Text File
===========================================================================
Advanced engine needed : no
Primary purpose : Single player
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Title : Mano Laikas: A road to Gamzatti
Filename : manolaik.wad
Release date : 27/02/2016
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)
faviae21.wad (favillesco alpha - episode 2)
erkatane.wad (erkattäññe)
Misc. Author Info : I'm a 32 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 : Well, I'm back. I thought Erkattäññe was my last
shot but I wanted to make more maps so here we are.
Mano Laikas is a full "classic" Doom2 megawad.
Aesthetics are pretty simple, the themes vary from
E1, E2, alpha and what I call "heteroclites" and
my goal as for Erkattäññe was to make mid sized
maps with moderate monster count so they can be
completed in 10-15 minutes at best. Also I seem
to have developed a style that some praise and
some others hate (those who rate my episodes with
0/1 stars and give lame excuses for doing so) and
I'm fine with that. You'll find some maps linear
and some non linear, some maps with big height
differences and some very flat (ressembling the
early Id maps / 1994 wads).
This mapset also encourages the use of the rocket
launcher (except for the cramped maps) because
I didn't want this to become a SSG fest as it
usually happens.
Additional Credits to : AnonimVio
Deadwing
rdwpa
gaspe
scifista42
kmxexii
dobu gabu maru
Ashstrodamus
Salt-Man Z
Firedust
Superluigieth1
Shanoa
Demon of the Well
SFoZ911
molten_
rhinoduck
WH-Wilou84
For playtesting, pointing out bugs, giving support
and valuable criticism, helping to a more polished
final version.
special thanks to: Skepticist
For letting me know about many bugs, and giving
me an extensive and accurate information of what
could be improved regarding to the ammo balance.
===========================================================================
* What is included *
New levels :
Map01: Rehearsal
Map02: Akruuna
Map03: Matryoshka
Map04: Viluy
Map05: Dagaz und Nahtiz
Map06: Amethyst
Map07: Pasaulis
Map08: Vertical Damage
Map09: Bhogwos
Map10: Kuchean
Map11: Eudial
Map12: In Vitro
Map13: Yolowantre
Map14: Melan Aster
Map15: Ankaare
Map16: Venter
Map17: Defectum
Map18: Siaubas
Map19: Palsko Tekinne
Map20: Ruki
Map21: Tallaarne
Map22: Natsumi
Map23: Oberon Base
Map24: Krentauna
Map25: Deimologics
Map26: Astare Lakle
Map27: Turfanian
Map28: Cyanide
Map29: Chemistry of Sadness
Map30: Por Siempre
Map31: Ninety Four
Map32: Gamzatti
* theme classification (if possible)
E1 maps: 01,05,09,13,18,24,29
E2 maps: 07,14,25
alpha: 03,06,08,12,17,22,28
alpha + stone-ish: 02, 19
alpha + brown-ish: 10, 27
heteroclites but alphy: 04,11,15,26
heteroclites: 16,20,21,23,30,31,32
Personal guide for the wad masterplan: (not everything actually applied)
01- *Rehearsal (feelrehearsal) (e1 theme) ese pequeño E1 que nunca hice,
loopy
02- *akruuna: (feelakru) (stone theme) big caves, acid (mid size)
03- *matryoshka: (feelmamushka) (alphy)
04- *viluy (feelviluy) (mostly gray and some blue)
05- *dagaz und nahtis: (feelfont) (e1 theme)
06- amethyst: (alphy) teleport map, that big central room with several
balconies in paper
07- *pasaulis: (feelpasaulis) mapamundi map in graytall / deimos theme
08- *vertical damage: (feelvertical) (gray with deep elevators, deep pools
surrounded by windowed corridors and dark lower levels) (alphy)
09- *bhogwos: (feel01) (e1 theme)
10- *Kuchean (feelkuchean) (gray and yellow) with small tech labyrinth and
cabinnets
11- *eudial (feeleudial) (hard map, red textures mostly and lite)
12- *in vitro (feelinvitro) (alphy)
13- *yolo-wantre (feelyolo) "having an evil dharma" (e1 theme) lighten up
e1 map. the one with river in middle and outside brown, brown dominant,
flattish (mid size)
14- *melan aster (feelmelan) (containment area theme) no much crates anyway,
but straight corridors poor light and flat layout.
15- *ankaare (feelankaare) (n.) ‘± profligacy, immorality’ (?) (techy)
(central dark big room surrounded with passages, compspan, perimetral
outside area) (compohso+startan blend)
16- *venter (feelventer) small brown startan base (the ugly), some cement,
compspan, trees in flat outside areas and stone white floor and gray, flat
94ish layout.
17- *defectum: (feelpool) (alphy)
18- *siaubas: (feel siaubas) (e1 theme) dick traps, unpredictable monster
closets, stargreen dominant, carpet and "breach" in middle connecting 2
courtyards
19- *palsko tekinne (feelpalsko) "deseased spirit" (stone theme)
20- *ruki (feeltuki) (only techwall caves, some outside circular rooms
connected with tall tech passages too)
21- *tallaarne (feelgreen) "misery" (brngreen level) (short)
22- *natsumi: (feelnatsumi) (alpha city like with curvy layout off course
aka amalthea map05/map07, compohso) (alphy)
23- *oberon base (feeloberon) (ick theme) (mostly dark, big irregular halls,
fall conducts too, mostly ickwalls, some little cement)
24- *krentauna "virtues" (feelgreenblue) (e1 theme)
25- *deimologics (deimos themed) labs , shawn and computers, cramped,
suspended windowed labs in the dark void, bodies floating
26- *astare lakle (feel19) ‘in dark hells’ themed on eviltech map19
(smaller)
27- *Turfanian (feelturfan) (flat outside areas with deep indoor areas with
upper windows) (gray and yellow)
28- *cyanide (feelcyan) : (alphy) gray and water mostly suspended bridges,
tall flooded corridors, hanging computers
29- *chemistry of sadness (feelchem) (e1 theme) very dark, big empty
hallways, desolated feeling. starbrown + slad dominant, tall rooms,
doortrack default divisory
Map30: por siempre
Map31: *ninety four (feel94) (very oldschool crap)
map32: *gamzatti (feelgamza) (castle map with gamzatti)
Sounds : No
Music : Yes
Graphics : Yes (secret levels only)
Dehacked/BEX Patch : Yes
Demos : No
Other : No
Other files required : No
* Play Information *
Game : Doom2
Map # : Map01 to Map32
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 : 5 months (30/08/2015 to 11/02/2016) + 2 weeks
for testing, first 2.5 months just two maps, last
2.5 months all the rest.
Editor(s) used : Doombuilder, Slade, Doomword.
Known Bugs : Some HOM on vanilla in open spaces and visplane
overflow on the exit of map11 if you look towards
the central area (it's avoidable though)
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