Demon of the Well
Okay then, Scythe. It's been quite a while since I last played this. Nothing against it, mind--most of it is decent or better, a bit of it's great--but I tend to prefer more substantial maps over the little bite-sized chunklets featured here, and so it often takes me some time to come back to WADs in this vein. Nevertheless, I feel like I remember its first episode fairly well, and its third episode to a tee....but E2 is kind of a void where I'm drawing a real blank, so it'll be fun to rediscover it (I hope).
As per usual, I'll be playing on UV, pistol-starts, no infinitely-tall actors. All but maybe 2-3 maps in Scythe are quite short, so there should be almost no call for savegames (not that I tend to use them, anyway).
Map 01 -- Get Going - 100% Kills / No actual secrets
Ah yes, the old chainsaw-start. The handgun is really a much more rational/efficient choice here, given the little patrols of zombies and the somewhat frequent appearance of explosive barrels....but the chainsaw's a lot more fun, so I used it exclusively, finishing in about 45 seconds. Practically blew my own arm off chainsawing a barrel at one point....on purpose in my case, because that's just 'how I roll', as the youths say. The map's visual theme is a bit silly--I call it the 'cinderblock rainbow'--but not unappealing for all that, it goes nicely with the Phobos sky.
Map 02 -- Punchline - 100% Kills / 100% Secrets
And now we promptly see the introduction of Mr. Alm's favorite item in all of DooM, the berserk pack. As with the chainsaw in map 01, for the most part you don't really have to use it if you don't want to--between the half-clips from dead zombies and the conveniently-placed barrels, there's probably enough to get by on using the handgun instead (perhaps with a touch of pinky-fisting at the very end)--but again, it's a lot more entertaining to unleash the power of the little black box, particularly given the opportunities to perform barrel-Hadokens and other pointlessly flashy maneuvers on the hapless groups of smallfry populating the facility. Speaking of, this is a nice, tidy little green metal/cement nukage-base, quite representative of Erik's usual handling of techbase settings (that is, nice, tidy, and efficient) in most of his work. His characteristic 'Dr. Sleep-Plus' lights are also more evident here...some folks don't like the effect, but I think it works well enough, given a setting where the default light level is pretty neutral (as it is here), as opposed to generally dark or generally well-lit.
Map 03 -- Up and Around - 100% Kills / 100% Secrets
Huh....this is a Scythe map? I remember this (well, mostly), but for some reason thought it came from some other mapset. Ah, well, nevermind. Again, this is short and efficient, and plays out either as relatively ammo-tight if you don't get/don't want to use the berserk pack, preferring the shotgun instead, or as a 'corridor-fister', if you're up for more melee. Took me a minute to remember how to actually get the berserk pack, and so I used the shotgun more than I otherwise would have. In honesty, I think this one is a little too small for its own good, the action here generally feels somewhat inelegant and a bit paltry, with the best part being a brief round of shotgunning (or punching) the teleporting imps out of the darkroom window. It doesn't look as nice as the previous map, either...the main yard looks cluttered and stuffy somehow (probably the tech-pillars), and the chunky keystripe bars contrast poorly with what is otherwise a fairly palatable texture selection, which uses two of my favorite brick textures (the little green DooM II bricks and the mossy gray granite blocks from the original game). Alas, can't win 'em all.