DOOM 1 - faviae21.wad

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Published on ● Video Link: https://www.youtube.com/watch?v=Z20Db9cVYs8



Duration: 0:00
248 views
13


player: Dewzan
player comments: "I'm so close to putting this wad in the Hall of Shame, but at least there was a lot of effort put into this, and the levels look pretty detailed. However, the gameplay is absolutely atrocious. Very unbalanced, lack of health, armor, and ammo in some situations and plenty in others. Way too much enemy spam, every corner has like 10 monsters around it. Every map has almost the exact same structure aside from E3M1, E3M8, and E3M9 to an extent (and E3M9 is a poorly executed "slaugher" map). The secrets are all pretty identical and lack variation. So much god dang 10 damaging slime without rad suits to go through it. Lots of inescapable pits that you wouldn't know are inescapable pits, and then some that are just secrets that you also wouldn't know. This wad ends up becoming such a chore to play through because every level is the same stupid crap and it feels like such a waste of time. It could've so easily been something worth playing."
title: Favillesco Alpha Episode 2: Desecration on Thebe
link: https://www.doomworld.com/idgames/levels/doom/d-f/faviae21
author: Nicolas Monti
date: March 21st, 2015
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 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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discord: https://discord.gg/aUsWnqaePy

timestamps:
00:00:00 map 1
00:08:24 map 2
00:27:43 map 3
00:42:49 map 4
01:03:15 map 5
01:22:49 map 6
01:50:26 map 7
02:12:47 map 8
02:37:44 map 9







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