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Scythe

   (439 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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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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A.H. Sankhatayan

  

It's fun. The maps look pretty 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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Lol 6

  

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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Gato606

  

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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SilverMiner

  

Clapping standing

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L.P.

  

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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Hypnotik

  

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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Poncho1

  

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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spd7693

  

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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Endless

  

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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Rathori

  

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

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TheNoob_Gamer

·

  

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

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Spie812

  

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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Pod

  

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

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Nems

· 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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  • File Reviews

    • By TheMagicMushroomMan · Posted
      5.5/10   The problem with DTWID is that the same concept has been carried out by countless WADS already - they just didn't draw any direct comparison to the original DOOM. So what you get here is a set of competent-but-generic maps that follows the same beat-to-death techbase>hell progression of DOOM. Just like 10,000 other vanilla style megaWADs. In the end, that's all this is - a WAD that attempts to mimic (not always successfully, as there are some questionable maps here and there) OG DOOM. Without the awe that comes with experiencing the original game for the first, you're left with a bunch of generic maps. The inspiration that ended up leading to the creation of this project causes the WAD itself to feel uninspiring. It lacks memorability and soul.
    • By printz · Posted
      A pretty tough level with an unusual design. There's no exit; your goal is to defeat all monsters. Good luck.
    • By printz · Posted
      Mostly a flat maze level full of illusionary effects. It's not a very complex structure overall, but pretty challenging. The exit is randomly hidden somewhere.
    • By Lol 6 · Posted
      For a wad made in 1995 it's a pretty convincing church, I like how detailed it is, as well as the graveyard, too bad it is quite short because it's fun (Although I understand that, as a deathmatch level, making it too large can make it unfun to play). The exit gates are an awesome detail too. Definitely check it out 5/5 stars   - xX_Lol6_Xx
    • By VoanHead · Posted
      Upon the release of The Ultimate Midi Pack for Doom 1 that replaces all midi slots w/ original compositions, I thought to myself "Hell Yeah, now I have an excuse to play DTWiD!". Besides the shameless plug, I would recommend everyone to give that pack a listen and perhaps a spin w/ this wad b/c god damn does it go together like peanut butter and nutella.   Onto DTWiD: Well, the people behind this wad accomplished the goal of mimicking the style of John Romero, Sandy Petersen, and last but not least Tom Hall. Every level breathes like it was made by any of the three gentlemen, and god damn I had a blast w/ this one. While certainly not as hard as your Plutonia, Rowdy Rudy 1+2, Hell To Pay, or even Good Morning Phobos, it has its own moments where it doesn't pull its punches. However, one of my main gripes w/ this wad is that there's a lot of secrets to find if you're a completionist like I am, as some of them are a bit tricky to hunt down. The maps are way bigger than the OG John, Sandy, and Tom Hall levels, and while it's great to mesh some good fights here and there, it at times felt like a slog to go through b/c of the size of some of these maps. E1 was the weakest in terms of fights here, as expected that you won't be fighting anything tougher than hitscan, imps, and pinkies. While the design was great, I admittedly got lost a few times trying to get my bearings and know just where the hell I need to go. E2 was a bigger improvement upon E1, and had a few moments where it was spooky, like things are really beginning to hit the fan. E3 (which unironically in the OG UD was my least fav episode that I couldn't even bring myself to finish) was probably the best episode of the bunch, everything was oppressive and coming for you, luckily there was an abundance of ammo to help you out in messy situations, more traps and better set ups than what E2 had and a way better episode than E1. The secret levels of all 3 episodes are the highlight of the wad.   While I wouldn't say that this wad is a "must play" b/c over time I started to get a bit exhausted on the size of some of the levels and figuring out where I need to go, and especially since I binged E1, E2, and E3 3 days each respectively, I had my moments where I was like "Please God let this be over". Overall, I would say this is more of a wad that if you really wanna check out, go for it, or a good recommendation for people who are just beginning their journey of playing community wads and want something ez to play.
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