===========================================================================
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           : nicolasmonti83@gmail.com
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: 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
                          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


