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Scythe

   (414 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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Squiddington

· Edited by Squiddington

  

don't remember starting a review, but decent wad

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Agent6

· 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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The_SloVinator

  

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

Recommended!

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Voros

  

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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Gallic00

  

Maps are fun and quick.  Nice progression in difficulty.

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42PercentHealth

  

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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ShoDemo

  

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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Killer5

  
Sick wad.

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CokeTheAyyLmao

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

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Combinebobnt

  
Great difficulty curve and detailing excusable for the date.

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Spectre01

  
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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Guest

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

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Guest

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

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Guest

  
Made my dick rock hard

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Flammable

  
10/10

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Guest

  
yeah it's good

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Guest

  
Pretty good tbh

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Guest

  
You'd be hard pressed to find a finer example of an inverse build time to quality ratio than the one on display here.

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Rem

  
A modern classic, simple fast paced and a lot of fun. Visually it holds up really well even now, and it's my fave out of the series, I can't score it less than 5.

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Guest

  
This remains the best fan-made WAD I've played.

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Guest

  
Really good wad. 1st like 25 levels are awesome. Then once you hit like lev 26 the levels are unplayable unless you know your cheat codes.

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NuMetalManiak

  
all these years and Scythe still remains one of the most fun mapsets to date. given their size, there really isn't anything that's truly noteworthy, apart from MAP26 and MAP30 which are slaughterfests in their own right. but this is still a quick mapset to plow through in a pinch.

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Guest

  
Masterpiece of Megawads, I'm lovin' it : 3

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Guest

  
Too short maps.

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Guest

Unknown date

  
Real weapons, anyone? I'm sorry, but I gave up on this one after the first couple of levels, after getting sick of having to kill everything with the pistol.

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  • File Reviews

    • By yourusernamee · Posted
      loved all of it except map20. that map sucked the life out of me. really great stuff all around.
    • By Gato606 · Posted
      It's a nice wad overall, nice map design, textures and monster placement, enjoyed playing on D-Touch (GZDoom1.8) with Dude4th weapon mod.  My only complain would be the secrets, they have very few to no clues about their position.  There was a problem on E3M5 on the secrets around the squared starting room with stairs, the wall closes and let me stuck inside, had to use idclip to get out from those secret rooms.
    • By amackert · Posted
      I recently played through this continuously twice on UV. Overall I feel this is an expertly crafted WAD from start to finish. Beautiful scenery, great soundtrack, and intense gameplay. Maybe a little too intense sometimes, and with that it's probably not a WAD I'll recommend to newbies. If less experienced players absolutely have to try it, I suggest playing on the lower difficulty modes as the included readme suggests. Describing the later maps of this WAD as "brutal" on UV is an understatement to say the least.
    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. - Ultra-Violence. - Pistol starts. - Saves every 10 minutes or no saving.   This is a funny memewad of concepts and tricks from the Boom engine. It's anything alike classic conventional Doom gameplay, ergo the chosen compatibility, and brings a specific gimmick in a satirical form for each map. Aesthetics are part of the idea too, by way of monotextured layouts of the simplest geometry, such as to find out which sector/linedef has an action, and mostly grey and brown as the predetermined colours, with a bit of green and red bricks in some levels. Besides, skies made of one resized texture, and music from TV series and movies, the ideal recipe for an experience in Doom one doesn't opt for everyday.    Concept-wise, it's much appreciable to experience each map on its own, even more when the idea of carryovers will only block your progress in survival maps: better leave in bad shape and restart freshly than carry less than 15 hit points and be eternally murdered by former human ambushes. This example is one of Pinchy's numerous parodies of unconventional/inconvenient situations we've all been through in Doom. Humping walls to find progress like in primitive maps, having the screen constantly tinted because of pickups, being harassed by incoming projectiles from monsters out of your FOV, that fear of eating your own splash damage because the door can close at any moment, these are just a few of the most hilarious cases I've seen here. It wouldn't be bad to say not all of the gimmicks were clear enough to me, still don't know what's the meme in map 13. Same in some of the later maps, they seemed to have less ridiculous and more serious content, or at least not something different from earlier maps, but if anything I support that seemingly passion for zombiemen hordes, which held up my enjoyment most of the time. Funnily enough, it wasn't until the very last map that I laughed out loud at doomguy's surroundings, and there was nothing else than THE END messages under a sky in fireblu. Guess I couldn't hold my laugh for too long.   Secret-wise, it's interesting to me that in a wad of this category the only existing secrets serve as a combination of the gimmick in question and helpful extras for survival. The second map's way to hide secret sectors is quite funny indeed. As for favourite maps, I found the concepts in map 02, 04, 07, 09 and 15 to entertain me more, last one because it tickled my fancy for exploration. Some of the rest like 05, 07, 11 and 14 woke my other feelings, not only they made me laugh but also feel tense, those imps and troopers could not beat me!... not more than twice...   Overall, even if not all of the maps made sense, or had strange concepts I didn't understand, the point was to laugh, and I believe that was achieved here. Because laughter is good for the organism, check this out. My rate is 7/10. 
    • By whirledtsar · Posted
      Not too shabby. Very intricate level with halls & rooms to explore taking up almost every square inch of the castle. You do have to look through pretty much the whole place to find the necessary keys, but you'll have fun in the process. Most of the gameplay is pretty simple run & gunning of mooks but there are a couple neat traps, like the teleporting/telefragging area and the exit. Despite the large and labyrinthine design of the level, it doesn't get boring or easy to get lost in due to the abundance of landmarks (mainly sector furniture) and high interconnectedness. Texture alignment is quite bad, but oh well. There are some replaced sounds which are a bit odd but not bad, which kind of encapsulates the whole wad.
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