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About This File

A 32 level megawad for doom2. This megawad doesn't have perfect texture alignment, insane detail and fantasticly hard gameplay. Instead it focuses on small fun maps to blast through without much thought about defense. The difficulty rises steadily as you go through the maps and the last few should challenge even the best.

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Nice collection of maps. textures are ok. Starting maps are small with few monsters, but it's a bit challenging cause of low ammo on them.  Difficult increases as you progress in the maps, challenging you to be aware for a good number of ambushes when picking up goodies.  MAP26 - Fear is insane with the big load of monsters and last MAP30 is very hard with lost of monsters ambushing you.  Overall, entertaining WAD

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Clapping standing

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Worthy of the fame it garnered over the last 17 years, Scythe is an excellent megawad that you should definitely play if you are up to the challenge that the last few maps offer. Map28 (Run from it) was by far the worst map as it is damn near impossible to complete it without losing a fair amount of health, but the other 29 maps more than make up for it. 


Map26 was particularly fun.

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Scythe is probably my number #1 coop recommendation. Super fun, yet diabolically challenging in singleplayer as well! Absolutely loved everything about it. It's a classic.

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Ah, one of the classic WADs, and one that still influences mappers today, what with its style of combat and episodic structure that can be seen in works such as Valiant, Resurgence (kinda) and, of course, its two sequels.


What comes to progression and combat, the first 22 levels (secret maps included) are short, fun and, frankly, very easy, to the point that I'd say the original DOOM II is tougher. I like to think of the first two episodes as a more modern version of DOOM II, where easy, yet engaging and clever, gameplay are mixed with more detailed architecture (not quite as detailed as something like Alien Vendetta, but allow me).


The first episode can be played with your eyes closed. This is sort of a self-preparation, to get accustomed to the sort of map-size and enemy placement we're going to expect in Scythe.


Episode Two, in only two instances (Map11 and Map32), increases the difficulty, what with the use of an Arch-Vile and the last swarm of monsters respectively, but it continues the first episode's themes and structure, ending with a portal to, where else, Hell.


And then, there's the final episode. Here, Erik really throws us for a loop by ramping the difficulty up several notches, then some. While keeping the compact mapping, his choice of [completely] limiting armour and devilish monster placement really puts the episodes into perspective. It's evident that the easiness of Episodes 1 and 2 is to finally shock players with the third's sudden increase in difficulty.


The thing is, despite the fact that Episode Three's really tough, what I find interesting is the handling of weapons; for example, Map22 (the second in the episode) has the BFG, ableit a secret. This showcases, as mentioned previously, the smart placement, not just of monsters, but resources and secrets.


There are some hinderances, none more so than the whole concept of Map28 which, while certainly interesting, is frankly very poorly handled so as it becomes aggravating. Fire and Ice (Map30), thanks to new strategies I employed, wasn't quite as bad as I remembered, but it still a chore to sit through, and where the progression at times comes to a halt, betraying the earlier structure of the WAD.


Despite these two levels, this absolutely deserves its status as a classic. The interesting fast-paced gameplay, the mostly genius distribution of items, monster-usage and themes. Check this one out if you're new to fanmade megawads.


Best Maps: 08, 09, 31, 19, 23, 26


Worst Maps: 03, 28, 30

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Fair share? I'll ignore the fact I keep rage quitting because of map 28. 


Scythe is taking everything too much to the extreme. I liked the first 20 maps and from then on... Yeah. I played it even once on HMP and still 28 frustrated me. All because of one revenant. I'm not gonna say too much. 


It was a big dilemma if to give 3 or 4. But I'll give 4. Why won't I give 5: 


  1. Combat is unfair. Lots of monsters in cramped spaces aren't my thing. If you think it's the difficulty, read my HR and AV reviews. Seems like I can handle difficult stuff. In Scythe I simply don't enjoy it and it simply made me give up on megawads. That, until that infamous @Nine Inch Heels comment came as a slap in the face for me. On HMP it's at least more manageable. Not that much grinding and I can breathe a bit calmer. 
  2. It sems like short maps aren't my thing either. Also the majority are the player thrown in one arena and fight. That's not how I like playing Doom. 
  3. Lots of fighting must be done in a forceful way. Like in so many fights, especially map 26, the way to go is "use the BFG well or die." There are 6 other weapons. Let the player use them if they want! 
  4. Can there be more cover in a few maps? 
  5. Like I said, everything is taken to the extreme and I'm not a fan of extremism. 


But still, this won't make me give 3 in the end, because this wad doesn't deserve it. I'm talking on my behalf only. Some maps make me want to just go into another wad and simply go through a maze of corridors, just to take a break from Scythe. 


These are my two cents and I'd rather be banished from the community forever than playing this ever again! Erik, you had to take some lessons from Yonatan Donner if you wanted to make hard maps. He seems to be the best at that. Oh wait, @Andy_Johnsen actually is better. No matter, just get out of my head! 

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A classic, one big milestone in Doom mapping. Small maps with very consistent fighting, with the final maps evolving into big challenges. Also, the soundtrack is just so awesome.

One of my favorite megawads.

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Easy (UV) until the later levels that turn into slaughter. Also, when it says 'Run!', really, do RUN!

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Excellent wad. Excellent music. Excellent level design. Excellent theme.
Poorly made secrets - mostly.

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Scythe feels like two WADs merged together. First, there's short and easy techbase maps, and then there's slaughtermaps. The two parts seem to have no connection to one another. The first 2/3 of the WAD are very short and very easy, to the point that the maps just blur together. I could not identify any single map even if I tried, and at no point did I really feel threatened or in danger. Then all of a sudden it jumps into full-blown slaughter. The sudden change is jarring, but to me this is the high point of the WAD because at least each map feels distinguished.


Now, that's not to say that I didn't have fun. Despite the first two episodes being gone so quickly, they're still a blast to play through. The levels look nice, play well, and have good flow. The light difficulty means you can really gun through the levels quickly. On the harder side of the WAD, you have some well balanced slaughter. At times it requires frantic running and at other times requiring careful footwork. I will say that I really enjoy this type of chaotic slaughter rather than the more modern calculated style.


Overall, Scythe is best enjoyed as two seperate sets of maps. If you want something fun and quick to blast through, the first 2/3 of the WAD fits that nicely. If you want something challenging, the last third does that as well. It's also kind of cool to beat a megaWAD in one sitting, although I was getting pretty frustrated by the end. Worth a play if for some reason you haven't tried it.

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Fab co-op WAD. The later levels can only be done co-op.

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· Edited by Nems


Between the bullshit death exits and even more bullshit map 28 (I'm convinced the only people who like time limit segments in video games are the developers of those segments), this was just not a fun experience for me. I love a challenge as much as the next person but I don't think death exits or timed levels are a fair way to do it. Maps 26 and 30 of this megaWAD are what I consider a fair(er) challenge. I know I'm in a minority with this review but I really don't care. Those things really brought down the megaWAD for me.

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· Edited by Squiddington


don't remember starting a review, but decent wad

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· Edited by Agent6


So here goes yet another wad, still played through GZDoom's Software render like everything else before it.


What do I think? Well, compared to the other Doom wads I've played until now I must say that this was honestly the most fun and exciting of all of them. The levels have a great layout and good enemy placement. Although some maps, especially towards the end, appear to go full b*llshit with the enemy count at first sight they are still really fun to play, quite unexpected to be honest since the difficult parts in the previous wads I played had the tendency to be really frustrating and often unfun, but somehow that's not the case here.


Most levels don't rely on a large variety of textures but they're still pretty beautiful, and none of them drag on or are longer than they really should be, with easy to find secrets, some of them being out in plain sight and very easily accessible, which is a bit questionable indeed, and the most difficult levels seem to typically take place in red, hellish, cavernous areas. There aren't any maps that I dislike, probably because the gameplay is solid all the time, and they give you just enough resources, no war of attrition to be found here. My favorite level is definitely going to be MAP11 Sneak Peak, I've seen maps and areas that make punching fun and satisfying, but so far none did it better than this one, just pure joy to be found here, and the best part? Enough resources so the game doesn't descend into madness territory, or perhaps it does, in mad fun if you know what I mean. I must also admit, I did not expect to run into slaughter levels at all, but they were pretty nice and not insanely cruel, yet this stuff is way beyond my league. I managed to finish them after a number of failed attempts, but I'll likely not get serious about playing slaughter wads in the future, it's just neither my thing nor is it for me and my skill level. No shame in admitting this.


My only gripe would be with the last map. And I thought post-MAP24 levels in Memento Mori 2 were annoying with their enemy counts, but since this one is a slaughter level as well just like the few ones that came before, and unlike the typical Icon of Sin kind of final maps, it's full of waves of Revenants, Cyberdemons, Barons, and other strong enemies, a really, really difficult and tricky map which can be confusing and frustrating at times, but it doesn't mock you by giving just a few power ups and ammo and lets you die in agony afterwards. I'm just so damn glad to be done with it, I don't want to see something like this before me again, the horrors of hell will haunt my dreams forever.


I also think that forced pistol starting levels wasn't a bad idea at all but rather an interesting concept with great balancing, certainly much better than creating maps with crap encounters, tons of traps which often force you to take damage, scarce resources, and so on just to provide an artificial challenge to the player. They can be a bit difficult and tricky to finish, but you only need to be careful, and fast sometimes, they're very far from insane or unfair. The timed level Run from It was just as interesting in action, but I had to Google a little after I died a few times because I couldn't understand what's going on in this map and why I keep dying out of the blue.


The music is also fantastic, the midis playing on MAP19 3000 AD and MAP20 The Starport being my favorite of all. Bit of a shame that it doesn't feature a complete replacement of the vanilla Doom music though. Other than this, and to sum things up, this wad should definitely be considered a classic from my point of view, it's a fine candidate to the title, damn fun and solid and there's a number of lessons to be learned here, I loved it.

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Played on UV.


The Good

Short but fun challenging levels with nice architecture. The music in some maps fit atmosphere perfectly & the sky flat along with it.


The Bad

Last few levels are clustered with cyberdemons everywhere. With this many, it's a tedium to fight them. Not challenging at all. Just plain & simple borefest.


In summation


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Simply beautiful. Enemies are properly and fairly placed. Weapons are introduced slowly and casually. Map design isn't a bitch to player. 5/5 must have, must play, must play again.

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Maps are fun and quick.  Nice progression in difficulty.

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Awesome WAD, and definitely one that deserves its classic status. I've played it 3 or 4 times already. The only bad map is 28, but it's not too bad. At least it's over quickly. ;-)


Map 30 has become my gold standard of non-linear map design. When playing a good map, I always say to myself, "This map is really well laid out.... But is it better than Fire and Ice??"

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It is a good wad. I finished all its maps plus the secrets, except maps 28 and 30 (they are really hard). Overall, this wad is fun, starts simple and becomes more difficult in the later levels.

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Sick wad.

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Love it, get's harder over time, but still fun nevertheless.

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Great difficulty curve and detailing excusable for the date.

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Good wad with the exception of maps 28 and 30. 28 is "can you straferun for 30 seconds?" and 30 goes against Scythe's short and fun maps and gets overly long, boring and very annoying with its encounters.

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Fun WAD. Got brutally destroyed in the last couple of levels.

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An extremely fun wad. HAd lots of fun with it.

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  • File Reviews

    • By rd. · Posted
      An opaque '90s dungeon crawl map with kid's gloves on (meaning it's probably a good intro if you want to try that map out). Despite the really bizarre progression and more doors being unmarked walls than having actual door textures, I never got remotely lost because of the tight scale, the intuitive "try humping walls because otherwise I'm stuck" moments, and the automap pickup midway through. Lighting is really well done for the time, lots of darkness and even some directional work giving it a spooky mood. It starts out with a KDITD feel and then branches out to other themes, which feels like a very 1994 thing. The lateral thinking in figuring out how to get around was pretty engaging.    There will be high variance in how much people like this, and I'm not an expert on this era, but I enjoyed it.
    • By P41R47 · Posted
      Serious improvement from Serenity.
      Eternity doesn't play easy on you at all. From the get go we have really amazing architectures to look at and some nasty enemy traps. The map design also has a great improvement on layout as there are a lot of interesting things to look, sector trickery and a lot more of height variations than on the previous episode.
      Most maps has a lot of monsters closet and quite a good amount of demons to kill, so the fun and the challenge is assured.    The music plays a nice role in here, as it adds to the atmosphere quite a lot, specially the Vangellis Theme from Bladerunner.
      Also, Moanin' is one of my favourite jazz songs ever, so this mapset was really nice to play. Even when it comes kinda as cheesy and silly, it feels really cool.

      Great visuals and great encounters. For real, these two authors really knew what they were doing by now, and they showed it!
      Next episode surely will be beven better :)
      Thanks to both, Bjorn Hermans and Holger Nathrath, as this plays amazing for sure.   ...Now, to the Infinity... ...and Beyond!
    • By Maes · Posted
      I was of course familiar with Alberto Barsella's work, with his original DEADBASE.WAD being perhaps the first PWAD I ever played, way back in 1994. I had also played the sequel, Mountain Of Fire, but it never occurred to me that a third map existed in the series (and I who wondered why it was called the "Wasteland Series" with just two maps....heh).   In any case, this is a large (for 1994 standards at least), quite open map, with the interesting twist that remaining exposed in the sun, out of the shade, damages you just as if you were walking on lava. No sunscreen on whatever shithole planet this is taking place on, it seems....this adds an interesting mechanic to the gameplay, also because the monsters themselves (at least those that are initially placed in the shade) also seem reluctant to wander away from the shade. Not so for those that teleport later on directly under the scorching sun. OK, I get it, some uncrossable sector trickery at work. In any case, this case be exploited to force monsters into a line of attack and thin their own ranks themselves, as much as possible, and trust me, you're gonna need to do that as much as possible.   Speaking of which, this is a quite ammo and health-scarce map, but that's to be expected. Nobody expected something called "Wasteland" and "Sands of Death" to be a plentiful cornucopia of Doom goodies, amiirite? It IS possible (though by no means necessary) to kill every single monster on this map, but you'd better hone those Tysoning skills and put that Berserk pack to good use. Many times you'll have to ponder: use one (often two) shells to kill an Imp, or risk landing in a punch? How about a Pinky then, where you could even use three or four shells sometimes?). Finish those cacos with a well-placed punch or two, or use precious shells on them? Ah, decisions, decisions. If you're not good at Tysoning, this is a great map to start practicing ;-)   Overall this is an engaging map, and under its plain exterior there's surprising depth, some clever puzzles, plenty of cool tidbits here and there (such as raisable 3D bridges), and a few cool secrets (now, why ammo and weapon caches should be marked as secret, that's anybody's guess).   The negatives? For a map that plays on the "don't wander aimlessy" element so heavily, it's not 100% clear from the start what the proper progression is, as well as which buildings you can enter immediately and which ones you can't. I can't imagine anybody getting it right the absolute first time, on a "first death" attempt. TBQH I'm not sure if multiple progressions are possible, but FWIW I started from the black building with the berserk pack in it, and considering how much you'll need that (and a shotgun), perhaps that's the best/intended strategy.   I admit however that I got seriously stuck at the point where you had to exit the first silo through the walkway bridge. I couldn't figure out how to activate the (shootable, as I found out) switch that opened the door to the walkway. It was not immediately obvious to me that it was a separate switch from the one forming the stairs, and I didn't realize that you had to somehow shoot it. Initially, I thought the map was bugged (at least in ZDoom) but no, Chocolate didn't solve it either. So what was the trick? Well, you're supposed to use the Baron's platform by raising it and then shooting the switch a-la Icon Of Sin. Or, alternatively, shoot it from the room above it through a narrow opening at a very specific angle and avoid the Baron room entirely. Not sure the latter would be possible/obvious in Vanilla, with low resolution.   Oh and BTW that red key building is nothing but a decoy...
    • By printz · Posted
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