies this. Moving slowly has the game move as normal but try to move at a "normal" speed and your turn by a smidge.I'm okay with playing classic FPS's on just a keyboard however, using the arrow keys to aim. You only have 1 axis so left and right are perfectly acceptable...normally. The sensitivity on the keys are way too high, meaning minute movements aren't possible, and since the opening section requires sharp turns along corridors, prompted by a part where you have to enter several small doorways, the game is pracitically unplayable.The theme looks cool and I generally enjoy most DOOM clones I play, but this controls so poorly I couldn't make it past 10 minutes.And the maps inversed.

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