===========================================================================
Advanced engine needed  : no
Primary purpose         : Single player
===========================================================================
Title                   : Mano Laikas: A road to Gamzatti
Filename                : manolaik.wad
Release date            : 27/02/2016
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)

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


