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Scythe X. Episodes 1-2

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


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Rook

  

The final, sadly unfinished entry in the Scythe series is a WAD I enjoyed very much with the exception of the final two maps. MAP09 has slightly obtuse progression and very little health even on HMP, while MAP10 is admittedly atmospheric but represents an aggressive step up in difficulty which I found very jarring.

 

These maps aside, Erik Alm did a superb job here. These are small, intense but not excessively difficult maps with a broadly tech-oriented theme. Because this was intended as the start of a megawad the higher-tier monsters and weapons are barely used, but the encounters are all very thoughtfully designed. It's a testament to the quality of Scythe X that I almost completed it in a single sitting.

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The_SloVinator

  

Played on UV.

 

The Good

Brilliant details & textures, challenging & fair difficulty.

 

The Bad

Sad this won't ever be completed. It's nearly 10 years old.

 

In summation

Play it! Ten maps of goodness!

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galileo31dos01

· Edited by galileo31dos01

  

Done with these settings:

 

- Crispy Doom 4.2

- Hurt Me Plenty.

- Continuous combined with a pistol start mindset.

- Saves every 10 minutes or so.

 

Echoing what Spectre01 said, this is a fantastic set of classic Scythe maps. As short as it is, I had quite a lot of fun revisiting Alm's style. The maps are all beautifully designed with tech/space ambients, small layouts for short gameplay. You can also see at the end what could have been the theme of the next episode(s). The music selection is neat, with map 10 having my favourite one (I just love mysterious tracks c:).

 

For combat and monster placement, it's obvious that the wad is unfinished, the two episodes are clearly early combat against low and mid-tiers, presenting a few instances of high-tiers, something that the other Scythe's did too. Not the whole bestiary shows up, there are even some surprises, which emphasizes the wad's absense of further episodes (Circle of Death crashes the moment you wake the arachnotrons up). It's still great quality though, provides easy to medium fights, some teleport traps and a few lock-ins in darkness. 

 

Secret-wise, Alm used mostly the same kind of textures (or similar ones) to use as switches. It's not always intuitive as to which "specific texture" opens the secret, so I had to wall-hump a bit. Regardless, always generous rewards. 

 

Can't pick favourite maps, as all play more or less the same, probably map 10 which was hilarious at first and then, the surprises. 

 

Yeah, this needs more maps! But we get what we get, and I highly recommend it, at least to encourage Alm to make the megawad... uh, whatever XD. My rate is 10/10.

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Spectre01

  
Fantastic start to what could have been a legendary megawad. Hopefully Mr. Alm gets around to finish it.

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NuMetalManiak

  
*waits for new episodes and collapses*

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Guest

  
very good level

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Budoka

  
Pure eye candy as usual with the scythe series, although it doesn't reach the immersion level of Scythe 2. Of course, the gameplay is high quality, with one caveat: whereas the first two Scythes are known to be amongst the most grueling megawads out there (I'm ignoring super-slaughter collections like Sunder or Chillax as those target a niche audience),most of this one is two easy. Only the last 2 maps throw on brutal challenges out of nowhere (do consider that I had to utterly butcher MAP10 to clear it).

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Guest

  
It's a shame that Erik Alm didn't end up finishing this. Feels like Scythe 1's gameplay mixed with 2's aesthetics. Great overall.

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Guest

Unknown date

  
Good short (or barely medium) levels with quality gameplay/architectur e and fitting music. Erik delivers once more, good luck on future episodes! 4.5(5)/5

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Guest

Unknown date

  
I'M WAITING FOR THE SEQUELS AND THEN SCYTHE LEGENDS, THEN SCYTHE BATTLE NETWORK. Joking aside, this is love in WAD form. ***** ~CSon

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Guest

Unknown date

  
this was an outstanding wad had fun playing it i really like the space like feel to it and Erik should really consider making more of these great MEGAWADS there really good.

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Guest

Unknown date

  
Outstanding quality levels, very fun gameplay, surprisingly tough challenges at times, well hidden and clever secrets, interesting new monsters, amazing work with themes... the list just goes on. 5*, no questions. -Phobus

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Guest

Unknown date

  
awesome wad!!! erik is the master 5/5 is a shame that is incomplete

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Guest

Unknown date

  
Great level design, great gameplay, nice music, and perfect pacing. It doesn't get much better than this folks! The atmosphere is great too. The last map had my heart racing! Lighting in Software mode is orgasmic.

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Guest

Unknown date

  
Man, I love how Erik Alm just keeps outdoing himself. This tiny collection of excellent maps needs to be completed, considering it has the potential to become one of the best wads of all time. Looks like the Scythe series keep getting better, the first Scythe was awesome, Scythe 2 was even better (legendary status), and this one would be utter perfection if it was complete. The map design is so superb I can't even describe it. It's been way too long since he started this wad, I hope we'll see more of it.

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Guest

Unknown date

  
It's rare to find such a great balance of wonderful aesthetic and architecture, with fun (fair-minded) gameplay. Great music, too.

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Guest

Unknown date

  
A disappointment compared to the first two parts. Only ten maps. Design is very beautiful, but gameplay and difficulty are a bit poor. Only maps 8 and 9 are very good. 3/5

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Guest

Unknown date

  
Maps 01-05 were all pretty awesome, but 06-10 made me fucking cream my jeans. Goddamn.

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Guest

Unknown date

  
Just finished testing the wad (ie passing through in god mode :P) A really great wad I can barely wait for the whole thing *¬*

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Guest

Unknown date

  
The levels themselves are very "meh". Very gray and dark most of the time, except for the last 2 levels. The layouts were also very meh. It was also incredibly easy. I know it was only a few levels, but I was able to blow through them on UV in about 45 minutes with zero deaths. I miss the "Man against all Hell" feeling of the previous scythes. The music was pretty grating too. I had to turn it off after a few levels. This one doesn't live up to the scythe name. So far.

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Guest

Unknown date

  
These maps just don't do much for me. the theme is too monotonous, the battles are not particularly memorable, the health is too skimpy, and the powerups are too rare. I like more variety in all accounts. 2/5 NT

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Guest

Unknown date

  
Erik Alm strikes yet again. This is just superbly honed gameplay and design through and through. I can only hope that he releases more wads in the future because he is one of the most consistant of all. 5/5 no question. -TRRobin

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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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  • File Reviews

    • By whirledtsar · Posted
      It's okay. Quite easy due to the abundance of artifacts, mana, & health. The level design is fine, nothing special. The only truly bad part was the unmarked puzzle bookcases, forcing you to wallhump the entire library as a last resort. Otherwise it's pretty simple stuff, running around finding keys and smashing monsters. The texturing and lighting aren't fantastic but aren't noticeably bad either. The only glaring issue is that many windows just show a wall textured with the sky texture rather than an area with a sky ceiling. Yet there are perfectly normal outdoor areas. Perhaps the author only figured it out skies halfway through development? Anyways, this is worth your time if you want an hour or two of simple Hexen fun.
    • By yourusernamee · Posted
      loved all of it except map20. that map sucked the life out of me. really great stuff all around.
    • By Gato606 · Posted
      It's a nice wad overall, nice map design, textures and monster placement, enjoyed playing on D-Touch (GZDoom1.8) with Dude4th weapon mod.  My only complain would be the secrets, they have very few to no clues about their position.  There was a problem on E3M5 on the secrets around the squared starting room with stairs, the wall closes and let me stuck inside, had to use idclip to get out from those secret rooms.
    • By amackert · Posted
      I recently played through this continuously twice on UV. Overall I feel this is an expertly crafted WAD from start to finish. Beautiful scenery, great soundtrack, and intense gameplay. Maybe a little too intense sometimes, and with that it's probably not a WAD I'll recommend to newbies. If less experienced players absolutely have to try it, I suggest playing on the lower difficulty modes as the included readme suggests. Describing the later maps of this WAD as "brutal" on UV is an understatement to say the least.
    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. - Ultra-Violence. - Pistol starts. - Saves every 10 minutes or no saving.   This is a funny memewad of concepts and tricks from the Boom engine. It's anything alike classic conventional Doom gameplay, ergo the chosen compatibility, and brings a specific gimmick in a satirical form for each map. Aesthetics are part of the idea too, by way of monotextured layouts of the simplest geometry, such as to find out which sector/linedef has an action, and mostly grey and brown as the predetermined colours, with a bit of green and red bricks in some levels. Besides, skies made of one resized texture, and music from TV series and movies, the ideal recipe for an experience in Doom one doesn't opt for everyday.    Concept-wise, it's much appreciable to experience each map on its own, even more when the idea of carryovers will only block your progress in survival maps: better leave in bad shape and restart freshly than carry less than 15 hit points and be eternally murdered by former human ambushes. This example is one of Pinchy's numerous parodies of unconventional/inconvenient situations we've all been through in Doom. Humping walls to find progress like in primitive maps, having the screen constantly tinted because of pickups, being harassed by incoming projectiles from monsters out of your FOV, that fear of eating your own splash damage because the door can close at any moment, these are just a few of the most hilarious cases I've seen here. It wouldn't be bad to say not all of the gimmicks were clear enough to me, still don't know what's the meme in map 13. Same in some of the later maps, they seemed to have less ridiculous and more serious content, or at least not something different from earlier maps, but if anything I support that seemingly passion for zombiemen hordes, which held up my enjoyment most of the time. Funnily enough, it wasn't until the very last map that I laughed out loud at doomguy's surroundings, and there was nothing else than THE END messages under a sky in fireblu. Guess I couldn't hold my laugh for too long.   Secret-wise, it's interesting to me that in a wad of this category the only existing secrets serve as a combination of the gimmick in question and helpful extras for survival. The second map's way to hide secret sectors is quite funny indeed. As for favourite maps, I found the concepts in map 02, 04, 07, 09 and 15 to entertain me more, last one because it tickled my fancy for exploration. Some of the rest like 05, 07, 11 and 14 woke my other feelings, not only they made me laugh but also feel tense, those imps and troopers could not beat me!... not more than twice...   Overall, even if not all of the maps made sense, or had strange concepts I didn't understand, the point was to laugh, and I believe that was achieved here. Because laughter is good for the organism, check this out. My rate is 7/10. 
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