Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
  • NOTE: There is a known issue with the most recent entries having screwed-up information and links. Some databases are out of sync and we haven't been able to fix it yet.

Mano Laikas: A road to Gamzatti

   (31 reviews)
Sign in to follow this  


20 Screenshots

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.

User Feedback

Create an account or sign in to leave a review

You need to be a member in order to leave a review

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now



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.

Share this review

Link to review
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.





Share this review

Link to review

· Edited by ‹rd›


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

Share this review

Link to review


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.

Share this review

Link to review
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.

Share this review

Link to review

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

Share this review

Link to review

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

Share this review

Link to review


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.

Share this review

Link to review

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.

Share this review

Link to review


Share this review

Link to review

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.

Share this review

Link to review

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!

Share this review

Link to review

Erkattnąññätæ with 32 maps.

Share this review

Link to review
  • File Reviews

    • By Denim Destroyer · Posted
      Picture this: you are playing a community project megawad and are still within the first ten levels. Some of the levels you have already played are fun but then you arrive here. Nothing bad or good and is over before you know it. The perfect level between two good levels in a megawad.
      Vanillic Acid is not part of a megawad or even a level set but exhibits all of the characteristics of a filler level. It has all the base characteristics of a Doom level and fails to do anything interesting with it. This level isn't bad but in the ocean of idgames why bother taking the time to play this one?
    • By Argenteo · Posted
      Awesome midis. Some maps appear to be filler? I don't dislike them. I like to take breaths. My absolute favorite is Procustes Chambers (24). Replayed and re-enjoyed again. Great music!
    • By Summer Deep · Posted
      Very worthwhile map, starts out pretty tough, then becomes more manageable, but always challenging enough. Plenty of chaingunners, Barons, Revenants etc, but the big two are absent. All it really needs is a bit more of a 'big bang' ending.
    • By Argenteo · Posted
      My favorites list: 10, 11, 12 and 23. Lots of city maps (I don't like them), or inspired by renowned ones.
    • By RastaManGames · Posted
      This map pack may not aged well, but some places are nice to see.
      Specially, the wharf itself with nearby buildings.