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Fava Beans

   (123 reviews)
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About This File

Well, this is a very impressive episode including 9 _excellent_ levels. All the levels in this episode were created by myself, excluding e1m5, which was designed by a friend. We feel that any DOOM fanatic will enjoy this episode and will be completely impressed by the work put into it.


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Philnemba

  

My all time favorite episode 1 replacement wad that keeps the theme & difficulty the same as the original KDITD but with a tiny dash of Episode 2(Lost Souls, Cacodemons & Barons appear in the 2nd half but are rarely used). The only thing that prevents me from giving this a full 5 stars is that E1M8 is too anticlimactic & easier than OG E1M8 but even then this mapset is still worth playing...or replaying on my end ;)

 

-Philnemba 4.5/5

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bzzrak

  

Super easy, super fun, super enjoyable!

I used only my shotgun and still always had > 80 shells. E1M7 was the best of the episode. Some of the rooms felt like they were literally copied from the IWAD, though. E1M6's automap secret appears, like, thrice.

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CJacobsSA

  
Played this as part of a trip through Doomworld history. It was pretty good! Holds up today fairly well despite some odd design choices. My only real complaint about the map design is that the last level or two really squeeze the hallways tight together so it feels very claustrophobic. It also ends a bit abruptly. Other than that though, a solid entry into the episode 1 mimic genre.

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Doomkid

  
Honesly, it's pretty damn good, but the author seems a little too up himself..

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trrobin

  
A great fun E1 wad from 1995 that's still fun to play today. Recommended. -TRRobin.

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Guest

  
Awesome! Best E1 replacement there is!

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Guest

  
Likes 5/5

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Guest

  
Regards Cheers! Good maps. Pleasure to play. There are some who say easy. No !!!! This is the normal level of difficulty. Such is the original Doom! No 1000 Hell Barons and 100 cyber demons. In the E1 there were 2 Barons !!! There should be more maps like this. You can play without cheating. No IDDQD. Adam

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Guest

Unknown date

  
great gameplay!

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Guest

Unknown date

  
the map's difficulty is average imo. People need to start playing doom with fast monsters on =p

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Guest

Unknown date

  
I wonder if that last review was by NoPoet himself. ;) Four stars.

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Guest

Unknown date

  
This replaces E1M1 and is great fun, although the author comes across as a self-aggrandising twit in his readme ("I insisted that the levels I designed were no less greater than those in the actual game..." he says). He didn't do anything after this. Fava Beans is easy to review; it's a parallel universe version of E1, with some of the same design ideas, but mixed up. It's just slightly cruder than Id's E1, and played today it's not too hard, but it's entertaining and very nostalgic.

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Guest

Unknown date

  
Old school, could easily have replaced E1.

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Guest

Unknown date

  
One of the greatest E1 replacements ever made. Even with all the new, more detailed and challenging KDitD replacements, I still find Fava Beans to be the closest in style to ID's original episode. 5/5

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Guest

Unknown date

  
this one have lot of success among doomer, in my opinion this wad is just mediocre (but overated) there are better episode 1 replacement that deserves more attention.

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Guest

Unknown date

  
Very , very good. i enjoied it

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Guest

Unknown date

  
Boring today 2/5

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Guest

Unknown date

  
IMO, the all-time classic Knee Deep replacement. I still play this one for relaxation and appreciation of clever, good-looking design. Everything about this WAD is first-rate except for the low gameplay difficulty. I especially enjoyed secret-searching, and the number of times I saw arenas that I wouldn't actually fight in for awhile. Just ... FUN! 5/5 -- Steve Duff

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Unknown date

  
Automatic 4 stars -Dark Zero

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Unknown date

  
I am flattered that a number of old school Doomers now see the Fava Beans Episode as classic! If only I could go back and rewrite the text file - I would tone down the self-appraising rhetoric a bit... The levels were fun to make, fun to deathmatch, and way more fun than doing homework! Cheers - SB.

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Guest

Unknown date

  
perfect. fun means having fun, not having to beat 10 cyberdemons with a pistol.

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Guest

Unknown date

  
well, i guess its OK. compared with some other wads i've seen, it is not so impressive. yet i live in a world where DooM is virtually gone, i was only in elementary school in the '90s so i never had the chance to see the changing world of doom. Anyone else feel like this?

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Unknown date

  
Where's the liver and chianti? Anyways, awesome level of the good ol' days! :)

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Unknown date

  
just started playing thid thing today 9/30/03. I think this is a very good wad pak. I am only on the fourth map but the game play is good. It really does look as though ID released this one.

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  • File Reviews

    • By Summer Deep · Posted
      Played on UV, continuous, GLBoom+   This is a very absorbing and well put together Episode 2 replacement. The difficulty is cranked up incrementally throughout, and towards the end becomes seriously challenging, though always fair. Map 7 is particularly memorable, with its 500 monsters and a big surprise in the blue key room, as is the hellish descending escalator in Map 9. The final level is absolute mayhem, with 9 Cyberdemons and a supporting cast of 300+ sidekicks, but with a properly worked out strategy it's beatable: you need to make good use of infighting, plus it helps to be on the lookout for a secret area that isn't all that secret....   Not sure that any game ever merits an absolute 5 star rating, which implies that no improvement is possible, but this is certainly approaching 95/100 territory.   Definitely looking forward to checking out ConC.E.R.Ned by the same author.
    • By tempdecal.wad · Posted
      Um lol the TITLEPIC, also this wad lets you shoot crates to lower them and get ammo, and I like how the Minecarts puzzle was recreated using only Pain Elementals, however I have to say this isn't really well done, the puzzles are weird and you're expected to hug, shoot and press walls and some weird "Dormant" monsters, I applaud the effort that went into recreating the layout of the level, could use some 3D Floors and some Slopes though, but the visuals aren't all that great and the puzzles are somewhat different so if you haven't played the original level this will confuse you even more than their Decay counterparts, partly due to lack of hints and the weird and confusing visuals (I keep using the word confusing but there's really no better way to describe it).   1 star for the layout Faithfulness (barely), 1 star for naked Rosenberg.
    • By BaraKornel · Posted
      Fun map, with some decent design. I don't get the last teleport though, where the player can use the teleport to teleport to exactly the same place.
    • By Nine Inch Heels · Posted
      I've never done a review for a rocket jump WAD, so this might turn out somewhat like a ramble. Apologies in advance if it does.   I picked up RJSLOTH while learning the most basic things about rocket jump maps. That said, I really should have waited with this WAD until later, when I'd be more consistent with basically everything this genre entails. For those of you who have never made contact with this genre I'll have a short description in the spoiler below:

          Even map 02, in spite of being dated in the sense that it was made prior to some discoveries in rocket jumping, turned out to be somewhat demanding at first. However, as is the case with many ToD maps, there are consistency checks here that really helped me to get some moves into my muscle memory with brute force. Especially things that require precise timing are something that you either learn to do properly while you play this, or you give up trying. The map also features some "combo-jumps" in places, basically as "highlights" of a given section to round off the package. I'm glad I didn't give up. Beating map 02 felt really good.   As for map 10, which is a brutally tuned up version of map 02: You're looking at something that seems to have been built in a laboratory with a calculator. Each one of the jumps there requires extreme precision, and if you're anything like me, which means you're still looking to become consistent with the techniques for "(relatively) modern rocket jumping", you should only attempt this map during a weekend or so, because it could take you "some" time to nail these trick shots perfectly. I didn't manage to finish this map yet, but from the obstacles I have made it past I can tell that this map, as well as map 06 of this WAD, is aimed at people who can do certain tricks of ZDaemon rocket jumping blindfolded. Being able to build maps like this, so precise and unforgiving without feeling totally unfair is an impressive feat for sure, but for my tastes and current skills it is almost impossible to "digest", also due to the sheer size of map10. I will come back to it eventually though, because I wanna see the end of it.   The only reason I'm not putting down 5 stars here is that these maps are a little bit too repetitive for my liking in places. Obviously that's an easy impression to get when I can't do things very cleanly, which results in repeated attempts, so take this reason with a grain of salt and you'll be fine.
    • By galileo31dos01 · Posted
      Done with these settings:   - GLBoom+ 2.5.1.4. complevel 9
      - Ultra-Violence
      - Continuous combined with pistol start mindset.
      - Saves every 10 minutes or so.   This is a slightly improved sequel of a mediocre megawad. It has no story whatsoever, not that it needs one, it's practically designed without an overarching theme and focused on Boom compatibility, something that the prequel didn't communicate very well. Although you rarely see tricks like conveyors and silent teleports put to specific purposes, they're mostly for the atmosphere. A couple of maps use custom colormaps in particular setpieces. One is to simulate immersion in toxic, and the other in blood, or perhaps portals to hell?. Anyway, Community Chest 2 has some nice visuals using stock textures. While not every map looks great, a bunch are simply awe-inspiring because of the author's creativity. I dig the idea in "Death Mountain", the sinuous terrain with mounds everywhere is very neat, as it's theoretically a mountain floating in the air. My only gripe is the trees are placed to get stuck in. Other locations are plain techbases, brown caverns, wooden complexes, Inferno-styled hell and unknown places. Most of the music available are tracks from other wads and games, with only one self-made piece for map 24 by the same author, an amazing melody by the way. I would suggest to add your own tracks for the maps lacking them, for a stronger experience if it helps.   For those who have played the prequel first, and I'm sure everyone did, there are quite a few familiar names to be found, some of which contributed with more than one map. Gene Bird cooked around five for example, evoking a conservative "rooms with monsters" 90's style. His maps don't vary in any aspect to each other, nor to his previous works in Community Chest 1 unfortunately, but they blend well enough with the tone of the mapset. The first map is already by Erik Alm in his well-known Scythe fashion. Then we have individual entries from Andy Leaver, Kaiser and Use3d, the latter came as an improvement to be honest. On the other hand, a big portion of the people involved were completely new to me, and that's when I had to expect the unexpected, sort of. I'd say the maps had their ups and downs, generally enjoyable if some exceptions. They were also organized in a very random way, but that's no news. Just like a traditional community project, this megawad features a wide range of concepts, layouts, and forms to entertain the player, for better or worse. Fans of old-school and/or adventure maps will be delighted, as there are a lot of them in all sizes and difficulties, even several inspired by the original Doom levels. The obvious standout is "The Mucus Flow", a brutal map that can only be understood with patience and dedication, mostly the former one, and heavy chainsaw practicing. Besides, its curvy "mint-chocolate" design is beautiful and unique, or used to be, since tons of future releases found inspiration from it (e.g. Speed of Doom). A shame it has glitches in the sky. There are other remarkable moments to be experienced, such as to explore a city in depth to figure out the secret exit, or to fall in a sequence of fake exits that only exposes you in circles of chaingunners. I'm not sure how others will take it, but I couldn't hold my laugh after the second time.   Secret-wise, the first thing to know is that PRBoom users need to activate the "Linedefs w/o tags apply locally" option to enable access to some ZDoom-only secrets in maps 06 and 24. There is also a secret in map 20 that requires an archvile jump, but it's not possible to reach it outside of ZDoom versions. Other than those, hope your sense of exploration is wide awake, as there is plenty to locate and highly appreciate. I'm thinking of the standout map, of course. For favourite maps I will pick 19, 24, 27, and 31. Some others like 06, 13, 23 and 32 were entertaining for the most part, but not convincing as a whole. The rest range from good to dull or tedious, like the final map.    Overall, it's certainly an upgrade in quality, and I'm inclined to believe the successors are much better. Still, it's nice to traverse the history of the community chest projects. If you and I share similar tastes, then you'll probably find content to enjoy here, and if not, well, skip the unnecessary. My rate is 6/10.  
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