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Fava Beans

   (131 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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ImproversGaming

· Edited by ImproversGaming

  

Really enjoyed this WAD. Simple and straight forward with small maps and low enemy counts, but a great place to start for a new doomer. I had so much fun playing and particularly enjoyed E1M5, E1M6 and E1M7, these were really fun, nice tempo and I continue dropping back to play these again and again. It was really enjoyable to push the pace on these and see how fast I could finish.

 

Basically, enjoyed the calm encounters and nice simple aesthetics. If it is useful I have uploaded my playthrough to my YouTube channel:

https://www.youtube.com/channel/UCSh0vj-6E2chQqx744Ajl2w

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1Destro3456

  

Really like this wad, I played it because of a thread about skill progression an I loved it, the levels are great for the era and the use of vanilla texture is beautiful. It's impressive that this .wad was made at that year. 

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Denim Destroyer

  

I don't really have anything positive to say about Fava Beans. All of the maps are easy with at times odd progression, why is the blue key in E1M7 tucked away in a small corridor? If you like Knee Deep In The Dead style wads and want to play something historically notable then go right ahead. Otherwise you can find much better wads.

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printz

  

This seems to be a very popular E1 replacement PWAD which preserves the same style. On some parts it feels like a homage, on other aspects it's got a bit of inconsistent gameplay, not up to Romero's design quality. The difficulty is overall easy, though some of the middle maps are quite fun to play.

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Zirtonic

· Edited by Zirtonic

  

This E1 replacement successfully captures the spirit of the original but not much more. Level design is arguably a cut above, with maps constantly looping in on themselves in creative ways and secret hallways allowing you to get the jump on some enemies in a couple spots. The combat is similar to the IWAD, which is to say it's easy even for a new player and anemic for everyone else. The final and secret levels are especially barren and can be completed in under a minute. There is a small spike in difficulty in maps 5-7 just to make sure you're paying attention. 

 

Fava Beans is worth a play for its historical significance and intuitive level design, but the combat leaves a lot to be desired. Still, for something that can be completed in under 30 minutes it's worth downloading.

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Argenteo

  

A relaxing episode 1 replacement. Solid in it's simplicity.

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Percy T

  

These levels perfectly fit the episode 1 narrative, and have some unique level design choices. Also, b e a n s.

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JudgeDeadd

  

A pretty fun mapset with very good lighting and architecture for 1994, oozing E1 atmosphere. The fights can get a little intense at times but you shouldn't have any problems if you're playing continuous. Later maps can have some obscure progression but things will be easier if you find the map powerups. The final level is disappointing (only two barons? We've ALREADY fought a pair on a previous level!) but overall, Fava Beans is worth checking out.

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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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BigDickBzzrak

  

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

· Edited by Doomkid

  

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

 

Edit 5 years later: I seem too up myself for leaving this comment, how ironic

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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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  • File Reviews

    • By Walter confetti · Posted
      A pretty fun map with a pretty well done texturing and theme usage, maybe the layout is too symmetric for modern standards? Overall, a very enjoyable experience.
    • By Walter confetti · Posted
      A map based upon a previously reviewed map "Hexen Morgue" with better layout and thing placement overall, but doesn't have the trident in the original map, kind of disappointing since i wanted to see that, it was the only nice part of the original map. There's two missing floor textures, missing textures for the surprise crushers and a player spawn in the ending room whit no exit? WTF? Overall, a nice change from the original.
    • By baja blast rd. · Posted
      Proxima Centauri's hot start throws you headlong into what is quite enjoyable combat for the time, a small sandboxy city brawl with imps and pinkies and hell knights and revenants after you, mancubi around corners, pain elementals to take out, and lots of roaming and sniping zombies of every type. That is the highlight, and it's all graced with cheesy sound replacements and James Bond music. The '90s.    It's plain-looking by today's standards but has character, and there's a nifty hyper-dithered nebula sky replacement, although fans of Downtown (lol) won't get their verticality fix. The progression is charmingly incoherent. Lots of random illogical random teleports from one area to another, a lot of what feel like secrets but are actually unmarked … wait you use that key where again?    The major fault is that the puzzly exploration parts are very divorced from the action. It's easy to kill 95% of the monsters before making much actual progress, since most of them are roaming about and demand your attention. Then you  end up with five minutes of teasing out what to do and where to go to exit, in silence, knowing you won't even get to use the extra "fake secret" resources you can find on much.
    • By baja blast rd. · Posted
      This is a riff on Computer Station that starts off unassuming, like a nondescript DTWID map with its uniform STAR* texturing and sparse, lower-tier opposition. But after a short while, it starts revealing that there is more to it.    The long vantages across its open spaces and the scattered opposition and the warped, jagged wall geometry result in a vibe of eerie desolation, especially when you spot monsters far away from you like ants, flickering momentarily in front of windows. In Memfis fashion, there is a recurring tasteful use of "sector gizmos": building stairs and falling platforms, and light pads that you need to step on to momentarily illuminate dark computer mazes. The design can be even more spare than Doom's, but what gives it a strong sense of place is the way areas are regimented visually into regions, with a convincing design logic uniting everything. Upstairs in the "computer station" region, there is a lot of STARTAN and STARGR, but this is surrounded, pretty much enveloped by an outer nukage-filled ring of grimier brown and green walls, which creates a neat structural-spatial effect. Exploration is more like taking a circuitous path through alternating habitats rather than traveling room to room to room. One of the big ideas inflecting that exploration is the use of radsuits essentially as keys, necessary for extended swims through nukage you aren't sure when will end, which spices up the light combat around it. I was reminded of Shotgun Symphony's desolation, although without that wad's immense scale, and certainly without its explosive rocket play. Controlled System goes more for a vibe of horror and dreariness, and doesn't try to match even Computer Station's intensity and use of packed monster closets.    The MIDI was not my favorite aspect of this -- it's kind of a droning, dull track, even though I see what the choice was going for -- but this was a solid 12-minute experience overall.
    • By baja blast rd. · Posted
      When I saw an oldschoolexual posted about this, I had to give it a go.    UNDERSEA.WAD is one of those pwads from the initial wave of 1994 that has been remembered by modern players because of its core concept, which shows that creativity ages best of all. That concept is that you're in an underwater base of some type -- although since the interiors tend to all feel similar to one another, lots of gray walls, lots of tight hallways, it's hard to pin the setting down much further. Combat is light apart from some occasional multidirectional exposure to hitscanners. Chainsaw fans might enjoy using the choppers on all the pinkies, cacos, and imps that fill the hallways or are packed into monster closets. It was surprisingly fun rampaging down the bends of a 64-wide maze with it in hand, just mowing down sergeants. There are some occasional satisfying barrel situations too. The early scrolling SP_FACE cube was amusing. (That texture has also aged well.)   Overall it just wasn't my thing, though: too much clearing out harmless monsters in hallways, and unlike some other wads from the period, like The Waterfront from a year later, there was not much to the concept. The rocket launcher and plasma rifle are in unmarked secrets that even the computer area map doesn't reveal because the lines are hidden from the automap, secrets that aren't hinted at with a changing wall texture, so without those I skipped the handful of barons. If I vibed a bit better with the map, I might have distracted them and chainsawed them in the ass.  
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