Difference between revisions of "MAP15: Karmacoma (Memento Mori)"

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(Walkthrough)
(Secrets + Bugs: Minor changes + AV-Jump mentioned)
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===Secrets===
 
===Secrets===
# In the central building, the eastern room from which monsters are released has a candle sitting in front of the southern wall. Open the portion of wall the candle is in front of to find a [[berserk pack]]('''sector 47''')
+
# In the central building, the eastern room from which monsters are released has a candle sitting in front of the southern wall. Open the portion of wall the candle is in front of to find a [[berserk]] pack ('''sector 47''').
# A portion of wall in the southeast corner of the building southeast of the map has a candle sitting in front of it. Open this portion of wall to find a stairway leading to a room with a switch and two teleporters. ('''sector 206''') Both teleporters lead to the inner side of the eastern gate at the north of the map.
+
# A portion of the outer wall in the southeastern corner of the building southeast of the map has a candle sitting in front of it. Open this portion of wall to find seven [[armor bonus]]es on a stairway leading to a room ('''sector 206''') with a [[blue armor]], a switch and two teleporters. Both teleporters lead to the inner side of the eastern gate at the north of the map. The eastern teleporter leads to the northern edge of the gate where two [[Box of bullets|bullet boxes]] can be obtained.
# Flip the switch in secret #2 and enter the western teleporter to be taken to the southern edge of the gate. Jump to the pool with the [[soul sphere]] in it to register this secret. ('''sector 60''')
+
# Flip the switch in secret #2 and enter the western teleporter to be taken to the southern edge of the gate. Jump to the pool ('''sector 60''') with the [[soul sphere]] in it to register this secret.
# In the northeast building, take the northeast elevator. Press on any of the inner walls to reveal a horde of enemies and a [[combat armor]]. ('''sector 112''')
+
# In the northeastern building, take the northeastern elevator. Press on any of the inner walls to reveal a horde of enemies and a blue armor ('''sector 112''').
# In the northeast building, take the southeast elevator. A portion of the wall at the center of the maze is misaligned; open this portion of wall to find a secret room with a berserk pack. ('''sector 108''')
+
# In the northeastern building, take the southwestern elevator. A portion of the wall at the center of the maze is misaligned; open this portion of wall to find a secret room ('''sector 108''') with a berserk pack.
# After teleporting from the northeast building, a portion of wall to the east of your landing spot has pipes on it. Open this wall to find a switch that triggers [[crushing ceiling|crushers]] in the northwest building, killing the chaingunners who would normally attack you at that location. This actually consists of two sectors, including the door sector, that are both marked as secret.  ('''sector 437''')
+
# After teleporting from the northeastern building, a portion of wall to the east of your landing spot has pipes on it. Open this wall to find a switch that triggers [[crushing ceiling|crushers]] in the northwestern building, killing the four [[chaingunner]]s ([[imp]]s on easy [[skill level]]s) who would normally attack you at that location. This actually consists of two sectors, including the door sector ('''sector 437'''), that are both marked as secret.
# See secret #6. ('''sector 438''')
+
# See secret #6 ('''sector 438''').
# The inner sides of the walls to either side of the crate storage door in the west of the map are marked as secret. ('''sector 281''') However, they are both impossible to reach unless you use the noclip [[Doom cheat codes|cheat code]], or jump on to them in a [[source ports|source port]] that allows jumping.
+
# The recesses of the outer walls to either side of the crate storage door in the west of the map are marked as secret. ('''sector 281''') However, they are both impossible to reach unless you use the {{c|[[Doom_cheat_codes#idclip|idclip]]}} [[Doom_cheat_codes|cheat]], or jump on to them in a [[source port]] that allows [[jumping]]. Also, on medium and hard skill levels it is possible to lure the [[archvile]] to this area and perform an [[arch-vile jump]] to reach each secret.
# See secret #8('''sector 282''')
+
# See secret #8 ('''sector 282''').
# After obtaining the red [[keys|keycard]], a small walkway will rise beside the western windows of the warehouse. Reenter the warehouse, lower the crate with the invulnerability on it by pressing on it from the east side (if you haven't acquired it already,) exit the windows, and stand facing the center of the building's western side. Fire your rocket launcher at the wall and run backwards simultaneously; the momentum created by this will propel you onto a small platform with a [[megasphere]] and teleporter to the west. ('''sector 271''') The teleporter leads to the ''secret level'', [[MAP31: Technology Base (Memento Mori)|Technology Base]]. This exit is reminiscent of the famous [[rocket jumping|rocket jump]] exit in [[Doom]]'s [[E3M6: Mt. Erebus (Doom)|E3M6: Mt. Erebus]].
+
# Before leaving the warehouse, make sure the door is open. (Use the southwestern switch to open it.) After obtaining the red [[key|keycard]], a small walkway will rise beside the western windows of the warehouse. Reenter the warehouse, lower the crate with the [[invulnerability]] on it by pressing on it from the eastern side (if you have not acquired it already,) exit the windows, and stand facing the center of the building's western side. Fire your rocket launcher at the wall and run backwards simultaneously; the momentum created by this will propel you to the west onto a small platform ('''sector 271''') with a [[megasphere]] and a teleporter. The teleporter leads to the ''secret level'', [[MAP31: Technology Base (Memento Mori)|Technology Base]]. This exit is reminiscent of the famous [[rocket jumping|rocket jump]] exit in [[Doom]]'s [[E3M6: Mt. Erebus (Doom)|E3M6: Mt. Erebus]].
  
 
===Bugs===
 
===Bugs===
In single player mode, two additional red light switches should appear in the green nukage building in the southeast, down in the pools on the north wall, one on each side. These switches lower the activated bridge just like the big switch between the teleports does. In the east pool, there are three other switches, of which the left one activates the bridge, but it raises too fast to get on top. You need the fourth switch on the right to lower the bridge again. Now for the bug: You have to set foot on the shotgun floor patch in the middle of the starting room. Not doing so (i.e. walking around the shotgun) means the above mentioned two switches do not appear and you will be locked in the pool later.
+
* In single-player mode, two additional red light switches ([[Linedef]] 2450 and 2857) should appear in the green [[Damaging floor|nukage]] building in the southeast, down in the pools on the northern wall, one on each side. These switches lower ([[Linedef type|Type]] 62 - SR Lift Lower Wait Raise; [[Tag]] 21) the activated bridge just like the big switch (Lindedef 1151) between the teleports does. In the eastern pool, there are three other switches, of which the southern one activates (Linedef 1077; Type 20 - S1 Floor Raise to Next Higher Floor (changes texture); Tag 21) the bridge, but it raises too fast to get on top. The player needs the fourth (easternmost) switch to use the bridge as a lift. Now for the bug: The player has to set foot on the [[super shotgun]] floor patch in the center of the starting area to reveal (Linedef 2444, 2445 and 2446; Type 38 - W1 Floor Lower to Lowest Floor, Tag 65) the switches in the pool. Not doing so (i.e. walking around the shotgun) means the above mentioned two switches stay blocked by [[sector]]s 380 and 447 and the player will be locked in the pool later.
 
+
* Due to secrets being impossible to reach, only 80% of the secrets can be obtained. (In fact it is possible to lure the [[arch-vile]] to secrets #8 and #9 and perform an [[arch-vile jump]] to register those secrets, but since the arch-vile is replaced by a [[baron of hell]] on easy [[skill level]]s and the secret sectors (281 and 282) neither are hidden nor contain any [[item]], this has to be considered a map bug.)
Due to secrets being impossible to reach, you can only obtain 80% Secrets on this level.
+
* The southern linedef of the red key platform (Linedef 1979) has a different action than the rest. While the others have type 22 (W1 Floor Raise to Next Higher Floor (changes texture), the southern side has type 30 (W1, Floor Raise by Shortest Lower Texture). If this is triggered after raising the western walkway normally (see secret #10,) it will rise further and completely block the windows, preventing the player from reaching the secret exit. If this is triggered first, the player waits for the wall to be risen and then triggers one of the others, the wall will rise a little up more to the window's level, enabling him to reach secret #10 only by [[rocket jumping]] without the need to run backwards simultaneously.
 
 
The southern linedef of the red key platform (linedef 1979) has a different action than the rest. While the others have type 22 (walkover once, floor raise to next higher floor and change floor texture,) the southern side has type 30 (walkover once, raise floor by shortest lower texture.) If you trigger this after raising the western walkway normally (see secret #10,) it will rise further and completely block the windows, preventing you from reaching the secret exit.
 
 
 
  
 
===Demo files===
 
===Demo files===

Revision as of 04:53, 26 April 2015

This level occupies the map slot MAP15. For other maps which occupy this slot, see Category:MAP15.
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

MAP15: Karmacoma is the fifteenth level of Memento Mori. It was designed by Florian Helmberger and uses the music track "Triangle of Fear" by Mark Klem.

The level is named after a song by the British trip hop band Massive Attack from their 1994 album Protection.

Walkthrough

Map of MAP15
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

Kill the enemies at the beginning and get some supplies before heading through the next door. Open it and head straight across into the next building. Head around the gray walls and flip the switch on the backside. Look out for the many monsters when trying to exit, then leave the building and head around it to the open doors. In the courtyard with the fountain, there are bars to the north that lead to the normal exit, as well as two doors. Take the one on the right, then go to the building that does not have a moat surrounding it, taking the entrance on the northern side. Drop into the nukage and head to the eastern side. There are four switches here. Press the leftmost one to raise a bridge from where you dropped off. The one next to it actually releases some monsters. The next switch opens a door at the end of the bridge and the rightmost switch lowers the bridge as a lift. Ride it up, and take either teleporter (the switch right next to the teleporters is another switch that lowers the bridge as a lift). In the caged area, kill the spectres, barons of hell, and cacodemons as you make your way to the central teleporter. Take it to get the blue keycard, then exit the building and return to the courtyard with the fountain.

Now take the door on the left and open the blue door straight ahead. Kill the enemies inside, and flip a switch on the block to lower a nearby pillar, ride it up, then jump towards the block which is a teleporter to teleport onto the building with the moat around it (on the right side of the map). Enter it to find a central pentagram teleporter that you need to access. There are four side lifts each with a box of shells on each one. The northwest one is the one you need to go to. Navigate the maze until you find a switch, and then return to the main room to find a block has been raised so you can access the pentagram teleporter. You will teleport onto another pentagram; open the door to the northeast to find a room with the yellow keycard. Take the teleporter you came out of the teleport to the northwest corner of the map, ambushed by chaingunners unless you found Secret #6. Leave via the door to the south, cross the blocks over lava, and head for the building with the staircase. Open the door to enter a storage room. There is a switch in the southeast corner of the room that you need to flip, so navigate to it, then leave the building to find a bridge branching to the building to the west. Cross it and head around to find a yellow door leading inside. Head through the corridor killing chaingunners, demons, and spectres until you reach the top room with a baron of hell and hell knights. Hit the switch here, leave the building, and head for the building to the south which is now open. Climb the steps up and follow the ledge to a room with four switches. Flip the two furthest switches to open some gates to the east. Through these gates are a ton of monsters, but also the red keycard. Fight them off, being sure to pick up the red key. Then head back to the courtyard with the fountain and open the bars. Enter the teleporter and hit each switch behind each key barrier to take the normal exit.

Other points of interest

In the southwestern building, there is an invulnerability on top of a crate in the southeast corner. Press on the crate's eastern side to lower the invulnerability.

Secrets

  1. In the central building, the eastern room from which monsters are released has a candle sitting in front of the southern wall. Open the portion of wall the candle is in front of to find a berserk pack (sector 47).
  2. A portion of the outer wall in the southeastern corner of the building southeast of the map has a candle sitting in front of it. Open this portion of wall to find seven armor bonuses on a stairway leading to a room (sector 206) with a blue armor, a switch and two teleporters. Both teleporters lead to the inner side of the eastern gate at the north of the map. The eastern teleporter leads to the northern edge of the gate where two bullet boxes can be obtained.
  3. Flip the switch in secret #2 and enter the western teleporter to be taken to the southern edge of the gate. Jump to the pool (sector 60) with the soul sphere in it to register this secret.
  4. In the northeastern building, take the northeastern elevator. Press on any of the inner walls to reveal a horde of enemies and a blue armor (sector 112).
  5. In the northeastern building, take the southwestern elevator. A portion of the wall at the center of the maze is misaligned; open this portion of wall to find a secret room (sector 108) with a berserk pack.
  6. After teleporting from the northeastern building, a portion of wall to the east of your landing spot has pipes on it. Open this wall to find a switch that triggers crushers in the northwestern building, killing the four chaingunners (imps on easy skill levels) who would normally attack you at that location. This actually consists of two sectors, including the door sector (sector 437), that are both marked as secret.
  7. See secret #6 (sector 438).
  8. The recesses of the outer walls to either side of the crate storage door in the west of the map are marked as secret. (sector 281) However, they are both impossible to reach unless you use the idclip cheat, or jump on to them in a source port that allows jumping. Also, on medium and hard skill levels it is possible to lure the archvile to this area and perform an arch-vile jump to reach each secret.
  9. See secret #8 (sector 282).
  10. Before leaving the warehouse, make sure the door is open. (Use the southwestern switch to open it.) After obtaining the red keycard, a small walkway will rise beside the western windows of the warehouse. Reenter the warehouse, lower the crate with the invulnerability on it by pressing on it from the eastern side (if you have not acquired it already,) exit the windows, and stand facing the center of the building's western side. Fire your rocket launcher at the wall and run backwards simultaneously; the momentum created by this will propel you to the west onto a small platform (sector 271) with a megasphere and a teleporter. The teleporter leads to the secret level, Technology Base. This exit is reminiscent of the famous rocket jump exit in Doom's E3M6: Mt. Erebus.

Bugs

  • In single-player mode, two additional red light switches (Linedef 2450 and 2857) should appear in the green nukage building in the southeast, down in the pools on the northern wall, one on each side. These switches lower (Type 62 - SR Lift Lower Wait Raise; Tag 21) the activated bridge just like the big switch (Lindedef 1151) between the teleports does. In the eastern pool, there are three other switches, of which the southern one activates (Linedef 1077; Type 20 - S1 Floor Raise to Next Higher Floor (changes texture); Tag 21) the bridge, but it raises too fast to get on top. The player needs the fourth (easternmost) switch to use the bridge as a lift. Now for the bug: The player has to set foot on the super shotgun floor patch in the center of the starting area to reveal (Linedef 2444, 2445 and 2446; Type 38 - W1 Floor Lower to Lowest Floor, Tag 65) the switches in the pool. Not doing so (i.e. walking around the shotgun) means the above mentioned two switches stay blocked by sectors 380 and 447 and the player will be locked in the pool later.
  • Due to secrets being impossible to reach, only 80% of the secrets can be obtained. (In fact it is possible to lure the arch-vile to secrets #8 and #9 and perform an arch-vile jump to register those secrets, but since the arch-vile is replaced by a baron of hell on easy skill levels and the secret sectors (281 and 282) neither are hidden nor contain any item, this has to be considered a map bug.)
  • The southern linedef of the red key platform (Linedef 1979) has a different action than the rest. While the others have type 22 (W1 Floor Raise to Next Higher Floor (changes texture), the southern side has type 30 (W1, Floor Raise by Shortest Lower Texture). If this is triggered after raising the western walkway normally (see secret #10,) it will rise further and completely block the windows, preventing the player from reaching the secret exit. If this is triggered first, the player waits for the wall to be risen and then triggers one of the others, the wall will rise a little up more to the window's level, enabling him to reach secret #10 only by rocket jumping without the need to run backwards simultaneously.

Demo files

Areas / screenshots

Speedrunning

Routes and tricks

When doing speedruns of this level, the most optimal elevator to lower in the northwest elevator and teleporter building is the southwest one, activated by the teleporter platform's western switch. From the southwest of the building, you can strafejump into the western portion of the yellow keycard building, circumventing the need to enter the northeast building.

The secret exit on this level can also be accessed by strafejumping to the platform from either window of the warehouse, without needing to activate the walkway first.

Current records

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed (normal exit) 02:55 Oyvind Stenhaug 2002-12-20 mm15-255.zip
UV speed (secret exit) 02:28 Oyvind Stenhaug 2001-06-12 mm15s228.zip
NM speed (normal exit) 06:05 Jim Leonard (Xit Vono) 2007-01-08 mm15n605.zip
NM speed (secret exit) 05:15 Jim Leonard (Xit Vono) 2007-01-08 mm15n515.zip
UV max 09:49 Anthony Soto (Swedish Fish) 2002-02-10 mm15-949.zip
NM100S
UV -fast 11:11 Tomas Kollar (DeDo) 2003-09-04 mm151111.zip
UV -respawn 07:48 Revved 2011-09-17 mm15r748.zip
UV Tyson
UV pacifist (normal exit)
UV pacifist (secret exit)

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 701
Vertexes 3114*
Linedefs 2864
Sidedefs 4315
Sectors 449

* The vertex count without the effect of node building is 2405.

Things

Monsters ITYTD and HNTR HMP UV and NM
Arachnotrons 3 7 9
Arch-viles 0 1 1
Barons of hell 6 8 11
Cacodemons 11 19 21
Cyberdemons 0 0 1
Demons 24 36 43
Heavy weapon dudes 10 22 29
Hell knights 7 12 16
Imps 42 68 77
Lost souls 14 20 28
Mancubi 3 5 6
Pain elementals 0 0 1
Revenants 10 14 17
Shotgun guys 35 43 63
Spectres 8 17 17
Zombiemen 25 25 25
Powerups ITYTD and HNTR HMP UV and NM
Armor bonuses 7 7 7
Backpacks 2 2 2
Berserk packs 2 2 2
Blue armors 4 4 4
Green armors 9 9 9
Health bonuses 7 7 7
Invulnerabilities 2 1 1
Medikits 57 57 50
Megaspheres 1 1 1
Soul Spheres 1 1 1
Stimpacks 36 34 34
Weapons ITYTD and HNTR HMP UV and NM
Chainsaws 1 1 1
Shotguns 1 1 1
Super shotguns 1 1 1
Chainguns 2 2 2
Rocket launchers 1 1 1
Plasma guns 1 1 1
Ammunition ITYTD and HNTR HMP UV and NM
Bullet boxes 23 23 23
4 shotgun shells 4 4 4
Shell boxes 24 24 24
Rockets 1 1 1
Rocket boxes 21 21 21
Energy cell packs 28 28 26
Keys ITYTD and HNTR HMP UV and NM
Blue cards 1 1 1
Red cards 1 1 1
Yellow cards 1 1 1

Technical information

Inspiration and development

Trivia

See also

Sources

External links