Difference between revisions of "MAP14: Aquaduct (Memento Mori)"

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===Bugs===
 
===Bugs===
* If the player grabs the [[chaingun]] at the beginning of the level (or at least enters the inset it rests in), he triggers first ([[Linedef]] 1754; Action: 110 - W1 Door Close (fast), Tag 2) [[sector]] 301 to block the original switch (Linedef 1127; Action: 114 - SR Door Open Wait Close (fast), Tag 15) that opens the way to the exit room, then (Linedef 1771; Action: 109 - W1 Door Open Stay (fast), Tag 7) sector 302 to reveal a new switch (Linedef 1769; Action: 114 - SR Door Open Wait Close (fast), Tag 15) with the same function. (It is possible to close the original switch and leave the new switch blocked by slightly entering the chaingun's inset on its eastern half.)
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* If the player grabs the [[chaingun]] at the beginning of the level (or at least enters the inset it rests in), he triggers first ([[Linedef]] 1754; Action: 110 - W1 Door Close (fast), Tag 2) [[sector]] 301 to block the original switch (Linedef 1127; Action: 114 - SR Door Open Wait Close (fast), Tag 15) that opens the way to the exit room, then (Linedef 1771; Action: 109 - W1 Door Open Stay (fast), Tag 7) sector 302 to reveal a new switch (Linedef 1769; Action: 114 - SR Door Open Wait Close (fast), Tag 15) with the same function. (It is possible to close the original switch and leave the new switch blocked by slightly entering the chaingun's inset on its eastern half.)<br/>The new switch is much closer to door that it opens for a short time, making the process of reaching that room much easier. In fact, it is possible to reach the exit room without grabbing the chaingun, but it is so difficult, that this has to be considered a single-player bug.<br/>In multiplayer, blue torches are blocking the chaingun alcove, so the original switch has to be used.
: The new switch is much closer to door that it opens for a short time, making the process of reaching that room much easier. In fact, it is possible to reach the exit room without grabbing the chaingun, but it is so difficult, that this has to be considered a single-player bug.
+
* There is [[Multiplayer#Deathmatch|deathmatch]] player spawn ([[Thing]] 13) in the alcove where the [[BFG9000]] rests (sector 99). Leaving or entering (through the passable grid) this alcove triggers (Linedef 560; Action: 2 - W1 Door Open Stay, Tag 17) two walls to lower:<br/>Sector 214 (at the regular map start location right north of the four [[backpack]]s) that reveals the [[megasphere]] and sector 210 that opens a teleporter alcove nearby the plasma gun. This teleporter's destination is that BFG9000 alcove.<br/>Thus, the megasphere and the BFG can only be obtained in deathmatch, resulting in only 75% of the [[item]]s being collectable. (Unless using the {{c|[[Doom_cheat_codes#idclip|idclip]]}} [[Doom_cheat_codes|cheat]] or abnormally [[jumping]] up 200 [[map unit]]s into that alcove. Entering {{c|player-jump-power 19}} in [[Doomsday]]'s [[console]] allows the player to jump at that height. Default is {{c|player-jump-power 9}}.)
: In multiplayer, blue torches are blocking the chaingun alcove, so the original switch has to be used.
 
* There is [[Multiplayer#Deathmatch|deathmatch]] player spawn ([[Thing]] 13) in the alcove where the [[BFG9000]] rests (sector 99). Leaving or entering (through the passable grid) this alcove triggers (Linedef 560; Action: 2 - W1 Door Open Stay, Tag 17) two walls to lower:
 
: Sector 214 (at the regular map start location right north of the four [[backpack]]s) that reveals the [[megasphere]] and sector 210 that opens a teleporter alcove nearby the plasma gun. This teleporter's destination is that BFG9000 alcove.
 
: Thus, the megasphere and the BFG can only be obtained in deathmatch, resulting in only 75% of the [[item]]s can be picked up. (Unless using the {{c|[[Doom_cheat_codes#idclip|idclip]]}} [[Doom_cheat_codes|cheat]] or abnormally [[jumping]] up 200 [[map unit]]s into that alcove. Entering {{c|player-jump-power 19}} in [[Doomsday]]'s [[console]] allows the player to jump at that height. Default is {{c|player-jump-power 9}}.)
 
  
 
===Demo files===
 
===Demo files===

Revision as of 18:40, 23 April 2015

This level occupies the map slot MAP14. For other maps which occupy this slot, see Category:MAP14.
Memento Mori maps 11-20

01 02 03 04 05 06 07 08 09 10
(11 - 20)
21 22 23 24 25 26 27 28 29 30
Secret maps: 31 32

MAP14: Aquaduct [sic] is the fourteenth level of Memento Mori. It was designed by Tom Mustaine, and uses the music track "Gerbert" by Mark Klem.

Walkthrough

Map of MAP14
Letters in italics refer to marked spots on the map. Sector numbers in boldface are secrets which count toward the end-of-level tally.

Essentials

Grab the supplies and head into the cave watching out for monsters to the right. If you are playing in single player, make sure you grab the chaingun in the niche here. Keep going through the cave into the large open area. Climb the first set of stairs to the switch and press it. Run as fast as you can up the next set of steps and go for the left stair set next to the red door. From there, run down the steps to the door before it closes. In the next hallway, head to the next door and press the switch next to it to open it. In the hallway with columns, head down both side paths and press the switches to lower the walls in the middle. Grab the blue skull key, and look out for teleporting monsters as you head back. Press the other switch in the hallway to return to the big area, then head through the blue door which is to the right of the red door. Here, you will see red bars to the east, so go down the passage left of it upstairs to the next door. Enter the next room, but turn around as a switch appears behind you. Hit it to lower the red skull key platform, but look out for more teleporting enemies in the area. Return to the red bars you saw and press the switch next to them to open them. Now, if you grabbed the chaingun in the niche earlier, there will be a nearby switch which opens the red door at the top of the stairs. If you did not get the chaingun, get it now, because the switch will be in a further position closer to the plasma gun, and the door does not stay open long. Press the switch and run through the red door before it closes to be in the final area. Here, a cyberdemon guards the exit along with an arachnotron and cacodemons. Kill them, then filp the switch opposite of the cyberdemon platform to get some stairs to the exit door.

Other points of interest

Secrets

Official

  1. The metal wall to the east of the pedestal on which the red skull key sits is misaligned. Open this wall to find a soul sphere (sector 298).

Non-official

  1. In the room with the metal pillars before the blue skull key, press on the second pillar from the east in the southern row. It will lower to reveal a soul sphere.

Bugs

  • If the player grabs the chaingun at the beginning of the level (or at least enters the inset it rests in), he triggers first (Linedef 1754; Action: 110 - W1 Door Close (fast), Tag 2) sector 301 to block the original switch (Linedef 1127; Action: 114 - SR Door Open Wait Close (fast), Tag 15) that opens the way to the exit room, then (Linedef 1771; Action: 109 - W1 Door Open Stay (fast), Tag 7) sector 302 to reveal a new switch (Linedef 1769; Action: 114 - SR Door Open Wait Close (fast), Tag 15) with the same function. (It is possible to close the original switch and leave the new switch blocked by slightly entering the chaingun's inset on its eastern half.)
    The new switch is much closer to door that it opens for a short time, making the process of reaching that room much easier. In fact, it is possible to reach the exit room without grabbing the chaingun, but it is so difficult, that this has to be considered a single-player bug.
    In multiplayer, blue torches are blocking the chaingun alcove, so the original switch has to be used.
  • There is deathmatch player spawn (Thing 13) in the alcove where the BFG9000 rests (sector 99). Leaving or entering (through the passable grid) this alcove triggers (Linedef 560; Action: 2 - W1 Door Open Stay, Tag 17) two walls to lower:
    Sector 214 (at the regular map start location right north of the four backpacks) that reveals the megasphere and sector 210 that opens a teleporter alcove nearby the plasma gun. This teleporter's destination is that BFG9000 alcove.
    Thus, the megasphere and the BFG can only be obtained in deathmatch, resulting in only 75% of the items being collectable. (Unless using the idclip cheat or abnormally jumping up 200 map units into that alcove. Entering player-jump-power 19 in Doomsday's console allows the player to jump at that height. Default is player-jump-power 9.)

Demo files

Areas / screenshots

Speedrunning

Routes and tricks

The switch that lowers the red key pedestal can be triggered before it is raised. Stand below the center of the eastern skylight in the hall before the red key room, and flip the switch from the east.


Current records

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 01:01 Jim Leonard (Xit Vono) 2006-01-22 mm14-101.zip
NM speed 01:38 Jim Leonard (Xit Vono) 2006-01-22 mm14n138.zip
UV max 03:40 vdgg 2013-10-25 mm14-340.zip
NM100S 01:38 Jim Leonard (Xit Vono) 2006-01-22 mm14n138.zip
UV -fast 05:41 Tomas Kollar (DeDo) 2003-08-26 mm14f541.zip
UV -respawn 05:59 Casey Alvis (Altima Mantoid) 2002-05-19 mm14r559.zip
UV Tyson
UV pacifist 01:18 Erik Alm 2002-05-01 mm14p118.zip

The data was last verified in its entirety on March 23, 2014.

Miscellaneous demos

Run Time Player Date File Notes
.zip

Deathmatch

Statistics

Map data

Things 198
Vertexes 1754*
Linedefs 1772
Sidedefs 2472
Sectors 305

* The vertex count without the effect of node building is 1472.

Things

Monsters ITYTD and HNTR HMP UV and NM
Arachnotrons 4 4 4
Arch-viles 1 1 1
Barons of hell 2 2 2
Cacodemons 2 2 2
Cyberdemons 1 1 1
Demons 3 3 3
Heavy weapon dudes 7 7 7
Hell knights 5 5 5
Imps 38 38 38
Mancubi 4 4 4
Pain elementals 1 1 1
Revenants 10 10 10
Shotgun guys 4 4 4
Spectres 7 7 7
Powerups ITYTD and HNTR HMP UV and NM
Backpacks 5 5 5
Medikits 9 9 9
Megaspheres 1 1 1
Soul Spheres 3 3 3
Weapons ITYTD and HNTR HMP UV and NM
Shotguns 1 1 1
Super shotguns 1 1 1
Chainguns 2 2 2
Rocket launchers 1 1 1
Plasma guns 1 1 1
BFG9000s 1 1 1
Ammunition ITYTD and HNTR HMP UV and NM
Bullet boxes 9 9 9
4 shotgun shells 2 2 2
Shell boxes 12 12 12
Rocket boxes 3 3 3
Energy cell packs 7 7 7
Keys ITYTD and HNTR HMP UV and NM
Blue skulls 1 1 1
Red skulls 1 1 1

Technical information

Inspiration and development

Trivia

See also

Sources

External links