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Favillesco Alpha Episode 2: Desecration on Thebe

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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.


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Ezepov

  
super

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Bryan T

  
I played through reticue and erkatane on request of the author, but come time to play this I was so bored of his maps. The things I remember: getting sniped from enemies above. teleporting ambushes. maps that seemed to be made completely randomly, no uniformity. I couldn't tell ya one map from another after playing it. But most of all, I was just bored and wanted to be done as quickly as possible.

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Guest

  
Big, ugly, confusing, unbearably repetitive and dull. All unforgivable Doom sins really.

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Guest

  
^ LOL Seriously? I Had a blast.

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Zalewa

  
Another horrible Doom 1 WAD with a lot of effort put in it. Completely abstract level designs that consists mostly of circural shapes. Confusing non-linearity. Hordes of bullet sponges - 400 enemies per map and you get only chaingun and shotgun most of the time. I give this one point for using 80's tunes and for somewhat good visuals. Everything else is awful. Avoid.

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Guest

  
This is awful, sorry.

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Guest

  
4 stars, good gameplay and layouts

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Superluigieth1

  
it is like the alpha, but i will give you only four stars because you forgot the unlimited ammo and the enemies not being dead after every shot. 4/5

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Guest

  
I really did enjoyed the map layouts as it was certainly action-packed. However, I did not enjoy getting raped in a huggle traps @ times. Each map is bound to be puzzling so that's something I did not like despite the action-pack. In its original monster replacement, prepare to be very dry of health items. It's like the freakin' desert, sheesh. The traps and lack of health did it in for me to not finish. Oh well. ~3/5

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  • File Reviews

    • 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.   
    • By Argenteo · Posted
      Dario Casali siege-carnage adventure. There's maybe a thousand monsters in here, so better find those weapons and start to think how to digest it all. Watch out for those nazi ghost. Built time about two. Funny.
    • By Yandere_Doomer · Posted
      The level design is absolutely great! i love how it makes you genuinely feel like you are in a building the whole time..   For some reason this wad gives me a Die Hard vibe [probably the whole "Go down a building" Motif... now all we need is a demonic Hans and we are all set]   but yeah.. great wad overall...
    • By Argenteo · Posted
      Amazing episode, some custom decorations and good care to lights and shadows. I like how he uses the playing space (wide corridors) and how it affects the combat. Despite her beautiful voice, you gotta kill her. Burning trees.
    • By aargh · Posted
      Nice, tight level design. E1M8 was an amazing puzzle map.
      It's surprisingly difficult for a Doom 1 WAD, but for wrong reasons: constant ambushes, monsters teleporting right behind you. Also, there is a serious lack of medikits. Fights with 5 % health and hitscanners all around are common.
      Still, it was quite fun.
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