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Scythe 2. Version 2

   (413 reviews)
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About This File

This is the sequel to my old megawad "Scythe". Expect better looking and bigger levels. unfortunately, the last 3 levels are missing, because I am so lazy and I haven't been satisfied with my attempts at making map28. I _might_ release the last 3 maps some time in the future, but do not count on it. (Update: the last 3 maps are now completed!)


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RonLivingston

  

Me when I was 13 is when I first played the wad, I remember playing this wad on skulltag/zandronum on cooperative mode with some players 13 years ago

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Gaia74

  

i enjoy this wad as a child, which in years has not happened to me with other good videogames

 

I loved it, excellent maps, excellent music, high difficulty but nice for me, I enjoyed it

 

the only thing that I do not like is that they killed you every time a new episode begins, because it ruins the progression, but even so, it managed to be excellent

 

beautiful megawad recommended

 

Gaia74

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Figgy McSquiggins

  

I was loving it, had a fair bit of challenge. Every fight really put you to the test. Excellent map design, too. You clearly worked hard on it, and that is not lost on me. That being said, as soon as it hit whispering winds, I instantly hated it. It just devolved into finding one of 20 invincibility power ups, and spamming the bfg. Took all the fun out of it when you're backed into a corner against 100 barons, 100 revenants, 100 cacos, 5 cyberdemons, 600 imps, 250 zombie gunners, a spider mastermind, and 20 arch-viles that revive the fuckers, and all you can do is spray the bfg and hope invincibilty doesn't run out.

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Nems

  

Scythe 2 is already a vast improvement over the first Scythe in that it doesn't have a bullshit timed level like Scythe's map 28. However, the over-reliance on death exits to make the start of each "episode" artificially harder really ruins the progression for me. It doesn't feel fair. As such, I can only give this three stars. It's still better than the first Scythe though but not by much.

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Squiddington

  

Was the end of map15 even playtested? Couldn't hide in a single area to take any of the revenants and mancubi out easily without either one of them fucking me over almost instantly. The BFG didn't even help. Had to cheat it to win. It's a shame because this wad was pretty good up until then.

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Killer5

  

The following 'review' is mostly me describing my experience when playing through this wad initially. So lots of it is simply a rambling description of my experience on maps I find notable to discuss. Generally if I enjoyed a map I don't really have much to say about it.

 

Played through uv/pistol starts/no saves. I was debating on whether or not to take when Scythe 2 was made into account but I decided to put it in the same bin as the newer wads I have played so take that into consideration when reading.

 

Very overrated wad imo. Some of the episodes are quite dull and possess very annoying design decisions. My focus will be primarily on episodes 2, 4, and 5 (the other episodes really didn't bother me and I consider them the high points of the wad).

 

 

Episode 2:

Many of these maps are incredibly simple with no real threat what-so-ever. They look cool.. but a map's looks/atmosphere mean nothing if the map plays super straight forward and has no chance of killing the player. Some maps that come to mind are:

- Map07: Dead simple clone. Forgettable map. I think there is a reason why Experiencing Nirvana's Map07 is also Dead Simple.

 

- Map08: Normal incidental combat map which possesses 2 areas (really only 1 fight) which can possibly kill the player: 1.) There is a switch which simply spawns revs in close proximity around the player. So if the player doesn't react the player dies. I am always at odds which whether or not I like traps like this. I came to the conclusion that if I can simply beat the trap without issue if I know it is there then all the trap is is an attempt at a quick kill of the player. This trap falls into the absolutely no threat category if you know it is coming category so this trap is bad imo (I am simply tested on whether or not I can kill a few revs). 2.) There is a cyb that appears at the end with some manc snipers. This is without a doubt the most interesting part of the map.. and it occurs at the very end. Which means the player needs to just run around the map for a few minutes and get rewarded with a sort-of-threatening encounter. Overall a pretty uneventful map. Looks nice though.

 

- Map09: Incredibly dull map. Run into a temple -> hit switch -> literally sit in one spot spamming rockets -> go into exit. No player should ever die on this map. Again.. map looks nice.. but this map has very forgettable gameplay.

 

- Map10: This map is interesting because the final room has a lethal trap (thank god something engaging), but unfortunately everything prior to this trap is again incredibly dull. Hey some hitscan and a rev? Oh a manc on its own? Playing saveless means that if I die at the end I judge a map based on whether or not I would play through the map a second time. The final encounter is definitely not rewarding enough what-so-ever to wade through the first 90% of the map again. So this entire map is basically the final bit as far as engaging gameplay. Very unfortunate because once again the map looks great and has a great atmosphere.

 

 

Episode 4:

This episode starts out great but ends up ending on a very low note. Primarily, because once again, the maps aren't engaging what-so-ever.

Map16: One of the high points of the set. Very cool introduction of the plasma marine. Not much to say except that this map made a single monster incredibly threatening. Which is cool.

 

Map17: An incredibly sloggy map void of any threat. Once the player gets past the initial teletrap of hitscan/revs/pinkys/imps

the map is pretty much over. The player is forced to fight groups of monsters such as: a few PEs, lone baron, a small group of mancs, a giant group of monsters trapped on the other side of a 3d bridge (target practice since they cannot get close to the player), and.. a lone cyb (out in the open even). There is one interesting bit where there is a rev horde the player needs to rocket down. Avoiding lots of rev rockets is great because the player can die incredibly quick if the player can't dodge rev rockets.. which is a skill one can learn through practice. Because practice takes all rng out this makes fighting this large group of revs without taking damage a high skill fight which means it is fun in my book. The map looks interesting though.. textures are mostly brown ash but the map is quite wide open so the scale of the map looks great.. but this cannot save the map because the gameplay is non-threatening for almost all of the map.

 

Map20: Great looking map yet again.. but the gameplay is incredibly lack-luster. The player starts out having to kill a rev and some imps.. then the player can simply run by some mancs -> kill pinkys -> escape. Once the player escapes the start of the map the slog begins. The entire start of this map is nothing but turret monsters and an incredibly ineffective cacoswarm (honestly with all the room the player has to move these cacos must have been a joke group of monsters). So.. the player can simply run by everything and yeah.. shoot rockets -> kill cacos and revs out in the open -> ..that's it. Getting the bfg is kind of interesting? The player needs to kill a large group of revs in a sort of tight space with rockets.. so that is interesting I guess.. but otherwise gameplay consists of a few small groups of revs and 2 viles where the map provides all the cover in the world. Nothing very interesting yet... The high point of the map comes after getting the bfg. After the bfg a group of 4 cybs spawn which are interesting to kill because of the way the ground is constructed in this map (has a lot of uneven/bumpy sections). I had some trouble finding good angles to 2-shot the cybs so I needed to use my head and wait for good positioning. Good stuff. Too bad the good stuff ends as quickly as it began.. the player then needs to shoot 4 groups of monsters which are trapped in 4 separate rooms. So no threat what-so-ever. Worse after pressing each switch guarded by each group of monsters the player is greeted with a group of chaingunners and revs each time (each group of chaingunners/revs is as nonthreatening as the last). I enjoyed the bfg bit at the very end though. Killing a large group of plasma marines followed by a pair of cybs is fun.

 

 

Episode 5:

Maps 21/22:

Both of these maps I found interesting simply because I got to punch a lot of stuff. Playing without saves however.. they take so long to get to anything threatening that if I was to die (died at the end of map22 due to plasma marines) I have absolutely no interest in playing them again. So these maps are basically a test of.. can you kill small groups of monsters without taking damage with your fists (at least how I played them to make them more interesting to myself). I passed the test on both maps until I finally got to a threatening group of plasma marines. I can't justify playing a non-engaging map for another 10 minutes just to get to the plasma marines yet again so I skipped the end of map22. Map22 reminds me a lot of map10. I liked one part.. but found the entire beginning section kind of meh thanks to nonthreatening gameplay.

 

Map23:

I have played this map previously.. however with saves (I got to have fun slamming into groups of monsters with bfg at all times). My opinion changed playing without saves. You can camp outside the area of pretty much every group of monsters and shoot shit at them from safety. Incredibly disappointed in this map after playing without saves. I found myself becoming annoyed when getting to the bk area and decided to push through the groups of revs and hks with bfg.. so that was fun. Pretty much the rest of the map is.. snipe monsters and one instance of: can you bfg viles. Very lame map overall. Probably fun to speedrun but I have decided that I can't judge maps based on if I think they are fun to run. No deaths on this one.. as previously stated.. very disappointed.

 

Map24:

Much better than map23 but.. there are some fights which are complete filler. When moving up to the ysk area it was fun shooting all the revs with rockets.. but then you are rewarded with 2 absolutely pointless fights: 1.) after killing a cyb there is a group of revs just trapped in a cage.. no threat 2.) in the area where the switch to lower the ysk is located you just need to spam bfg at a wall of crap (which you are given cover from immediately). I assume the barons which spawned on the floor are supposed to make the player move.. but if the player can use the bfg then there is literally no threat here. This map finally begins when going for the rsk. Spawning the group of viles in that larger arena was cool.. and bfg'ing through revs and chaingunners later was interesting.. cool section of the map. Spawning all of the shit at once (hitting all of the key switches) was also interesting. So at least the map ended on a high note. This is definitely my favorite map of the episode.

 

 

Imo Scythe 2 is at its best when you are playing through episodes 1 and 3. These maps all felt like everything belonged where it was placed.. and there weren't any difficulty spikes which I can remember (each map lead up to areas present later each map just fine and the maps weren't dull like episode 2). Episode 6 (primarily maps 26, 28, and 30) saved Scythe 2 for me. I don't really have much to say about them except that I had fun and had to worry about dying more than a few times. So Scythe 2 gets 3 stars from me.

 

I am happy to hear that this wad inspired a lot of the authors whose maps I really enjoy playing today (same with Sunder because my review of that would probably be similar to this review). But I am very happy that well known authors now-a-days have improved on basically everything that Scythe 2 is doing. I have Bloody Rust to play when I want threatening.. more incidental maps.. and I have stuff like *some* d-d maps, most Danne maps, most Ribbiks maps, etc when I want harder maps to play. So for that I thank Scythe 2.. but I probably won't ever be playing Scythe 2 again. So.. Scythe 2 gets 3 stars from me.

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The_SloVinator

  

Played on UV.

 

The Good

Gorgeous map design & details. Challenging as hell & most importantly, fun.

No Icon of Sin, which is a huge pain relief.

My favorite part of this megawad is traveling through dimensions which made it even better.

 

The Bad

Accessing Map 32 requires you to grab all three keys on Map 31 in 15 seconds, I believe, while getting blasted by Evil Marines. As far as I'm concerned, I've not seen a single recorded demo or video on the net of someone actually doing it.

Problem is RNG. You have to luck out on this one.

It's an interesting design on paper but in practice, it's impossible. I've tried many times & failed.

 

Solution

Either NOCLIP or start Map 32 with pistol only. Or try legit & pull your hair out out of frustration.

 

In summation

Absolutely recommended but if you're going for a legit run for 100 % everything, including the secret levels & playing continuously then I'm afraid you'll struggle at Map 31.

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Gallic00

  

Very nice maps with lots of fun fights.  New monsters are brutal and add a nice touch.  The levels are also quite larger than the original scythe.

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Anidrex_1009

  

Scythe is one of my fav Megawads of all time.

 

Scythe 2 did not dissapoint me.

 

Nice map desing, well monster and item placement. REALLY cool wad overrall. I still love it, doesnt matter how old these wads will get, they are fantastic.

 

Just like the first one, the are some trully challenging maps. But quite fun.

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tempdecal.wad

  

God, I Love MAP09.

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valkiriforce

  

Fun megawad for the most part, but I hated 24 to the end. I played on HNTR and was still plagued by a number of unfair scenarios. Didn't seem at all like there was much difference in difficulty at that point.

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galileo31dos01

· Edited by galileo31dos01

  

Done on HMP/continuous/saves

 

Very good megawad. Very cool textures, music and atmosphere. I liked the concept of dividing the pwad into 6 episodes, with each episode in a different ambient. Also starting every episode with only the pistol and the weak fist really made me improve my skills, such as using the berserk for revenants and others.

 

Gameplay is more or less like its prequel, the 1-9 maps are rather easy, the 10-20 increase difficulty, and 21-30 varies in massacre and slaughter. I started to die repeatedly from map 23, and a few maps became really tedious and exhausting, mainly because of monster placement (specifically map 27, ugh...). The new enemies are the afrit, which is a cool flying baron but really dangerous, a boss-tier killer, maybe too much health. And the evil marine, I hated these ones, too speedy, annoying as f... 

 

In general, secrets were nice. I couldn't for the life of me figure the 12-second secret exit to map 32, no matter what I did I was always late by one or two seconds, definitely something I disliked. 

 

So overall I'll give this a 8/10 

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MARVELLER

  

This and the first Scythe have always been my go to when trying out gameplay mods. An absolute classic without a doubt.

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DAZZER

  

It's the Best MegaWAD ever created ! Scythe 2 had such an Influence into Design, Monster and Item Placement that alot of Mappers still try to reach the Level Erik Alm had set over ten years ago ! If you haven't already... play this Masterpiece ! Erik Alm/5

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42PercentHealth

  

My all-time favorite WAD I've ever played. :-) I like the variation in theme every 5 maps. Architecture and map layout is mostly brilliant, but some are just good. The last 2 episodes are brutally difficult, but that's okay... I won't give a bad rating to a WAD just because it is intended for players more skilled than myself.

 

The only maps I actually have a complaint about are maps 23 and 31. 23 is too linear, and contains a "point of no return," after which you cannot go back to re-stock on ammo (there's no point going back for health -- I promise you it will be gone!). I do not like points of no return in Doom maps. Map 31 kinda spoils the atmosphere of map 16 if you play it first. Besides, it's just not that clever... it doesn't really bring anything new to the table.

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sandmanbrasil

  
Erik Alm is a genius. rs

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Northern_fluff_bunny

  
Up until the green jungle levels this was awesome as shit and really enjoyable. It was difficult but didn't feel uninspired or tedious. Saddly, things change. Latter levels are full of revenants and 'slaughter' gameplay. Tons of revenants, running around in circles and in general just tedious as fuck. Some call this wad legendary. I call it okay, mainly because I think consistency is part of good design with any level set and this certainly isnt consistent.

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Combinebobnt

  
Powerful gameplay similar to the first, now with great detail and consistent themes!

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NuMetalManiak

  
I can play this good shit all day and never get bored of it.

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dantos

  
legit

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Spectre01

  
2/3rds high quality gameplay and 1/3rd stupid revenant spam. Just like the first Scythe it falls apart in the last 10 levels with innovative run around like an idiot spamming the BFG gameplay.

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Guest

  
HOLY SHIT I COULDNT EVEN BEAT THE LAST LVL GG GOOD WAD

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Guest

  
One of the best mapsets ever. Its a shame the last handful of maps degenerates into so much near-unplayable stupidity as the level design, especially in the "jungle hell temple" maps, is both striking and original. Hope you like irritating Revenant trap spam.

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Guest

  
I haven't had that much fun for a long time...and I've played a fair amount of wads in my life. Erik knows what he's doing. Enemy placement is fantastic and the atmosphere is unique. The last few maps are a real challenge. 5/5

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  • File Reviews

    • By Rimantas · Posted
      Better play Wolfenstein 3D with keyboard only, thousand times in a row.
    • By Doomkid · Posted
      Why the hell have I not been using this. Incredible, 5 stars.
    • By wolfmcbeard · Posted
      It was difficult for me, but I enjoyed it, a few more ammo pick ups and maybe some health too, but other than that it's a good level.
    • By wolfmcbeard · Posted
      I should've heeded the warnings from the other reviews...
    • By Gato606 · Posted
      Horrible and unenjoyable, it's what I can say about this megawad.  Does it really need to be archviles and cyberdemons in every corner and tight corridors, ambushing with nowhere to go?  Yes, textures are very monotonous, and you got corridor after corridor with same floor/ceiling height.  It's extremely annoying to hunt for that switch that will let you continue, and, surprise!  They're hidden inside the walls without being secrets and no hints where to look for, even with ALLMAP cheat you get lost very easily
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