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Scythe X. Episodes 1-2

   (127 reviews)
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The third installment of the Scythe series. This will be released on an episode basis.


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Guest

Unknown date

  
Great mapset. I have no idea why, but I think it lacks the x-factor of the other two Scythes. "Technically" there's nothing wrong with it though, and I can't think of any kind of rational reason why I think it isn't as good as the other two. =p 4/5

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Guest

Unknown date

  
Well, as always with this, i am going to love it and try it. 5/5 for win!

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Doomkid

Unknown date

  
What a treat, I never knew there was another Scythe!

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Guest

Unknown date

  
Small and focused maps. Could easily have worked as a 'mission pack' to the original Scythe, arguably most of it would fit right in, as a matter of fact. I like the name 'Scythe X' rather than 'Scythe 3' since Scythe 2, while an excellent wad, changed up the style some. So this is more of a true sequel to the original, and I like the idea of considering Scythe 2 independently. Now only if the author would show up again and work release some more episodes...!

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Guest

Unknown date

  
Well, the gameplay is fantastic, I was just gonna test it for atmosphere (idclev) and I ended up zipping through the first 5 levels without saving. I like the shorter maps, as well as, the shorter mapsets. That having been said, the theme and atmosphere (probably my personal most precious factor in a levelset) was unchanging and redundant, and that really hurts your score. Since everything else was really well done... 4/5

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Guest

Unknown date

  
When is the next episode being released or a director's cut version of the whole thing?

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Guest

Unknown date

  
Loved it. Looking forward to the next installment. -sargebaldy (1-9-10)

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Guest

Unknown date

  
Scythe = Small levels with perfect monster and pickup placements for the ultimate thrill and nice architecture, cant wait for the whole thing, and i hope Erik will bring some Sympony x back in this masterpiece :P 5/5 -Archy-

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Guest

Unknown date

  
WOW........if this project gets finished, it might get a caco. brilliant work. 50000/5 -JOKER

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Guest

Unknown date

  
More great maps from Erik. I particularly like the thematic change at the end of the last map. Looking forward to Episode 3 5/5 FP

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invictius

Unknown date

  
My car broke down and I played this while waiting for the tow truck. The time flew by and it was a more challenging and enjoyable wad than 99% of the stuff I've played before.

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Guest

Unknown date

  
Good fun action and very well detailed. 5/5 -MaxSpeeD

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Guest

Unknown date

  
This almost seems like a sort of cross between Scythe 1 and 2. It has some slightly bigger levels than Scythe 1 but overall they're smaller than Scythe 2. And the 5-map episode structure reminds of Scythe 2. This is easily, easily another awesome wad from Eric worth all 5 stars. I almost feel robbed it may never be finished.

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Guest

Unknown date

  
Absolutely stunning, can't wait to play more levels of Scythe X!

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Guest

Unknown date

  
5/5 Looking forward to the rest of the series. esch

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Guest

Unknown date

  
Awesome levels, great gameplay and very good music too. Recommended!

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Guest

Unknown date

  
The levels were great. Lightning was really dark in some places and music wasn't so nice (being original doesn't automatically make it good). Still, gameplay is fun and well balanced, this is worth 5/5 easily.

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Guest

Unknown date

  
Lovely stuff. I hope there'll be an update soon! ;)

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Guest

Unknown date

  
When it comes to one-man megawads, Erik Alm is king. This, the first two Scythes, and the two levels he contributed to Plutonia 2, they're his best accomplishments so far. Design and gameplay is top notch. Can't wait until it's released as a full 32-level megawad, but I bet it's gonna have levels with AV/HR slaughter, hopefully not as brutal as Scythe 2. Scythe X truly deserves a Cacoward. (5/5) T-Rex

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Guest

Unknown date

  
Absolutley awesome!The level design is so good,and theres even a couple more monsters to fight!Bring on more episodes!

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Guest

Unknown date

  
A great atmospheric map set. I get the impression that this scythe will be the most creepy of the lot, but I hope not to see hell again in episode 3 (hell has already received favoritism, jeez). I wasn't too crazy about maps 5, 7, and 8, and the final arena in map 10 perhaps should have had a place or pillars to use for cover. I really liked the other maps. I hope to be put out of my comfort zone more often in the slimy, harsh landscape of episode 2 :))). Thanks yet again, Erik!

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Guest

Unknown date

  
WOW best Sythe PERIOD

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Guest

Unknown date

  
Erik Alm combines great visuals with smoothly flowing gameplay, but I couldn't help thinking that some of the early maps have gone to waste because they're over so quickly, and they're also very easy. The only remotely challenging maps are 8 and 9. I would like to see what the author can do with those custom monsters that appeared at the end of map 10, they are...interesting. 4/5

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Guest

Unknown date

  
I dont know. As I really enjoyed Scythe 1 and most of Scythe 2, these episodes didnt do it for me. Good gameplay yes, but the levels looks amazingly bland coming from Erik, and there is something I cannot put my finger on. Overall; good, but nothing more, unfortunately. 3*

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Guest

Unknown date

  
Erik you are a sexy beast. 5s all around! -Mek

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  • File Reviews

    • By Arrowhead · Posted
      Not at all bad. Quite a good time on UV. Most of the fights are against fodder type enemies - you rarely feel in danger at all throughout the entire level.   Map has a couple good traps, but most of the encounters are "groups of enemies standing in rooms" type encounters...   Not horrible, feels like an early map by this author, as if they were still trying to get their footing. Give this one a try, if you want some older 'classic' style gameplay.
    • By Arrowhead · Posted
      The spidermastermind fight was fun - I had to get it to infight w/ a caco, in order for me to slide by and get the red key.   The map was easy to navigate, but was not much to look at. The map is very bland in its texturing theme, and architecturally, does not resemble an average  level from 2008. This visually looks like a map from a far earlier mapping period. Lots of 90-degree rooms, and very simple geometry.   Even w/ all of this in mind - it was still an okay 4-5 minutes worth of fun, even if a bit of a drab experience...
    • By Arrowhead · Posted
      If this is really the author's first map, then I am very impressed! Some great architecture in this map - feels like you're deep behind hellish lines. Combat is very easy - which is to be expected of a map designed to be in the map01 slot. The map is a bit linear, but that is to be expected from one's first foray into mapping.   I really really like the way this map looks, I only wish it was a little more difficult!   Worth a shot to see some decent hell architecture!
    • By Arrowhead · Posted
      A very simple map w/ very simple combat. The entire arena consists of 1 circular room outdoors, w/ a single pillar in the middle. This pillar will be your only cover in this entire map.   There is an absolutely massive amount of ammo inside the pillar. One simply doesn't need this much ammo for 48 enemies. You can get  some cool infighting going in this map, if you rush and press the switches right away. Things can get quite crowded if you don't slay the two pain elementals right away. Gameplay essentially consists of 'circle-strafe to win' - as there is far too much room given to the player to manoeuvre.   Unfortunately, this map lacks an archvile. I think an archvile in that final wave would have really made this map more fun. The final 'wave' is a little anticlimatic, if you've been playing Doom for any length of time.   The level is also very basically textured - some differing texture usage would have been nice. As it stands, the map is very grey.   The level initially took me just under 4 minutes to UVMAX. I then tried to beat the level as quickly as possible, and got 28 seconds.   This level is also interesting for having been made w/ a very old Mac map editor, Hellmaker.   This map is quite fun for a quick sub 5 minute romp! :)
    • By Pseudonaut · Posted
      A fantastic wad, probably the single best full 32-map megawad to receive significant "mainstream" recognition. It contains no shortage of clever, memorable combat scenarios, like the puzzle at the start of map17 "The Womb", the archvile invasion at the end of map32 "Postcoitus Doom", the incredibly overwhelming and under-equipped pistol start of map29 "Go Fuck Yourself", many of the fights in map25 "Proxyon", etc etc.   Much has been said about the difficulty of this set, and for good reason, but it actually spends quite a lot of time easing the player in. The first 5 maps or so in particular are surprisingly accessible, hardly if ever exceeding the difficulty of Plutonia even on UV. And even at the peak of Sunlust's difficulty later in the set, it isn't as extreme as sometimes claimed; some have mentioned the textfile's joking that UV is designed for ubermensch doom-gods and taken it seriously, but it's an exaggeration by the authors' own admission in sunlust_extra_info.txt. Yes, the fights in a map like "Proxyon" are pretty far beyond the difficulty of something like Plutonia, but nothing insurmountable for those with significant slaughter experience. In case the player lacks such experience, difficulty settings are fully implemented and are implemented well.   One particular reviewer has claimed, strangely, that Sunlust "eschews complex encounters". Implied in this statement is that complexity is necessary or necessarily good, which normally I might challenge in more detail, but there's no need in this case: Sunlust has the most complex combat encounters of any wad of equivalent popularity. This wad has tons of content from which I could pick out examples, and I've decided on the final fight of map24 "Dying on Cue", an enormous arena where a giant conveyor carries into the battlefield an army of imps followed by hell knights followed by revenants. From the sides, many cacodemons and a few pain elementals float in. It is a common trend in slaughter fights that maintaining space to move by killing the right enemies needs to be one of the player's top priorities to avoid being overwhelmed, and this fight is no exception; both the caco/PE waves and the demon army on the ground are significant threats in that regard (turning off 'actors are infinitely tall' is cheating, by the way). The imps are higher priority in this fight than one might expect because killing them is the fastest way to create space to move, but attention to the other threats is also necessary unless you want tons of lost souls added to the already troublesome flying enemies. The revenants' presence isn't felt until near the end of the fight, when the imps have been worn down, but there will be a horde of hell knights left to use as a giant meatshield for the revs' homing missiles. There's a lot going on in all that chaos, and writing about it doesn't do it justice, but hopefully the point is made. Another brief example: the start of map29 "Go Fuck Yourself", where the player actually has quite a lot of options for progression, and every single one of them is nasty. In any case, even if these encounters somehow don't meet some arbitrary complexity standard, it's hard to deny the fun of figuring out how to dismantle them and eventually succeeding.   Bizarrely, it has also been claimed by the same reviewer that Sunlust features some sort of mindless BFG-spam gameplay, leading me to suspect that he or she played with IDKFA. Nevermind the suggestion that any gameplay featuring BFG-spam is mindless (it isn't); truthfully, even the most BFG-oriented fights in Sunlust will require you to be mindful of your cell ammo, even if you aren't pistol starting each map, and you can't afford to simply hold the trigger down for 30 consecutive seconds like you can in some actual BFG-spam maps (many of which are actually good, by the way). Instead, a few well-placed BFG shots will go a long way.   That digression aside, Sunlust is basically mandatory. If you haven't played it yet, it should be high on your priority list, even if you have to start on HMP and finish on ITYTD.  
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