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Mano Laikas: A road to Gamzatti

   (31 reviews)
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About This File

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.


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Gato606

  

Really confusing maps, the geometry is very strange using lots of strange angles that H.P Lovecraft would feel honored (very closed wall angles under 30° not very aesthetic IMO and very strange names for the maps).  The gameplay becomes kinda repetitive with lots of nukages with toxic slime and timing the duration of the radsuits. Traps got really tiring with always having the monsters in front of you but they have monster-only teleport lines that place them right behind you where you don't expect them.  And archviles are the other pain in the butt, having 1 or even 3 archviles in every map.  Also, having an excess of rocket ammo instead of cells turns into tiring rocket to rocket fights against the cyberdemons.  Stopped at map 26 playing with Zion v7 mod.

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Summer Deep

· Edited by Summer Deep

  

Had high hopes for this early on. Very old-fashioned layout, with plenty of E1-type Startan textures, but the levels seemed well laid out and it was challenging enough on UV continuous. I liked the way the mapper gives the player a proper chance to assess the situation at the start of each map, with no stupid, headless-chicken 'action starts'. He also thoughtfully places a couple of 25 percent health packs at the end of each level, for the benefit of continuous players. Even the ubiquitous presence of damaging floors, usually a pet hate of mine, is well executed and is quite atmospheric, with plenty of radsuits provided to offset the usual obnoxious aspects of this element.

 

Unfortunately though this is a Doom II 32-level megawad, and like nearly all such projects it outstays its welcome. The main gameplay mechanic is the utterly interminable and repetitive use of ambushes and traps, and by the time you're past 20 levels, you are likely to be heartily sick of this. The mapper also overuses Archviles - there are usually at least a couple of them in well over half the ambushes, and it just becomes an absolute pain well before the end. More is less!

 

This is actually a bit better than the bare 3/5 stars might suggest. 7/10 is closer to the mark.

 

NB: think carefully before playing MAP20 in ZDoom with standard lighting settings, certainly on UV - those Spectres are completely invisible, and I had to revert to a pistol start in GL Boom-plus.

 

Edit: maybe a little mention of MAP29 might be in order as well. This features probably the worst Spider Mastermind with Cyberdemon setup you're ever likely to encounter near the end. Forget all about trying to get them to infight - you'll see why! Also forget about being able to finish the map if you're low on ammo at this point, as the Cyber blocks access to the lift that leads to the exit.

 

 

 

 

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baja blast rd.

· Edited by ‹rd›

  

[The author mentioned they'd change the issue I'm referring to.]

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MuratMikal

  

Very disapointed on this megawad. I thought it would be good because the author is the same of Eviltech, one of best megawad i've ever played.

This one on the other hand is very ugly, extremely confusing maps, a total waste of time. It seems the author didn't even test the levels properly before upload to IDGAMES, a shame really.

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Salt-Man Z

  

Nobody does verticality like Monti; every map is a swooping, organic, multi-tiered nonlinear puzzle that unfolds and transforms as you progress. Absolutely amazing.

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doomfan444

  
WTF map 32, I would make a map to my GF, if I only had one!!!

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BerserkerNoir

  
Ideal Megawad to Play with Mods. The design not being linear makes it interesting while playing. 3/5

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Doomkid

  

The texturing is balls ugly (which I kinda like), most of the maps are fun, while others are duds. Doesn't really throw you anything new or exciting the whole way through, but is engaging enough to at least play once. From a cacoward winner I expected higher quality, but it's still worth giving it a shot.

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Zalewa

  
This is Erkattane minus all the annoying elements. You navigate barren buildings - simple in detail and textured with the most garish textures Doom 2 has to offer and yet the maps look very good. Gameplay is very vertical, with death raining way outside freelookless vision. Many times you have to fire rockets there, hoping to kill all chaingunners. And rockets are plenty here. So are arch-viles and difficult traps. Medikits are rare, though. Very good layouting.

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Ezepov

  
super

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NuMetalManiak

  
a huge disappointment. feels like the same map 32 times with some large combat variety, nukage crossing with lots of radsuits, barrels, shooting and running secrets. I expected much better from nicholas monti but all I got here was a megawad I found monotonous.

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Deadwing

  
One of the best mapset I've played. Every level is quite unique and features remarkable landscapes or encounters. Level 20 was one of the most badass levels I've played. Good job!

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AnonimVio

  
Erkattnąññätæ with 32 maps.

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  • File Reviews

    • By Ordon · Posted
      well, the concept is good  BUT...   WHAT THE FUCK EVEN IS THIS??
    • By Cinnamon · Posted
      Definitely shows its age. It was a real grind to play through, mostly due to the levels being boring, but also from a remarkable over-reliance on hitscan, especially shotgunners. For some reason. The third episode does indeed pick up much of the slack, but with the really fun levels being shining exceptions rather than rule for two thirds of the WAD it still left me annoyed and exasperated in the end. The maps look fine most of the time and the music is good to really good, which is something to hold on to. I would still advice my past self to skip most of this one.    
    • By Cinnamon · Posted
      There's not too much for me to say about this one. While it isn't exactly my jam 100% of the time, I'm struggling to see how any creative endeavor could entertain me so thoroughly, throughout all the 32 parts of it. Ancient Aliens is charming, somewhat challenging, mysterious, well-paced... I could iterate over plenty of different variations of lavish praise, but I guess that in and of itself describes my feelings: AA is remarkably well-rounded. A DOOM blockbuster - and I use that description as an honest compliment rather than the pejorative it's sometimes thought of. One for the ages, and it'll be one of the WADs to which many of my future experience will be compared.    
    • By VoanHead · Posted
      On second thought, this wad is kinda mid if you ask me. After playing through all of it on pistol-start I wasn't really blown away by it. The midi pack that was made for this in 2020 was very nice if you ask me, but why this wad ever deserves a midi pack when it's so bland is what makes me scratch my head. Idk man, I didn't like this one as much as others do :/.
    • By baja blast rd. · Posted
      This reads as an early example of arcade-style mapping.   Areas are defined largely by color combinations, with no real overarching theme to the map: there are silver techbase rooms, brick-like Earth rooms, red hellish rooms, without much in the way of detailing or setting-building -- all centralized around a square hub room with key doors, which repopulates with monsters each time you find a key. It's on the simpler side visually, but still a very clear step above "monotextured square rooms"-type design, with some solid architecture, shapes, and texture combos here and there, and even a clever crushing UFO-like "ring" at one point.    The gameplay concepts are very straightforward, with one exception being a room that has you platforming over damaging floor while closets of lost souls and cacodemons open up. Instead, the bulk of the fighting is more often dished out as blocks of monsters often revealed in closets -- blocks at a density far below what you'd consider slaughter. Some of the potential fun involves herding monsters towards barrels; once I waited several seconds for chaingunners to walk halfway across the room, right next to a clump of barrels I could blow them all up with. The ending fight is designed for you to pour rockets into two static cybs while circling, and I skipped that one.    Completed in a bit under 10 minutes. 
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