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Scythe

   (451 reviews)
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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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gemini0

  

Absolute classic, and a gem of a mapset besides. Last few levels get a bit iffy, but overall very solid!

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yuakuru

  

A little slow to start, but MAP11 onward definitely makes up for it

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Engine No. 5

  

Classic Megawad. Love to come back to this one with different gameplay mods but the vanilla experience is still rock solid.

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Arena Chess

  

I love this WAD very much. It certainly gets challenging in the later levels just as promised, but Jesus Christ MAP 28 is so cruel. I'm always just a tiny hair away from reaching the exit. I guess I'll never be able to finish this WAD in its entirety and I'm not about t skip the map or cheat to get past it. Kinda demoralizing to get so far and fail so miserably. Oh well. 

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baja blast rd.

  

Great with gameplay mods. Would give this five stars if everything was like map28. 

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RonLivingston

  

If it wasn't for map 26 and map 28, I give it a 5 stars for this one, but why add the original doom 2 music when theres already some?

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Akagi666

  

There is some great stuff here, but the early maps are forgettable and the WAD only picks up in the last third. Map 28 is awful.

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CittyKat112

  

100% certified classic. I'd give it 5 stars if it wasn't for MAP28.

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Lord Reven

  

I had tons of fun with this one, I remember playing it with the USDQC guys back in the day. The levels were fast paced and decently challenging.

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Christian Ck.

· Edited by Endy McGufin

  

How can I summ this wad up.

 

"You stand in a corner and slowly take down monsters one by one."

 

Ok no let me try again.

 

"Imagine plutonia but with more monster closets and slower combat." Yea that's about right.

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E.M.

  

One of my favorite wads. The action is fast and the maps are short, sweet, and to the point. The only exceptions are the slaughter maps at the end, but I enjoy those as well.

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Kinatuk

  

Really Fun Maps in my favorite style (Short Maps).
I'd like to see this style done more often probably with insane details or not.

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PsychEyeball

· Edited by PsychEyeball

  

Want your Doom simple and short to the point? You don't like wandering around being lost, looking for switches and you just want to kill a lot of monsters? Scythe is your WAD.

 

Scythe is kind of a tricky beast. It starts off really easy and light, pitting you against measly zombiemen and imps in very forgiving scenarios. Few levels have more than 100 monsters. But don't expect things to be easy all the way through, as Episode 1 slowly escalates the odds and privileges tricky fights against few strong enemies in tight arenas. You're not going to start facing major opposition until Map 11, Sneak Peek. This early map gives you the perfect example of Scythe shedding away its early sensibilities and shows you how ruthless the WAD can be and how important it is to be prepared for anything. The spawning arch-vile cavern represents the first true challenge of the level pack.

 

Episode 2 slowly prepares the player for the end game of the WAD. The monster counts get much higher, the stronger enemy types like revenants, mancubi and barons of hell become more prevalent and levels get a little bigger, but not by much. A seasoned veteran can get through the first 20 maps or so in roughly 2 hours or so. One thing about the WAD that should be addressed is that while the early levels do tend to be on the simpler side, the combat scenarios still are very interesting on the grounds that the Super Shotgun is nowhere to be found until Map 15, and even then you'll only get it on your way to the secret maps. This does change the way you'll approach encounters, giving weapons like the chaingun, shotgun and plasma rifle their chance to shine.

 

Episode 3 sends you to Hell and this is the episode where everything breaks loose and where the map set will actively cull the weak. No more mercy is to be had. Before Episode 3, you met a single Cyberdemon in the whole map set and he appeared in Map 20. Starting from Map 22, there'll be at least a Cyberdemon in every level and fighting multiple of them at the same time goes from a surprise to being the norm. If a level's monster count is low at any point from now on, expect all of them to be revenants, arch-viles, barons and Cyberdemons. Armors go from being scattered everywhere to being hidden away from you and impossible to get. It becomes truly important to understand the merits of monster in-fighting and how your weapons work and the best scenarios to use them. Otherwise, you'll never survive Map 26, which is a tiny, yet ruthless map where 666 enemies will immediately jump you at the start of the map and where the intensity never lets go until they're all dead. But as chaotic things seem to be, everything seems in control.

 

The only reason this mappack gets 4 stars is its ending stretch, which doesn't gel right with the rest of the WAD to me. Map 28, Run From It, made the 100 most memorable Doom levels list for a reason. It's a neat concept for a level, where you must finish the level fast enough as otherwise you'll die. But the execution just doesn't work. The level itself is really boring and just involves strafe running through mostly empty hallways, trying to race "It" to the end before it kills you. The final stretch with the arachnotron blocking the exit is infuritating as this is where you need all your attention, but your screen just becomes red pudding as "It" is in the process of killing you. Map 29 suddenly expands the scope of the WAD and offers its take on Doom 2's Downtown (it's even got that arrow on the ground telling you where to go!), and while I appreciate the attempt at something drastically different, both maps share similar problems in being unintuitive to navigate and feeling really empty.

 

Map 30, Fire and Ice, is slaughter gameplay with a heavy Revenant seasoning. Think of Go 2 It but about 3 times the size with 3 times the monster count. Half of this monster count is revenants (a whopping 375 revenants, no matter the skill level you play at!) so many of the encounters in the map revolve in going through a hallway or flicking a switch, which results in giant Revenant closets opening and deafening you with their unison screeching. These encounters are just boring and mindless to me, as you just spam rockets and BFG shots on them with little thought. With some luck, you can make them infight with something else, but it's not always possible. This level also doesn't implement difficulty settings in a way where lesser players will have fun with the level, playing on HNTR or ITYTD will remove about half of the arch-viles and cyberdemons. But ironically, these removed cyberdemons could have been useful to you in the level for infighting purposes so it doesn't feel like an even trade. The only plus of this map is that the Icon of Sin is nowhere to be found. Then again, these fights are harder than 5 Icons of Sin would be.

 

Scythe looks really good for a vanilla Doom 2 WAD. The early tech base levels aren't the most interesting to look at, but Episode 2 brings some well needed graphical variety and Episode 3's visuals look appropriately hellish and foreboding. It really feels like you are trapped in a giant pit of despair for all of these levels. There are occasional quirks with the level design where it's possible to trap yourself by sequence breaking; in Map 11 I was able to bypass getting the blue key by strafe running into a window leading to the building the blue key opens up. But if you do so, you are forever trapped because you can't climb out of that window nor can you open the doors leading out from the other side. But these mishaps are few and far between. Also sprucing up the gameplay are some levels that will end with your death, which will force a pistol start on a few levels of the WAD no matter what. 

 

4.5 stars, rounded down because I didn't like the ending much at all. But the rest of the journey is great.

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Astronomical

  

I had for months beaten the first 29 maps with about as much trouble I expected, but map 30 took me a few months to beat on ultra violence.  Now that I am done I can say Scythe is good. Play Scythe.

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RandoBust

  

Fun with some great levels and awesome layouts. When it's good it's really good. The rest of the time the problems are: starts off really boring, has a few strange difficulty spikes, and two meme levels.   

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Yumheart

  

Part of the second and third episode are quite a lot of fun and very competently made! Unfortunately, the first 15 maps or so are really bland and easy.

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AvantGarden

  

Great fun until map 28 when it becomes the worst thing ever. Fuck you erik

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BedrockCastle

  

Only one bad map out of the whole MegaWAD, other than that Scythe is absolutely perfect. Quick and fun, yet challenging maps to speed through. Easy 5/5.

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Jacek Bourne

  

Excellent. Especially in the later maps. I actually enjoyed run from it which is odd considering other’s views on it.

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Teo Slayer

·

  

This wad is amazing. I had fun playing it and it had cool designed maps. In the Maps 21 - 30 is where the true challenge begins. Map 26 and Map 30 are completely hard. Map 28 is the most insane, you need to be a speedrunner to complete it or else you will be caught by It. My favourite map from this wad is Map 29 Hell on Earth. It reminds of Map 13 Downtown from Doom 2 and Map 29 Odyssey of Noises from Plutonia which I really liked both of them

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Michael Jensen

  

It's fun. The maps look pretty good.

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El Juancho

  

Good

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sincity2100

  

It's one of my favorite old school megawad I've ever played, it starts off easy until the last maps are hard as balls, I enjoyed almost all the levels except Map28, this map really sucked, If you want a challange, go to Map26 and the final map for a ball busting slaughter action..

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DoomRevolver

·

  

I still haven't completed it yet but it's really fun and inspiring in my opinion. Also most levels are very short but very well done. The fact that they are short makes this megawad smooth to play. If you don't have much time to play, you can complete 2 or 3 levels per day in just a handful of minutes which is neat. The last levels last longer and offer a really fun challenge to test your skills. Difficulty is fairly balanced, sometimes it escalates too quickly but you get used to it immediately. I recommend it to anyone who likes classic Doom 2.

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xX_Lol6_Xx

  

I strongly recommend it. It's a fantastic well done megawad. It has good maps and it houses the few slaughter maps I love. It's also fantastic for coop. It also has very good music (well, stock music with custom music)

 

I can't stop playing it and I can't recommend it enough. 10/10

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  • File Reviews

    • By Li'l devil · Posted
      I really like Memento Mori for its distinct vibe. A lot of its maps feel either slightly desolate and empty (especially after you kill the monsters), or pretty cozy. Most wads don't capture the same feel, including wads from roughly the same era. My favorite maps in terms of feel are Hell's Kitchen, Not That Simple, Inmost Dens II, Stoned, City of the Unavenged.
      Of course, Memento Mori has maps that are passable or are outright bad, but I see the bad maps as just road bumps in the adventure. And as you replay the wad and get more familiar with each map, you begin to appreciate even the bad maps more.
      One of the most distinct things about MM is its music, because, uniquely, Mark Klem wrote not only dynamic action tracks for it, but also some ambient tracks. They make the maps they appear on feel quite eerie. The use of ambient music is one of the things that distinguishes MM from any of its follow-ups, in a good way, IMO.
      Note about the difficulty: on HNTR the difficulty is very inconsistent because some maps have very bad skill level balancing (on them HNTR plays basically like UV). Maps like Showdown can suddenly proceed to destroy you if you've been playing too casually. On UV the wad is more consistent difficulty-wise, but playing MM on UV doesn't feel fun for me, especially from pistol starts. Too many bullet sponge enemies and the difficulty can get too overwhelming sometimes. Oh, and Kinetics on UV is just insane. This might actually be the map you will quit MM on if you're playing on UV only.
    • By PsychEyeball · Posted
      Resurgence is a spiritual sequel to Speed of Doom, this time led by Josh Sealy almost exclusively: Darkwave0000 will only appear to take the MAP32 slot this time around. Most of the maps in this project are remade versions of an unfinished WAD named Surge, whose mission statement was hot level starts forcing the player to go deep into the level to get the supplies they need to start fighting back the opposition. While Resurgence features plently of that, it also isn't afraid to pursue new ventures and go off-script every once in a while. I'll admit it right here: I was not the biggest fan of Josh Sealy's work in Speed of Doom as I found a lot of his work to be shaped by abject cruelty and a desire to annoy the player as much as possible. However, this WAD sees Josh take a huge leap forward in mapping maturity.   Like Speed of Doom, Resurgence is split into episodes and is more or less a continuation of the events in Speed of Doom; you actually start out the action in Hell. You eventually get teleported to an infested moonbase then ride a time spiral vortex thingy to be whisked several hundreds of years in the future. This also means you will be forced to do a few levels with pistol starts, as some levels will kill you in order to escape. As for the looks of the chapter, Josh clearly have picked up a few tricks ever since Speed of Doom: the levels all look gorgeous, with the moonbase levels being the most meticulously crafted. The hell levels also look very good and take inspiration from Scythe 2's hell aesthetics. My least favorite chapter looks-wise would be the future techbase (with the exception of MAP 26 "The Library" which is beyond stunning), but I'll overlook it mainly because it looks a lot like a souped up Plutonia Experiment, whose looks I never enjoyed in the first place.   If you disliked the popup monsters from Speed of Doom, you will still have to contend with those in Resurgence, but with far less frequency. However, there's gonna be a few parts here and there where Resurgence will want you dead and there won't be much you can do about it the first time around. Pop up cyberdemons and archviles at point blank range is not a gesture I appreciate. Chaingunners, arachnotrons and mancubi might be the most represented monsters in the WAD, so make sure your dodging and hiding game is up to par. Also, something which will be tested throughout the whole WAD will be your straferunning skills; Josh is fond to make gaps look impassable or impractical to get through and we're talking about jumps that need to be done to finish levels, not only to get secrets!   Difficulty-wise, this is a little easier than Speed of Doom but don't come into Resurgence thinking this will be a cakewalk. Even the "puny" Hell episode still has some hot scenarios that will be difficult to tackle; other episodes won't turn the heat much higher but as you advance through the WAD, so do the frequency of slaughter maps. MAP 11 "Twi-Lite Massacre" is the first taste of absolute carnage one gets, but Josh is surprisingly accomodating to the player here. Supplies are over abundant and problematic monsters (Pain Elementals and Arch-viles) are kept to a minimum. It's non-stop feel good carnage in this homage to Darkwave's Twilight Massacre (get it? Josh's map is Twi-lite because it's easier and leaner!). Other highlights of the Hell chapters are MAP 4 "A Fistful of Imps", MAP 7 "Gauntlet", MAP 9 "Scorching Savannah" and MAP 10 "The Courtyard", which features pretty floor pattern to keep your feet safe from the lava.   The techbase episode is the most consistent of all 3 episodes difficulty-wise, with the harder levels hidden away in the secret map slots. MAP 12 "Homecoming" has the patented Surge formula with one of the WAD's most explosive beginnings, but the action afterwards is no slouch either. MAP 14 "Hyper-Spelunking" is one big encounter in a cavernous tech facility with a cyberdemon monitoring your progress throughout the whole map. MAP 18 "Excavation Project" mostly eschews the usual template and gives way for the largest and biggest level of the WAD. Josh has a tendency for his maps to feel claustrophobic to the player so it's nice to see him explore new territory. Speaking of exploration, Josh uses the MAP31 slot to attempt to emulate Xaser in the totally bonkers "Festering Wicked Helix Sectors". whose time travel and shapeshifting shenanigans make it instantly memorable. MAP32 has Darkwave0000 try to imitate Josh's Poison Ivy II; the mid-sized overstuffed jungle nightmare becomes a giant slaughter behemoth sprawling with over 2000 monsters and is very reminiscent of his work in the 3 Heures D'Agonie series. I still like this more than Poison Ivy II.   The future techbase episode starts with a bang: MAP 21 "Ravages of Time" is a redux of MAP 20 "Waves of Darkness", but set in a troubled future where the base got overgrown with vegetation. Scythe 2's influence comes full circle as Resurgence decides to appropriate itself its custom monsters: the plasma marine and the Afrit. Both monsters thankfully got a nerf: the plasma marine is much, more slower and the Afrit lost about half its HP pool. Combat in this map is much more meandering and meditative, which makes it stand out from the rest. But MAP 22 is there to remind that you're playing Resurgence: "Mount Katoomba" is a gorgeous mountain level with nice sceneries and deadly combat. MAP 24 "Nuclear Winter" takes you back to Speed of Doom's first 5 maps, except Hell froze over. But from here on out, Resurgence plays the slaughter card, so continue no further if the word "slaughter" annoys you. MAP 25 "Technoprison II" has you stage a prison break, except the inmates still hate you more than their captors and results in the densest, craziest fight yet. MAP 27 "Where The Poison Ivies Grow Wild" scales up the Poison Ivy formula to a much bigger battlefield, but expect the journey to be as plodding and glacial as you desperately try to carve some safe space for yourself. MAP 30 "Eternal Redemption" starts out as the most claustrophic map yet, as you attempt to escape a small pyramid only for the fight to spill outside in a giant hurtful lava lake where supplies are not abundant. Depending on how you proceed, you may legit make this level unwinnable so plan carefully.   I held back for a while with this WAD because I was left with somewhat a bad taste with Speed of Doom. Maps like Resurrection, Poison Ivy II, Hais Temple and The Ruins of Kalnik gave me a negative opinion of Josh as a mapper. He's not always perfect with Resurgence; I disliked the platforming segment of MAP 3 "The Cavern of Lost Souls" which takes center stage over everything else, a few maps like MAP 5, 16 and 17 don't really stand out in any way, MAP 19 "Quadrilateral Rampage" takes an attempt at a freeform sandbox map but fails in its execution by being too unclear in its intended progression and MAP 29, "The Quiet Before The Storm" is neither a wind-down map or a good action map; it overstays its welcome and goes on for way longer than it should. But otherwise, this map set greatly exceeded my expectations and turned me into a Josh believer. This is a big improvement from Josh's contributions to Speed of Doom and here, he has proven he has the skills, muse and capabilities to make a compelling, must-play megawad. Four and a half stars, rounded down this time, due to issues that keep nagging me.
    • By Ebber · Posted
      Very impressive levels, joy to play in 2024
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