| Authors | Erik Alm Kim "Torn" Bach |
| IWAD | Doom 2 |
| Engine | standard Doom engine |
| Date | |
| Levels | 32 |
| Other | Some new textures, and new music |
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A cement-and-metal yard, with just a few rooms around it. It's a little scary in the opening fight, with imps close and sergeants sniping at t the player, and no shotgun to fight back with, but once you get the shotgun everything looks much safer. A few very trivial traps and you are out.
There is something faintly Shores of Hell (Doom episode 2) about this level (except for the Doom 2 music), with its mixture of stone, crates and nukage. The level has style, particularly the light pillars. The level is good at the start, with a lot of monsters shooting at the player, but the opposition are thin on the ground after that.
This is a nice little level. At the start I was momentarily reminded of The Garden Terminal, but probably only due to the curved start and the name. It is a cute industrial level, with a grassy yard overlooked by ledges with mancubi and sergeants. To start you have to charge through and find a safe spot. The level continues to be good , with the ledges giving an opportunity for distant monsters to snipe at you, and there are a number of good traps. The level progression is excellent for such a small level, with a keycard and a few switches, and an interesting route around the level (although I did manage to find a shortcut avoiding one switch, but in such a small level this hardly mattered). The design is good, particularly the contrast between the cement-and-computer-panel outdoor bits and the murkier side areas. And there is a good secret.
A strange little showdown level, where you get loaded up with ammo, then thrown onto a ledge around a lava pool in a small cave and duel it out with 6 barons (the Lords I suppose, nice name). The cave is suitable spooky and sinister. Then you have to exit the level by dying — an interesting trick, which I haven't seen used before.
An excellent little level, based on a canyon-and-cave system with a couple of small buildings built into it. The caves and lava pools are well done, as are the buildings, with good lighting and details like crates and computer panels.
It's a tough one too, with quite a few revenants, limited ammo early on, and some good traps and secrets. The caves and lava pools are well done, as are the buildings, with good lighting and details like crates and computer panels.
Not quite a walk in the park this one, unless your idea of a walk in the park is in the dark and surrounded by maurauding imps. The level consists of a few buildings scattered around a grassy, but dark, yard. You have to fight the first wave from inside the start building, and there is a good fight to keep the cacodemon from floating in. Once outside there are barons and imps to deal with; there are also a few traps with chaingunners teleporting in. Plenty of loot means it's not too hard, though.
Something of a change of style at this level, which has a marble and wood theme — and lots of bookcases. It consists of a central hall, with various side rooms, but mostly monsters are released into, or teleport into, the main hall, in a series of increasingly tough fights.
A small industrial crates-and-cement level, with a small storage building at the centre and a spiderdemon outside. The outdoor part of the level is unusually imposing, being very dark, and concealed in the darkness is a large backdrop including a large crane-like object — together with the bold music this makes the level very imposing. The actual fighting is trivial by comparision, although the opening fight is good for 30 seconds; once inside the main building the enemy are easy, and killing the spiderdemon is as tedious as such fights always are.
A tech/industrial style map, in a cement gray and shiny metal texture theme. I liked the layout, where you work your way around the outside first, then get into the core areas in the middle later: it gives lots of windows between areas, and an interesting structure to a level. Good architecture and nice details. There is plenty of action too, with a series of big fights once you get into the central area.
A little lava cavern hell-hole, very nicely done. The opening fight is nasty, and so are the rest — there is little space, little cover, little ammo, and no mercy.
More blood and red rock caverns, but this level has an excellent style applied all the way through, with revenants in alcoves shooting at the player, and objects on pillars, and lots of torches and other decorations. The first fight entering the main area is excellent, with an archville poised overlooking the whole area, and all the corners and cover infested with imps and other monsters. This area hosts all the big fights at this level, and due to its layout there is never any really good place to take refuge, so it keeps the player very busy.
A huge grandstanding level, which reminded me slightly of
A good level which merges the style of the original I am very glad that I didn't quit after getting stuck on the previous level, and -warped to this one. This is a superb level. It's an industrial cityscape, but set in an icy canyon — think
The gameplay is just as impressive. I was starting with a pistol, which made things unreasonably hard, and I was lucky to get out of the start building against two archvilles with only a single shotgun. But once outside I was soon able to bring myself up to strength. With lots of mancubi high up in other buildings shooting down at you, and also a number of revenants and an archville lower down in the buildings, there is plenty of fighting, and the outside is not really safe until some way into the level. All the buildings are full of windows looking out, so the level has a very open feel, and there are often monsters sniping from teh distance from other buildings. There are lots of traps, some quite nasty, all well worked out. Monster placement is good, with lots of crates in the buildings and perched monsters on other buildings forcing the player to keep an eye out around and above.
The episode takes the chance to change style completely for teh secret level, in this gothic/medieval torchlit stone dungeon. It is a good lever, with a very cavernous feel. There is a lot of attention to detail, with lots of metal bars, pillars, torches, and gory decorations. And plenty of action too, with some well placed archvilles and some good traps and secrets.Project Homepage Download scythe.zip Doomworld
| Map | Coop | Dmatch | Flags | Based on |
|---|---|---|---|---|
| MAP01 | 4 | 4 | SkLevs | |
| MAP02 | 4 | 4 | SkLevs | |
| MAP03 | 4 | 4 | SkLevs | |
| MAP04 | 4 | 4 | SkLevs | |
| MAP05 | 4 | 4 | SkLevs | |
| MAP06 | 4 | 4 | SkLevs | |
| MAP07 | 4 | 4 | SkLevs | |
| MAP08 | 4 | 5 | SkLevs | |
| MAP09 | 4 | 5 | SkLevs | |
| MAP10 | 4 | 5 | SkLevs | |
| MAP11 | 4 | 5 | SkLevs | |
| MAP12 | 4 | 6 | SkLevs | |
| MAP13 | 4 | 5 | SkLevs | |
| MAP14 | 4 | 5 | ||
| MAP15 | 4 | 7 | SkLevs | |
| MAP16 | 4 | 0 | SkLevs | |
| MAP17 | 4 | 0 | SkLevs | |
| MAP18 | 4 | 0 | SkLevs | |
| MAP19 | 4 | 0 | SkLevs | |
| MAP20 | 4 | 4 | SkLevs | |
| MAP21 | 4 | 0 | SkLevs | |
| MAP22 | 4 | 0 | SkLevs | |
| MAP23 | 4 | 0 | SkLevs | |
| MAP24 | 4 | 0 | SkLevs | |
| MAP25 | 4 | 0 | SkLevs | |
| MAP26 | 4 | 0 | SkLevs | |
| MAP27 | 4 | 0 | SkLevs | |
| MAP28 | 4 | 0 | SkLevs | |
| MAP29 | 4 | 0 | SkLevs | |
| MAP30 | 4 | 0 | SkLevs | |
| MAP31 | 4 | 0 | SkLevs | |
| MAP32 | 4 | 0 | SkLevs |