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Favillesco Alpha Episode 2: Desecration on Thebe

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About This File

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 costadevale · Posted
      It's pretty good for 1994. If you don't mind having no health items at all (except in a few maps) and the outrageous amounts of cyberdemons per map, you should give it a try. It's pretty challenging and I like it. E2M3 is a bit 'eh...' though.
    • By entropy122 · Posted
      What the actual f*ck is this map. I love having 4 rockets, a shit ton of bullets and like 10 shotgun shells to take out a revenant, and whatever was in that cage. Doesn't look too bad, maybe this negativity is cus im no expert, also rather unskilled at the game?
    • By Pepo · Posted
      thank god Underhalls was the map that followed this mod as that level was able to remind me what actually competent level design looks like.
    • By Walter confetti · Posted
      Not that bad, even kind of interesting find the secrets in the map! But yeah, that switches jungle is a awful choice really.
    • By Walter confetti · Posted
      A basic and nice looking showroom type of map where monsters are trapped inside glass prisons, no exit and no way to play this with any modern source Port like DSDA-Doom and GZDoom, but works really well in Crispy Doom. It was a pleasant experience.
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