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Scythe X. Episodes 1-2

   (127 reviews)
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4 Screenshots

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


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There's a lot mappers can learn from Erik's maps. Everything revolves around gameplay. The levels have a fantastic flow, battles are very challenging but winnable. The theme consistency, attention to detail, superb texturing and architecture are just breathtaking. The levels are short but action packed - just the way I like them, for there are few things that I hate more than long boring maps full of backtracking. That's why I love the Scythe series. Thank you Erik. 5/5

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Excellent ... now will the level names end up in the deh file when this is complete ?

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Guest

Unknown date

  
Great mapset. Erik delivers quality once again.

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Guest

Unknown date

  
Awesome! I found the new monsters a little stupid though... still 5/5

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Guest

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Good quality maps, but most of the music was pretty bad IMO, and the grey tech panel theme of the first two levels looked a little ugly, otherwise, excellent stuff as always

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Guest

Unknown date

  
The texturing SUCKS. Erik Alm, what did you smoke when you textured this? Big disappointment after Scythe2. 2/5

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Guest

Unknown date

  
Very good looking and cool new monsters 5/5

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Guest

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The new enemies are interesting, and I like what Erik's doing with the glowy green and dark metal color scheme of the levels.

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Guest

Unknown date

  
Most wads on Doomworld are 'play and throw away' or worse, this however is one that will go into my collection. I cannot wait for the rest of the set. 10/5

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Superb gameplay, i really like it! Thanks for all the hard work. 5/5

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Guest

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This is one of those wads which I will keep on my Computer 5/5

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Guest

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wonderful~ fun!!

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Guest

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So good I played it thrice. 5/5 -Huy Pham

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Episodic content, for all its upsides, doesn't address the massive blue balls one gets once they're done and are stuck waiting for the rest. Then you replay Scythe 2. Erik Alm may well be a magnificent bastard and advertising genius. 5/5

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Awesome!! Fucking awesome!!! But I hate those new monsters last section on map10...they're kick my ass... :( 4.5/5 for that defect. But it still 5/5 for Doomworld rating system, isn't it? :p -playerlin

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Unknown date

  
Decent quality overall, have yet to notice a stand-out flaw in design. 4 out of 5, for now: hopes to see more in Episode 3 (including those new monsters I saw at the end of Episode 2).

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Phenomenal maps, hopefully they get finished ;)

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Guest

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Amazing 10 map but amazing!

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Guest

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Erik Alm is GOD. This is the only conclusion you can come to after seeing the levels. Only a GOD can create something this perfect... even Jesus is jealous.

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So far it looks to be the worst Scythe for me. The levels aren't aesthetically pleasing, and the gameplay is uninspired. And the music is shit. 2/5

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^ Dang, I disagree. This is the best "Scythe" for me, by far. Excellent graphics, awesome music, great game play, and tons of originality. It's highly entertaining and loads of fun, all the while making you bust your butt to survive the maps. Personally, I'd rather see more "Scythe" WADs like this one. My only complaint is that it feels unfinished. I hope episode 3 comes out soon. 4.5/5

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Unknown date

  
Short to medium-sized mapset. Layout is overall good, but misses a wow-factor. Texture use is ok but varies too little, it gets monotonous after some maps. Same counts for decoration. Gameplay @ UV starts good, but gets after a while dominated by very predictable monster popups. At the end the levels look, besides the layout differences, quite identical, which makes the set imho too large. Overall: 4/5, but not interesting enough for a replay.

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Unknown date

  
Not as superb as the first two installments. However, the author manages yet again to create super-detailed maps with great lay-out and an atmosphere that I don't experience a lot when playing WADs. I'm hoping for the last 20 maps to be released, but I highly doubt it.

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Wow, Scythe, Scythe 2 and now this one?! Very good wads Erik Alm!!! The ultimate! 10/5 (Okay, fine, 5/5) Killer11223346

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Great atmosphere, good design, awesome gameplay, short levels, the kind of doom multiWADs I enjoy playing! 5/5 - Optimus

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  • File Reviews

    • By Lol 6 · Posted
      It's Sunlust
    • By omalefico32x · Posted
      i was going to beat this on uv and i almost got trough all of it but i switched source ports and lost interest after   this wad is great the enviroments look nice and combat is really good    most of it is puzzle combat and i see why some might not like sunlust because of it with good use of infighting and save scumming you can totally beat it even without being a doom god if you see the bfg as the solution for every fight then you will have a bad time playing this because you will waste cells and when you really need it you will suffer   also if you are having difficult with ammo on your first playtrough heres a tip: YOU DONT HAVE TO 100% IT you will end up with 98% on most of them anyway on your first time so why bother? if you are near the exit but the wad spawned another wave of demons to kill you just... run its not like you will be missing out on the wad or anything in fact i think a big part of doom gameplay is knowing with fights to pick and when to pick them leave 100% for subsequent playtroughs 
    • By AtticTelephone · Posted
      @Fairen's review below is probably bait, but is still utterly wrong.   Anyways, amazing wad. Great visuals that are absolute eye candy and give amazing atmosphere to the maps, challenging gameplay that is incredibly creative and very fun, and great choice in music as well.
    • By Scotty · Posted
      One of the best megawads of all time.
    • By Fairen · Posted
      Sunlust is one of those WADs that aims to be ultra-challenging and hardcore. And like most of those WADs, Sunlust relies entirely on a handful of cheap tricks and gimmicks that very quickly grow old. Many of these maps are spent simply taking out your BFG and holding down the fire button, as the maps often eschew complex encounters based around level design in favour of simply throwing massive hordes of enemies at you. (Naturally, a large number of these hordes consist entirely of revenants.) When Sunlust isn't doing this, it's fond of warping in or opening monster closets directly behind you, trapping you in cramped arenas, and placing hitscanners in cheap locations and overabundance. The problem isn't simply the cheapness of these "challenges" but also their predictability—coupled with unpredictability, ironically enough. You know when the game is going to do something stupid, but you never know exactly what, necessitating trial-and-error to find out where you should be standing at any given time/area, whether or not you need to quickly clear out an encounter or if you can take your time.   Incidentally: Though the map recommends UV only for "ubermensch doom-gods", lower difficulties change almost nothing about how the maps play. You're still having massive hordes throw themselves at you(r BFG), with the only differences being that the hordes are a bit smaller and some of them are replaced with weaker enemies. It's nothing but a difference of "I have to dodge 30 revenant rockets" vs. "I have to dodge 40 revenant rockets".   While it didn't start terribly, Sunlust quickly devolved into a joyless experience, where almost every major fight turns into the same repetitive chore and victory felt less like a result of skill and strategy than "okay, now I know what BS happens here". It's a perfect example of how trying to design a WAD around "challenge!" often overlooks making encounters and levels interesting, unique, or just plain fun.
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