MAP28: Run From It (Scythe)


Scythe maps
First Episode

01 02 03 04 05 06 07 08 09 10

Second Episode

11 12 13 14 15 16 17 18 19 20

Third Episode
Secret maps

31 32

This level occupies the map slot MAP28. For other maps which occupy this slot, see Category:MAP28.

MAP28: Run From It is the twenty-eighth map of Scythe. It was designed by Erik Alm, and uses the music track "Getting Too Tense" from Doom II.

Run From It was featured in Doomworld's Top 100 Most Memorable Maps, placing 31st.


Map of Run From It
Letters in italics refer to marked spots on the map. Sector, thing, and linedef numbers in boldface are secrets which count toward the end-of-level tally.


You have very little time to beat this level or you will die. In fact, you have around 30 seconds to do it. As a result of this the map is very hard to beat with 100% kills. The path may be different depending on your chosen skill level. If you are playing on higher skill levels, there will be torches that block potential shortcuts.

At the start, go get the weapons, and go up the staircase where it says "RUN!". At this point, move as fast as you possibly can. At the top of the stairs you will see the blue skull key, but you need to go around the cavern to reach the bridge leading to it. Be wary of lost souls as you do. Grabbing the key causes two chaingunners to be revealed. To open up the blue barrier, you need to head back to the eye switch with the blue bars, it was guarded by a lone imp. Now quickly go past the blue barrier, and you will end up on a path that zigzags around. If you are playing on a lower skill level, some of the torches will be gone, which makes your exit easier. However, you still need to be fast. At two points on the path, the floor will break away. Make sure not to fall off the main path when it happens, or you cannot escape. One particular path breaks apart leaving only a small span, as well as a revenant harassing you from the other side. Stick to the right and get across quickly. After that, just follow the path to the exit, but watch out for the arachnotron and chaingunners right by it.

Other points of interest[edit]


  1. At the end of the run are several alcoves. Enter the middle one on the left side to get a soul sphere. (sector 164)


Demo files[edit]

Areas / screenshots[edit]


Routes and tricks[edit]

Current Compet-n records[edit]

The Compet-n records for the map are:

Run Time Player Date File Notes
UV speed
NM speed
UV max
UV -fast
UV -respawn
UV Tyson
UV pacifist

The data was last verified in its entirety on July 4, 2020.

Current DSDA records[edit]

The records for the map at the Doom Speed Demo Archive are:

Run Time Player Date File Notes
UV speed 0:25.89 Aleksey Kamenev (4shockblast) 2022-01-13 Cross-listed from Pacifist
NM speed 0:26.80 Aleksey Kamenev (4shockblast) 2015-11-01
UV max 0:29.94 Aleksey Kamenev (4shockblast) 2015-09-10
NM 100S 0:27.94 Aleksey Kamenev (4shockblast) 2015-11-01
UV -fast 0:30.97 Aleksey Kamenev (4shockblast) 2015-11-08
UV -respawn
UV Tyson 4:33.40 Aleksey Kamenev (4shockblast) 2015-09-11
UV pacifist 0:25.89 Aleksey Kamenev (4shockblast) 2022-01-13
NoMo 0:24.97 Aleksey Kamenev (4shockblast) 2022-02-12

The data was last verified in its entirety on April 3, 2022.


Map data[edit]

Things 165
Vertices 758*
Linedefs 830
Sidedefs 1227
Sectors 186
* The vertex count without the effect of node building is 644.


This level contains the following numbers of things per skill level:

Technical information[edit]

As you walk past the "RUN!" carved into the floor, you trip some line triggers which start things happening in behind-the-scenes areas of the map.

The most critical is a raising floor, which holds a voodoo doll. When the floor reaches the ceiling, the doll starts getting crushed, and a co-located barrel explodes for good measure. As with any voodoo doll, this imparts damage on your player as well, quickly killing you. The long height the floor has to travel provides the short time-delayed death that is the central feature of this map.

The other thing that starts happening is a chain reaction of explosions in some long lines of barrels. At the other end of each row of barrels are some monsters, placed next to teleports. As the explosions reach the monsters, they get knocked into the teleport, warping them into the playable area of the map. This provides some time-delayed monster surprises for the player.

Inspiration and development[edit]


See also[edit]


External links[edit]