Difference between revisions of "MAP15: Karmacoma (Memento Mori)"
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===Bugs=== | ===Bugs=== | ||
− | Due to secrets being impossible to reach, you can only obtain 80% Secrets on this level. | + | |
+ | * Due to secrets being impossible to reach, you can only obtain 80% Secrets on this level. | ||
+ | |||
+ | * The southern linedef of the red key platforn has a wrong special causing the walkway in secret 10 to rise much too high. (linedef 1979) | ||
===Demo files=== | ===Demo files=== |
Revision as of 16:17, 16 August 2007
Memento Mori maps 11-20 |
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01
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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.
Contents
Walkthrough
- 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
Other points of interest
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)
- 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.
- 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)
- 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 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)
- 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 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)
- 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 cheat code, or jump on to them in a source port that allows jumping.
- See secret #8. (sector 282)
- 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 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, Technology Base. This exit is reminiscent of the famous rocket jump exit in Doom's E3M6: Mt. Erebus.
Bugs
- Due to secrets being impossible to reach, you can only obtain 80% Secrets on this level.
- The southern linedef of the red key platforn has a wrong special causing the walkway in secret 10 to rise much too high. (linedef 1979)
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 | 02:28 | Oyvind Stenhaug | 2002-05-02 | mm15s228.zip | |
NM speed | |||||
UV max | 09:49 | Anthony Soto | 2002-02-10 | mm15-949.zip | |
NM100S | |||||
UV -fast | 11:11 | Tomas "DeDo" Kollar | 2003-08-26 | mm151111.zip | 1 |
UV -respawn | |||||
UV Tyson | |||||
UV pacifist |
1. ^ This demo is erroneously listed as a MAP14 demo on the Memento Mori demos page at Compet-N.
Miscellaneous demos
Run | Time | Player | Date | File | Notes |
---|---|---|---|---|---|
.zip |
Deathmatch
Statistics
Map data
Things | 701 |
Vertexes | 2405 |
Linedefs | 2864 |
Sidedefs | 4315 |
Sectors | 449 |
Things
Monsters | ITYTD and HNTR | HMP | UV and NM |
---|---|---|---|
Arachnotrons | |||
Arch-Viles | |||
Barons of Hell | |||
Cacodemons | |||
Chaingunners | |||
Commander Keens | |||
Cyberdemons | |||
Demons | |||
Hell Knights | |||
Icon of Sin | |||
Imps | |||
Lost Souls | |||
Mancubi | |||
Pain Elementals | |||
Revenants | |||
Sergeants | |||
Spectres | |||
Spider Masterminds | |||
Troopers | |||
Wolfenstein SS | |||
Powerups | ITYTD and HNTR | HMP | UV and NM |
Armor bonuses | |||
Backpacks | |||
Berserk packs | |||
Blue armors | |||
Computer maps | |||
Green armors | |||
Health bonuses | |||
Invisibilities | |||
Invulnerabilities | |||
Light goggles | |||
Medikits | |||
Megaspheres | |||
Radiation suits | |||
Soul Spheres | |||
Stimpacks | |||
Weapons | ITYTD and HNTR | HMP | UV and NM |
Chainsaws | |||
Shotguns | |||
Super shotguns | |||
Chainguns | |||
Rocket launchers | |||
Plasma rifles | |||
BFG 9000s | |||
Ammunition | ITYTD and HNTR | HMP | UV and NM |
Ammo clips | |||
Bullet boxes | |||
Shells | |||
Shell boxes | |||
Rockets | |||
Rocket boxes | |||
Cells | |||
Bulk cells | |||
Keys | ITYTD and HNTR | HMP | UV and NM |
Blue cards | |||
Blue skulls | |||
Red cards | |||
Red skulls | |||
Yellow cards | |||
Yellow skulls |