Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Favillesco - Episode 1: Genuflected on Io V1.2

   (30 reviews)
Sign in to follow this  

Guest

4 Screenshots

About This File

this is the first episode of what is intended to


User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Player Lin

  

To me, this is yet other E1 style full-episode, it's plays good, not too bad, just like the original E1 but getting lost so easily. And unless you're doing Pistol-start or your ammo will be TOO MUCH, well, it's not author's fault as id did the same shit on the original E1 too, but on 2013 it may just a little awkward.

 

Most of levels just plays like typical E1 levels, nothing too special but for those who like the E1 should like this too, unless "getting lost/multi-ways" is not something you like...for me, I just do "sv_fastweapons 1" after E1M9 beaten, shame on me, I know, but that's why E1 style just too easily to fall into a boring monsters-killing-fest if nothing so special, and until E1M8, I didn't see any of them so special...maybe some secrets...:\

 

Overall, I would say it's fine E1 episode replacement, for those who love this kind of levels.

Share this review


Link to review
Ezepov

  
nice architecture and gameplay

Share this review


Link to review
NightFright

  
If you played Monti's previous "Eviltech" for Doom 2, this is a considerable step forwards. Maps are less complex and monster density makes a lot more sense. The style is the same: Vanilla textures, occasional backtracking, sort of predictable monster placement and levels that can take you 30min. or more. I like the high amount of secrets you can find here. Also ep.1 is my favorite and Monti imitates it well. May not be everybody's cup of tea, but it's definitely mine.

Share this review


Link to review
NuMetalManiak

  
mediocre but not bad. monti seems to have a very uniform style in his maps, which might be a turnoff.

Share this review


Link to review
Guest

  
FOA: after 2 decades of DooM, the biggest problem with (E1) clones is that they are just more of the same, and at the end get totally boring due to the lack of new variations. Having said that, basically solid work, but: imho way too dark, way too easy @ UV (and predictable!), too much ammo, too many & too obvious secrets, too repetitive gameplay. And a zillion of very irritating texture misalignments. If you like to play E1 over and over again: maybe 4*, else skip it after E1M1. 3* for the effort.

Share this review


Link to review
scifista42

  
Pretty good E1-style maps, in both visuals and gameplay. There's one distinct flaw: Nicolas Monti tends to reuse the same ideas in multiple levels, and then they get repetitive and not distinct enough from each other. 4/5

Share this review


Link to review
Guest

  
Fantastic stuff. Everything a good traditional wad should be. More like this please.

Share this review


Link to review
cannonball

Unknown date

  
It's ok, the maps are generally a bit larger than the Romero counterparts with a similar number of memorable locations, this tends to lead to a lot of stringy corridors which are not conductive to good gameplay. Given the difficulty is at or even below that of KDITD, then it could get a tad boring towards the end. The secrets are well thought out and fun to find though. Middle of the road this one.

Share this review


Link to review
LodiB88

Unknown date

  
Broken link. Change the last digit of the zip to a 2. Awesome episode, a must pay for classic KDiTD fans.

Share this review


Link to review
Guest

Unknown date

  
Absolut average. 3 star.

Share this review


Link to review
Guest

Unknown date

  
Really nice work, it imitates the E1 style perfectly. Maps were long sometimes, but enjoyable. I'll be waiting for the next episodes.

Share this review


Link to review
DooM_RO

Unknown date

  
Man, the WAD is great but E1M8 could pull it all by itself, the traps are pure evil 4/5.

Share this review


Link to review
Pavera

Unknown date

  
super duper solid E1 style episode. variety is an issue for sure, but each map taken separately (or together, depending on one's tolerance for tech) is extremely well designed. plenty of exploration, purposeful and eye-catching room shaping and architecture, well researched emulation of E1 style texture and flat usage.. it's got it all! totally recommended. 4 beards

Share this review


Link to review
Guest

Unknown date

  
A fine example of old school levels. Thoroughly enjoyed it. 4/5

Share this review


Link to review
Armaetus

Unknown date

  
This was a really fun E1 styled mapset. Fairly non-linear with good flow and gameplay.

Share this review


Link to review
Flesh420

Unknown date

  
Very nice work. We're saturated with over-scripted wads and it's nice to play a well built classic wad.

Share this review


Link to review
Guest

Unknown date

  
Brown techbases. Pass if you're not wearing the googles.

Share this review


Link to review
Lizardcommando

Unknown date

  
It's your average E1 style episode replacement. It's nothing really new or unique. This style has been done to death. However, the maps are competently designed and they are playable. 3/5

Share this review


Link to review
Guest

Unknown date

  
Don't be so hard on this one. It just nostalgic. If you want a ton of effects this isn't the episode you are looking for... it's just classic fun, yet well made. 4/5

Share this review


Link to review
purist

Unknown date

  
I enjoyed this. The homages did not add a lot but they were sometimes used to add new angles to familiar territory so that's OK with me. Most the levels were fun to play if you're a KDITD fan (as most Doomers are).

Share this review


Link to review
Jayextee

Unknown date

  
It's not overtly challenging or doing anything new, but what it does is to feel good, and nostalgic, whilst not being so heavy on homage as to render itself worthless. But you know, I kinda liked it.

Share this review


Link to review
Zalewa

Unknown date

  
Quit after 3rd map. This WAD looks like something that could be put together by a map generator program, as everything looks random, and at the same time similar. It's just extremely boring.

Share this review


Link to review
  • File Reviews

    • By P41R47 · Posted
      Pretty entertaining and challenging mapset. The maps start in a somewhat heretic or cave theme at first, and with a really abstract style with just tiny little realistic details. It use TNT as iwad and there are just a few maps with name patches. The rest and the text screens are the ones from TNT. The story is interesting: Serena, B.J. Blazkowicz's wife, worried that, after the incident on 20 Days In Hell (but it could be also after Doom 2 final map), he hasn't returned home yet. So she decide to go search for him. In the proces she found that every map we play is an hour of torture for her husband, and thats from where the title 32 Hours of Pain come. Thematically, the maps use the TNT skies to tell the story, starting with Serena on earth, vayaging throught space on map12 to map20, and reaching hell where her husband is being tortured on map21 to map30   Maps have a good gameplay, and the little and few details really stand out from the abstract design, like in map11 the ship sailing out to space. The design varies from really large and big open areas to really cramped and difficult to traverse tunnels and areas. Thus, it somehow really grasp the TNT feel and style. The texturing is varied, from monotexturing to using different themes like starbase and marble on the same map, especially on those where the hellish influece is seen as bigger.   I really enjoyed it! Its not a masterpiece, but it certaily has a charm and offers a good challenge. Kristian Aro's story, maybe i'm wrong with this, was use as a base for 2002: A Doom Odyssey later as its pretty similar. This mapset is kinda analogue to Paul Corfiatis The Twilight Zone. Both follow a free thematic texturing from map to map, both have a story mostly told throught little details (TTZ has a proper mapinfo on it, though) and both shows the first mapping efforts of their respective authors and how the ideas here lead to their later awesome mapsets.   I recommend it to anyone who is seeking abstract design and challenge.
    • By Meddy · Posted
      Short, but pretty well done. The best custom Hexen levels I played so far.
    • By Roofi · Posted
      Very decent map from 1995. As previous comments said, it looks like a workplace with two floors tons of openable doors.   The gameplay is very classic but very enjoyable. The progression may be quite confusing, especially about finding the yellow key which was hidden in a little compartment as if it was a secret. However , discovering each room was a pretty exciting experience.    Also this level has a cool sense of place. I really like the idea of creating "elevators" by using teleporters as well as the partially demolished 2nd floor.    Despite being an easy level, some traps may kill you like the surprise monster closet with barons near the author's signature located at the beginning.   Aesthetics are ok but I really enjoyed the use of light gradiants in some corridors , they make the stock textures look a lot better !
    • By Argenteo · Posted
      Hunting for those letters reminds me of Star Force, that alone makes the set memorable. Cute midis, some custom textures and fun gameplay. Maybe it was the first episode replacement I played. Long ago. :)
    • By rd. · Posted
      50 Shades of Graytall is a seemingly improbable success of a project that was born when Gez I believe jokingly suggested a texture theme composed of a pair of Doom 2's awkward misfits -- GRAYTALL and FIREBLU -- and a texture designed for basically one purpose (it's in the name): DOORTRAK. And then miraculously, Someone actually did it.    Naturally its restrictions would seem to consign it to the garbage bin, but it worked out very well, becoming a darling of the community (but not of livestreams).     Part of the reason 50 Shades of Gray worked so well visually was that despite the apparent memeiness of the theme, the chosen assets complemented each other quite snugly. GRAYTALL, with its obnoxious off-center red strip and that ugly arrow-like splotch, is tricky to get a handle on as a mapper, but with some anger effort spent on alignment, it gives you pretty red borders, either around the original gray core or freestanding, with can be fit to planes of arbitrary width. FIREBLU is an eyesore embodied, but with its purple-blue scheme, it comports well with the red strip of GRAYTALL -- in big picture terms, it functions as a splash of color among the other two desaturated materials. DOORTRAK is a crime painted '90s style over vast surfaces, but over sleekly shaped smaller ones it's not so bad, and something about being the only dark texture means that eventually your mind starts to perceive it as shade and contrast itself, rather than "this ugly thing customarily used for doors."       Add a very pretty primary skybox -- all inky blue and pink-tinged splotches, all stars and comets and nebulas in a spacebound sky -- that is fittingly sort of a "serious" take on FIREBLU in spirit. Add each mapper's ability to choose one texture to use for floor and ceiling (usually ones that meshed with the texture theme in some way). In the end, the working materials were ultimately quite harmonious in their minimalism.     The project head Marcaek was also picky about what maps he accepted, sending rougher work back to the drawing board or in some cases serving up outright rejections (especially to work sent in batches by one particular person who likes to chuck lower-effort maps at every community project within earshot). That makes him kind of the bad guy, some might argue, but strict QC is often a necessary evil for ensuring quality with open submissions.    Handed all of these elements with few defined rules or instructions for making it all work, the varied cast of mappers (which, looking at the roster again, has a suspiciously high number of "big names") did their own thing, in different ways, which was the final element of the magic gluing it together.       The typical 50 Shades map is fairly short and to the point, almost as if motivated to end before your eyes started yelling about the overexposure to FIREBLU, but of course Mechadon threw a curveball by being himself, with a long odyssey that is honestly little different from his usual sprawling feat of relentlessly intertwining architecture and crazy interlocking angles, just with these textures instead. There are abstract little gameplay-oriented maps that focus on punchy, kinetic action in varying molds -- pistol-and-shotgun pecking early, a brief and hyperviolent BFG romp late, and every degree in between. Some mappers attempted to reach into other dimensions entirely, fashioning surrealistic art pieces that compensated for the narrow palette by concocting something out of nothing -- as with Dobu's exploiting negative space in the form of invisible sectors, and NoisyVelvet being, "Hey, HOMs are a texture too!" Of course there were crates. Contrasting the natural lean towards abstraction is a bit of stubbornly playful representation: castles, faces, giant stick figures crafted out of sectors.   In sum, it's good shit.   
×