=========================================================================== Advanced engine needed : limit removing port Primary purpose : Single player =========================================================================== Title : Favillesco Trilogy Filename : FAVILTRI.wad Release date : 07/08/2025 Author : Nicolas Monti Email Address : [redacted] 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) faviae21.wad (favillesco alpha - episode 2) erkatane.wad (erkattäññe) manolaik.wad (Mano Laikas - A road to Gamzatti) witness.wad (Witness of Time) afterlif.wad (afterlife) massexe.wad (Mass Extinction) 60secret.wad (60 Secrets) aterfier.wad (ater fieri) centauri.wad (alpha centauri) backto94.wad (back to 1994) enceladv.wad (enceladus) DOOMISLA.wad (Doom Island) CYBERPNX.wad (Cyberpunx) rupture.wad (rupture) KDI2023.wad (Knee-deep in 2023) SOLVETCO.wad (Solve et Coagula) SILURIAN.wad (Silurian) kreatura.wad (Kreatura) FVSC.wad (form Versus Content) caobangi.wad (The Cao Bang Incident) SOTA.wad (State of the Art) Misc. Author Info : 42 years, hardcore fan of classic doom Description : A full doom megawad in the same vein as DTWID Back in 2013 I released episode replacements for E1 and E2 under the "Favillesco" title. The original plan was a megawad with 4 episodes but after making 2 I started playing with the alpha resources and didn't finished the project. Now I've released a new third episode and since I'm not planning making a fourth, I've decided to pack the three episodes into a megawad. The original E1 and E2 are among my first projects and the aesthetics and gameplay are dated to my current standards. I didn't want to make changes to the layouts but I've rebalanced the gameplay plus some minor fixes. Still it may be felt basic at times but far more challenging than their original counterpart. E3 is new so the gameplay might be felt more "dynamic", The theme aims to pay respect to the original inferno, at least regarding to texturing. Additional Credits to : Itnaklipse Fernito For playtesting, pointing out bugs, giving support and valuable criticism, helping to a more polished final version. =========================================================================== * What is included * Genuflected on Io (2013, old) e1m1: observatory e1m2: technological complex e1m3: bio research e1m4: waste treatment e1m5: io lab e1m6: atmospheric processor e1m7: hardware e1m8: io anomaly e1m9: monitoring terminal Tragedy over Europa (2013, old) e2m1: europa anomaly e2m2: digamma quadrant e2m3: storage facility e2m4: europa lab e2m5: epsilon base e2m6: medical department e2m7: back to tei tenga e2m8: field of humiliation e2m9: confinement area Vivisected on Ganymede (2025, new) e3m1: ghosts of deir ez-zor e3m2: second skin e3m3: facies of satan e3m4: fordow mons e3m5: delight of the liar e3m6: foreign proximities e3m7: derelict of an ego e3m8: pharmakon e3m9: exsanguinating curse CHANGELOG of E1 and E2 Health: most medkids are now stimpacks, most stimpacks are now health bonuses. Armor: most blue armor are now green, most green armors are now clusters of armor bonuses. Ammo: less shells, bullets and cells in general but more bullets in some maps. Enemies: some shotgunners added in E1M1, E1M2, E1M6 and E1M9. Secrets: secrets given away in the automap are now hidden. A secret was added in E2M8. A sector mistakenly marked as a secret in E2M9 fixed. Geometry: a stair in E1M6 and E2M6 where slightly modified to allow pinky movement. RL more visible in E2M9 now via new windows. The key-textured bars at the E2M6 exit now make clear that they're openned from elsewhere. Traps: some traps are improved to be more effective. Some lock the player in now. Teleporting enemies: some teleporting ambushes added in some maps with enemies that were already in the maps. Coop compatibility: locking-in traps are now accessable from outside if the player dies. Deathmatch starts: 1 DM start removed in E1M2,7 DM starts added in E2M1, 8 DM starts added in E2M7 Boss fight: E1M8 last fight greatly improved to be less tedious and more challenging without modifying the original layout linedefs. Zdoomisms: some stuck lowering floors due to overlaping things in E2M9 are now fixed. 6 shotgunners stuck on walls in E2M9 also fixed. : Sounds : No Music : No Graphics : No Dehacked/BEX Patch : Yes (map names) Demos : No Other : No Other files required : No * Play Information * Game : Doom Map # : E1M1 to E3M9 Single Player : Designed for Cooperative 2-4 Player : Yes Deathmatch 2-4 Player : Yes Other game styles : No Difficulty Settings : Yes * Construction * Base : New from scratch Build Time : E1 and E2 during 2013, E3, 01/07/2025 to 07/08/2025 Editor(s) used : Doombuilder2, Slade, Doomword. Known Bugs : Unknown May Not Run With : it should run in every limit-removing port but it may crash on vanilla due to possible visplane oferflows Tested With : Prboom++ /zdoom * 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