===========================================================================
Advanced engine needed  : no
Primary purpose         : Single player
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Title                   : Favillesco Alpha Episode 2: Desecration on Thebe
Filename                : faviae21.wad
Release date            : 03/21/2015
Author                  : Nicolas Monti
Email Address           : [email protected]
Other Files By Author   : deiminma.wad (Deimos Immaculated)
                         eviltecc.wad (Eviltech)
                         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
                         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.

Additional Credits to   : Avoozl
                         [WH]-Wilou84
                         scifista42
                         Memfis
                         kmxexii
                         SFoZ911
                         Olroda
                         SteveD
                         Ezepov
                         Ryathaen
                         Glaice
                         Firedust
                         EffinghamHuffnagel

                         For playtesting, pointing out bugs, giving support
                         and valuable criticism, helping to a more polished
                         final version.

===========================================================================
* What is included *

New levels              :

E3M1: Vaw Complex
E3M2: Distillery
E3M3: Main Circuitry
E3M4: Underground Canals
E3M5: Thebe Lab
E3M6: Habitat
E3M7: Ghost Station
E3M8: Renacere y sere 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
                         area.
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