Scythe 2. Version 2

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Author

Erik Alm

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!)

Credits

id software, testers Qwerty, Vile, Vincent, Khaoscythe, Anima Zero and others. The gothic crew for textures (see below), Kristian Aro for compiling the Ruinbros resources. Randy Heit for zdoom, Colin Phipps and TeamTNT for prboom/boom. CodeImp for Doombuilder. Kristian "Ebola" Käll for the name "Scythe" (forgot you in scythe.txt, sorry) Anders "schepe" Åstrand for encouragement. Fredrik Johansson for some additional textures (and for making incredible levels). Wad Guru Kim "Mutator" Malde for level name graphics. Julian for intermission and titlepics. Espi for monster sprites. Lutrov71 for the BOSSBACK entry.

Special thanks to Drew "stx-Vile" Devore for music selection, suggestions and bugreports, this wad would not maintain this kind of quality without his work.

Base

New levels from scratch

Build Time

No idea, way way too long anyway. I started this in late 2003.

Editors Used

Deth, Doombuilder (thank you Gherkin/CodeImp), Warm, Deutex, Zennnode, Wintex, XWE

Bugs

Texture alignment bugs. Probably other bugs too.




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DAZZER

  • 5
   2 of 2 members found this review helpful 2 / 2 members

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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Unknown date

  • 5
   2 of 2 members found this review helpful 2 / 2 members
Best megawad ever! (Better than that Vendetta crap).

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Anidrex_1009

  • 4
   1 of 1 member found this review helpful 1 / 1 member

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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sandmanbrasil

  • 5
   1 of 1 member found this review helpful 1 / 1 member
Erik Alm is a genius. rs
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Killer5

  • 3
   2 of 4 members found this review helpful 2 / 4 members

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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Spectre01

  • 3
   1 of 3 members found this review helpful 1 / 3 members
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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The_SloVinator

  • 4
   0 of 2 members found this review helpful 0 / 2 members

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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  • 4
   0 of 1 member found this review helpful 0 / 1 member

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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MARVELLER

  • 5
   0 of 1 member found this review helpful 0 / 1 member

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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  • 3
   0 of 1 member found this review helpful 0 / 1 member
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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  • 3
   0 of 1 member found this review helpful 0 / 1 member
Reminds me of the myth and symbolism shirts from the great t-shirt store

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Unknown date

  • 1
   0 of 7 members found this review helpful 0 / 7 members
levels were ugly and boring. gameplay was yawn inducing. not nearly as epic as everyone says.

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Gallic00

  • 5
  

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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dmg_64

  • 5
  

God, I Love MAP09.

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galileo31dos01

· Edited by galileo31dos01

  • 5
  

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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42PercentHealth

  • 5
  

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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Combinebobnt

  • 5
  
Powerful gameplay similar to the first, now with great detail and consistent themes!

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NuMetalManiak

  • 5
  
I can play this good shit all day and never get bored of it.

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  • 4
  
legit

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  • 5
  
HOLY SHIT I COULDNT EVEN BEAT THE LAST LVL GG GOOD WAD

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  • 4
  
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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  • 5
  
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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Deeforce

  • 5
  
One of the best custom wads is "Scythe 2"!

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JudgeDeadd

  • 4
  
Great follow-up to the original. Fun combat, great architecture and map flow. Unfortunately, just like in the original Scythe, the later maps take a turn towards a more hardcore slaughter-map style which doesn't sit well with me. (Also, couldn't find the RL on MAP27.) Still, the earlier maps are excellent.

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Tango

  • 5
  
Scythe 2 is just as awesome in 2014 as when it released. Maps are varied but all fun and great to look at, and some really quite unique. Scythe 2 has probably been my #1 source of mapping inspiration since it came out and likely will continue to be. Scythe 2 has it all, legendary indeed. 5/5

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  • File Reviews

    • By NaturalTvventy · Posted
      Xaser mastery of the highest order, demonstrating his command of architecture, texturing, (sharp) angles, lighting, and mood.
    • By NuMetalManiak · Posted
      well, combat may not be so bad, but there's a surprising lack of variety. this starts off in a mostly pistol-oriented map, where you get a chaingun at the end, and then the next two maps are moderately long. the final three maps can put some of the ones from Eternal Doom to shame, with some puzzling to do, some of it actually more frustrating than I would be led to expect. there's many dubious design decisions that simply must be pointed out. the final secret area in MAP02, what the FUCK? and another secret area in MAP05 with crushers whose sole purpose is to troll you. MAP06 is the best map in a number of ways, feels eerie, has lots of things to it (oh, and lots of items for the item count for each of the maps too). but one particular switch (Linedef 4962) does not work. I actually felt more and more frustrated the more and more I played this, it wasn't challenging, but it sure got me annoyed with how things were laid out.
    • By Jayextee · Posted
      I have rated this three stars.

      However, I feel like this megaWAD often gets overlooked despite what it is: a part of history. I came to it late, pretty much 1999/2000-ish, and was my first megaWAD personally, but I was always entranced by what I understood to be the story behind it; in a scene utterly dominated by the IBM PC-compatibles/DOS crowd and their (relative) wealth of tools, Macintosh DOOMers came together to show that they too can put together a full-length campaign for Doom II that wasn't going to let those DOS guys totally steal the show.

      And they did. Kind of. With the apparently-unstable-at-best HellMaker crashing every single-figure number of minutes at times, a handful of eager mappers (including the still-active-at-time-of-writing Steve Duff), some of which were authoring their first ever maps, delivered an experience that is to me as interesting as it is varied; in terms of both experience and quality, I have to admit. There are some poor maps here (Sewers, by Jim Bagrow - I'm looking right at you) but there are some epic adventures rivalling those of TNT: Evilution, if not aesthetically (hey, some of them come close) then in length and spectacle.

      What you're getting here is almost like a hidden piece of history that I feel stands proudly as an underdog with its peers. An underdog that isn't always well-behaved (many maps can be rendered uncompletable with the wrong actions taken, including one of the secret maps if you dare enter the basement without the three keys) but at its best (which is usually the maps by Rob Berkowitz or Duff himself) is an entertaining and oft-neglected slice of '90s mapping.
    • By Khorus · Posted
      I worked at a bunnings warehouse for 4 years. This brought back and created some bad memories. 1/5
    • By Matthias · Posted
      Well as a creator of megawad "Fucking Hexen" I could look like a jealousy ass because I didn't get into Cacowards and you did, but... Yeah, the levels look epic and the architecture is breathtaking, however the gameplay itself it too way hard. It was sometimes absurd, like... if you play as Fighter, you spend lots of time only with the basic weapon and it takes some time to get another one. In first level I had to kill thousands of slaughters only with fists. I had to fight with Zedek boss only with fists and... in the end you won't find the last weapon. Ok, it's just not quite right.