=========================================================================== Advanced engine needed : no Primary purpose : Single player =========================================================================== Title : Favillesco Alpha Episode 2: Desecration on Thebe Filename : faviae21.wad Release date : 03/21/2015 Author : Nicolas Monti Email Address : nicolasmonti83@gmail.com Other Files By Author : deiminma.wad (Deimos Immaculated) eviltecc.wad (Eviltech) favie112.wad (favillesco - episode 1) favie211.wad (favillesco - episode 2) reticue1.wad (reticula - episode 1) faviae10.wad (favillesco alpha - episode 1) Misc. Author Info : I'm a 31 years old doomer, I make maps when it's possible for me because most of the time I'm busy with other stuff. beyond that I keep interested on everything related to doom, I believe mapping is a true art which requires lots of effort, motivation and skills. Description : Another alpha episode for the favillesco series this one is set on Thebe, another moon of Jupiter and runs on E3. This one uses the same texture resources as Amalthea's Apostasy except for a different sky. Several flats are repeated because 2 different alpha doom versions were employed as the source of the pack used, I didn't want to clean that up because I didn't want to have problems with the patches and the textures so I renamed all the textures while keeping the patches names the same and because some patches are the same graphic but have different name the extensive work just to save 2 mb would be annoying. As usual, you will find emphasis on the layouts. Intrincate levels, curvy sectors but with harmonious shapes, non linearity and the interconnectiveness of levels to be feel as a whole are among the main goals and it goes the same with the nostalgia feeling, apealing of doom1 like structures and the alpha texturing as a special feature. As usual too I was disputed on gameplay, but I've tried to be balanced in terms of health, armor and weaponry the same way as in Amalthea's episode. Some traps will increase the difficulty on some poits but I've provided the necessary items to survive them. Not relying on doom2 monsters, avoiding teleport ambushes and the interconnected and open nature of my own layouts themselves are somehow main constrains when trying to provide some varied and chanllenging gameplay. Sorry for begging off too much but I'm a bit fed up about people talking about dull monster placement and afterwards they complain about hitscanners, crossfire and crappy autoaim. This layouts are not the ones of Plutonia where you can predict almost mathematically the gameplay due to the straight angles and the symmetrical architecture. Map01, map02, map05 and map09 are intended to be perceived as daylight with bright outside areas and dark interior ones. map03, map04, map06, map07 and map08 viceversa, dark outside and more light inside, although map06 and specifically map07 are mostly dark and map08 is a bit halfway in terms of light. I tried to give more priority to alpha textures not so used in amalthea's episode too. Order of map creation: December 2014: map07, map05, map02. January 2015: map04, map06, map03, map08. February 2015: map01, map09. Additional Credits to : Avoozl [WH]-Wilou84 scifista42 Memfis kmxexii SFoZ911 Olroda SteveD Ezepov Ryathaen Glaice Firedust EffinghamHuffnagel For playtesting, pointing out bugs, giving support and valuable criticism, helping to a more polished final version. =========================================================================== * What is included * New levels : E3M1: Vaw Complex E3M2: Distillery E3M3: Main Circuitry E3M4: Underground Canals E3M5: Thebe Lab E3M6: Habitat E3M7: Ghost Station E3M8: Renaceré y seré Cenizas E3M9: Recreation Center Sounds : No Music : Yes Graphics : Yes Dehacked/BEX Patch : Yes Demos : No Other : No Other files required : No * Play Information * Game : Ultimate Doom Map # : E3M1 to E3M9 Single Player : Designed for Cooperative 2-4 Player : Player starts only Deathmatch 2-4 Player : Player starts only Other game styles : No Difficulty Settings : Yes * Construction * Base : New from scratch Build Time : 3 months, on and off (mid december 2014 to mid march 2015) Editor(s) used : Doombuilder, Slade, Doomword. Known Bugs : There is a slight possibility of visplane overflow on some remote non mandatory area of E3M6 (the big east acid pool) but not even sure because of some late editing on that area. May Not Run With : - Tested With : Chocolate doom (if something is broken using another port, blame that port, because this is a vanilla wad ;) ). * Copyright / Permissions * Authors may NOT use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. You MAY distribute this file, provided you include this text file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. I have received permission from the original authors of any modified or included content in this file to allow further distribution. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors