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 : firstname.lastname@example.org
Other Files By Author : deiminma.wad (Deimos Immaculated)
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
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
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
For playtesting, pointing out bugs, giving support
and valuable criticism, helping to a more polished
* What is included *
New levels :
E3M1: Vaw Complex
E3M3: Main Circuitry
E3M4: Underground Canals
E3M5: Thebe Lab
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
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