Difference between revisions of "MAP19: The Shaft (Memento Mori II)"

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[checked revision][checked revision]
(Updated Compet-N records (UV speed, UV max and UV -fast) and added the vertex count after node building.)
(Essentials: Minor changes/Secrets: Minor changes/Things: Cell > Energy cell (Doom) & added barrels)
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===Essentials===
 
===Essentials===
In the room with four teleporters, entering the southeast one warps the player to a slow descending elevator, which is arguably one of the hardest parts of the level. While the elevator is in motion, small alcoves containing monsters are being revealed. Although it is recommended to kill all the floating monsters as soon as possible, the player can ignore the remaining monsters saving ammo; if they stay in their compartments, they will be crushed after the player leaves the elevator when it reaches its bottom level. Possible exception could be two [[spectre]]s, which need to be killed in order to obtain the only [[plasma rifle]] present in this level.
+
In the room with four teleporters, entering the southeast one warps the player to a slow descending elevator, which is arguably one of the hardest parts of the level. While the elevator is in motion, small alcoves containing monsters are being revealed. Although it is recommended to kill all the floating monsters as soon as possible, the player can ignore the remaining monsters saving ammo; if they stay in their compartments, they will be crushed after the player leaves the elevator when it reaches its bottom level. Possible exception could be two [[spectre]]s, which need to be killed in order to obtain the only [[plasma gun]] present in this level.
  
 
'''Detailed elevator strategy:'''
 
'''Detailed elevator strategy:'''
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Teleport yourself to the elevator. It is not moving yet, but there is a [[hell knight]], a [[cacodemon]] (on [[skill level|Hurt Me Plenty]] or higher) and a [[revenant]] (on [[skill level|Ultra-Violence]] or higher) which need to be killed.
 
Teleport yourself to the elevator. It is not moving yet, but there is a [[hell knight]], a [[cacodemon]] (on [[skill level|Hurt Me Plenty]] or higher) and a [[revenant]] (on [[skill level|Ultra-Violence]] or higher) which need to be killed.
 
Pressing the switch in the northern wall causes the elevator to descend.
 
Pressing the switch in the northern wall causes the elevator to descend.
 
 
  
 
{| {{prettytable}}
 
{| {{prettytable}}
 
!Alcove number|| Location ||Monsters||Recommended strategy
 
!Alcove number|| Location ||Monsters||Recommended strategy
 
|-
 
|-
|       1||Western wall, SW corner ||[[Lost soul]]s (Hurt Me Plenty or lower) / [[pain elemental]] (Ultra-Violence or higher)||Kill as soon as possible.
+
|       1||Western wall, SW corner ||Four [[lost soul]]s (Hurt Me Plenty or lower) / [[pain elemental]] (Ultra-Violence or higher)||Kill as soon as possible.<br/>(This alcove contains a set of [[4 shotgun shells|shells]].)
 
|-
 
|-
 
|       2||Eastern wall, NE corner ||Cacodemon||Kill as soon as possible.
 
|       2||Eastern wall, NE corner ||Cacodemon||Kill as soon as possible.
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|       4||Northern wall, NE corner||Cacodemon ||Kill as soon as possible. Collect the [[armor]] if needed. Leave the alcove but stay in the northeast corner facing south without shooting.
 
|       4||Northern wall, NE corner||Cacodemon ||Kill as soon as possible. Collect the [[armor]] if needed. Leave the alcove but stay in the northeast corner facing south without shooting.
 
|-
 
|-
|       5||Eastern wall, SE corner ||[[Chaingunner]] (Hey, Not Too Rough or lower) / [[revenant]] (Hurt Me Plenty or higher) ||Ignore. When the elevator is low enough to prevent the monster from leaving his alcove, move quickly to the southwest corner and stand facing north.
+
|       5||Eastern wall, SE corner ||[[Chaingunner]] (Hey, Not Too Rough or lower) / [[revenant]] (Hurt Me Plenty or higher) ||Ignore. When the elevator is low enough to prevent the monster from leaving his alcove, move quickly to the southwest corner and stand facing north.<br/>(This alcove contains a [[medikit]].)
 
|-
 
|-
|       6||Western wall, NW corner||[[Demon]] (Hey, Not Too Rough or lower) / revenant (Hurt Me Plenty or higher) ||Ignore. When the elevator is low enough to prevent the monster from leaving his alcove, shoot in the air and be ready to fight a hell knight (two on Ultra-Violence or higher) which will teleport in.
+
|       6||Western wall, NW corner||[[Demon]] (Hey, Not Too Rough or lower) / revenant (Hurt Me Plenty or higher) ||Ignore. When the elevator is low enough to prevent the monster from leaving his alcove, shoot in the air and be ready to fight a hell knight (two on Ultra-Violence or higher) which will teleport in.<br/>(This alcove contains a set of shells and a medikit.)
 
|-
 
|-
|     7,8||Southern wall, both corners||Chaingunner (Hey, Not Too Rough or lower) / revenant (Hurt Me Plenty or higher) in the southwestern alcove, two spectres in the southeastern one||Kill a spectre and enter his alcove. Grab the plasma rifle. Kill two remaining monsters.
+
|     7,8||Southern wall, both corners||Chaingunner (Hey, Not Too Rough or lower) / revenant (Hurt Me Plenty or higher) in the southwestern alcove, two spectres in the southeastern one||Kill a spectre and enter his alcove. Grab the plasma gun (at the cost of not getting the [[computer map]] in the southwestern alcove). Kill two remaining monsters.
 
|}
 
|}
  
 
Now flip the skull switch (the monsters which stayed in their alcoves will be crushed). Be ready to fight a hell knight (on Ultra-Violence or higher). Enter the teleporter to warp yourself back into the room with four teleporters.
 
Now flip the skull switch (the monsters which stayed in their alcoves will be crushed). Be ready to fight a hell knight (on Ultra-Violence or higher). Enter the teleporter to warp yourself back into the room with four teleporters.
 
 
  
 
===Other points of interest===
 
===Other points of interest===
  
 
===Secrets===
 
===Secrets===
# In the [[Damaging floor|nukage]] pit immediately following the yellow [[keys|keycard]] door, the northern section of wall by the platform you enter the room on has a razor-thin recess. Drop into the pit and open this recess to find a [[cell]] and a teleporter. ('''sector 499''') Enter the teleporter to access the chaingunners' pillbox in the eastern area and a [[berserk pack]].
+
# In the [[Damaging floor|nukage]] pit immediately following the yellow [[key]]card door, the northern section of wall by the platform you enter the room on has a razor-thin recess. Drop into the pit and open this recess to find a [[sergeant]], an [[Energy cell (Doom)|energy cell]] ('''sector 499''') and a teleporter. Enter the teleporter to access the [[chaingunner]]s' pillbox in the area east of the large elevator with a [[berserk]] pack.
# In the brick room after the yellow keycard door where you enable access to a teleporter, the northeast wall is bordered by metal. Open it to find [[combat armor]]. ('''sector 149''')
+
# In the hallway south of the room with the nukage pit mentioned in secret #1, ascend the westernmost stairs to the south. The northeastern wall behind a green torch and a [[box of bullets]] is bordered by metal. Open it to find a [[blue armor]] ('''sector 149''').
# In the corridor with the teleporter leading to the switch that unlocks access to the tan rock hall, a section of the western wall has a candle floating in front of it. Walk through this wall to get a [[backpack]]. ('''sector 521''')
+
# In the corridor (south of the room where secret #2 is found) with the teleporter leading to the switch that unlocks access to the tan rock hall, a section of the western wall has a candle floating in front of it. Walk through this wall to get a [[backpack]] ('''sector 521''').
# The same switch that opens the bars blocking the teleporter to the switch that opens access to the red keycard also opens bars blocking the perch nearby. Return to the tan rock hall, and press upon the eastern, central wall to open it. Follow the rock stairway, and then do a running jump into the perch. You will be able to acquire a [[medikit]], a [[box of rockets]], a [[rocket launcher]], and a [[bulk cell]]. ('''sector 228''') It is far easier to reach this area through [[straferunning]] rather than normal running.
+
# In the hallway south of the room with the nukage pit mentioned in secret #1, enter the second door from the east on the southern side. In the very south of this area is a nukage pit with stepping stones and a switch. This same switch that opens the bars blocking the teleporter to the switch that opens access to the red keycard also opens bars blocking the perch to its northeast. Return to the tan rock hall right south of the door you entered and press upon the eastern, central wall to open it. Follow the rock stairway, and then do a running jump into the perch ('''sector 228'''). You will be able to acquire a [[medikit]], a [[box of rockets]], a [[rocket launcher]] and a [[bulk cell]]. It is far easier to reach this area through [[straferunning]] rather than normal running.
# While inside the mine (accessed through the southwest teleporter in the four teleporters room,) one of the cages from which enemies attack after you traverse the broken railway does not have any bars. Step into this cage and open the eastern wall to find two [[stimpack]]s and combat armor. ('''sector 746''')
+
# While inside the mine (accessed through the southwestern teleporter in the four teleporters room), one of the cages from which enemies attack after you traverse the broken railway does not have any bars. Step into this cage and open the eastern wall ('''sector 746''') to find two [[stimpack]]s and a blue armor.
  
 
===Bugs===
 
===Bugs===
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|[[Box of rockets|Rocket boxes]]||1||1||1
 
|[[Box of rockets|Rocket boxes]]||1||1||1
 
|-
 
|-
|[[Cell]]s||2||2||2
+
|[[Energy cell (Doom)|Energy cells]]||2||2||2
 
|-
 
|-
 
|[[Bulk cell]]s||1||1||1
 
|[[Bulk cell]]s||1||1||1
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|-
 
|-
 
|[[Yellow card]]s||1||1||1
 
|[[Yellow card]]s||1||1||1
 +
|-
 +
![[Barrel]]s||ITYTD and HNTR||HMP||UV and NM
 +
|-
 +
|[[Barrel|Exploding barrels]]||10||10||10
 
|-
 
|-
 
|}
 
|}

Revision as of 12:14, 10 June 2015

This level occupies the map slot MAP19. For other maps which occupy this slot, see Category:MAP19.
Memento Mori II 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
Top-secret maps: 01 02

MAP19: The Shaft is the nineteenth level of Memento Mori II. It was designed by Jeremy Statz and uses the music track "Nothing So Cruel" by Mark Klem. It contains a separate area for multiplayer competition.

Mission briefing

According to both the text file and the Infopack:

The single scout sent into the mission 19 combat zone never returned. We've had to extrapolate almost everything about this area from the images and radio messages transmitted before the scout's demise in a temple-like area.
So far as we can tell, the 19th CZ is some sort of mining facility, entirely underground. The hellspawn have taken it over, and have been building onto it heavily. We estimate the structure is nearly twice as large as we originally expected. The ultimate purpose of the structure is unknown.
Mission priority is simply to wipe out the infestation. Leave nothing moving, if possible. Secondary priority is the discover the structure's purpose. So far as we can tell, there's little reason to the schizophrenic mess of structures making up this CZ. If there's an ultimate purpose, we'd like to know what it is.

Walkthrough

Map of MAP19
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

In the room with four teleporters, entering the southeast one warps the player to a slow descending elevator, which is arguably one of the hardest parts of the level. While the elevator is in motion, small alcoves containing monsters are being revealed. Although it is recommended to kill all the floating monsters as soon as possible, the player can ignore the remaining monsters saving ammo; if they stay in their compartments, they will be crushed after the player leaves the elevator when it reaches its bottom level. Possible exception could be two spectres, which need to be killed in order to obtain the only plasma gun present in this level.

Detailed elevator strategy:

Teleport yourself to the elevator. It is not moving yet, but there is a hell knight, a cacodemon (on Hurt Me Plenty or higher) and a revenant (on Ultra-Violence or higher) which need to be killed. Pressing the switch in the northern wall causes the elevator to descend.

Alcove number Location Monsters Recommended strategy
       1 Western wall, SW corner Four lost souls (Hurt Me Plenty or lower) / pain elemental (Ultra-Violence or higher) Kill as soon as possible.
(This alcove contains a set of shells.)
       2 Eastern wall, NE corner Cacodemon Kill as soon as possible.
       3 Northern wall, NW corner Cacodemon (Hey, Not Too Rough or lower) / pain elemental (Hurt Me Plenty or higher) Kill as soon as possible.
       4 Northern wall, NE corner Cacodemon Kill as soon as possible. Collect the armor if needed. Leave the alcove but stay in the northeast corner facing south without shooting.
       5 Eastern wall, SE corner Chaingunner (Hey, Not Too Rough or lower) / revenant (Hurt Me Plenty or higher) Ignore. When the elevator is low enough to prevent the monster from leaving his alcove, move quickly to the southwest corner and stand facing north.
(This alcove contains a medikit.)
       6 Western wall, NW corner Demon (Hey, Not Too Rough or lower) / revenant (Hurt Me Plenty or higher) Ignore. When the elevator is low enough to prevent the monster from leaving his alcove, shoot in the air and be ready to fight a hell knight (two on Ultra-Violence or higher) which will teleport in.
(This alcove contains a set of shells and a medikit.)
     7,8 Southern wall, both corners Chaingunner (Hey, Not Too Rough or lower) / revenant (Hurt Me Plenty or higher) in the southwestern alcove, two spectres in the southeastern one Kill a spectre and enter his alcove. Grab the plasma gun (at the cost of not getting the computer map in the southwestern alcove). Kill two remaining monsters.

Now flip the skull switch (the monsters which stayed in their alcoves will be crushed). Be ready to fight a hell knight (on Ultra-Violence or higher). Enter the teleporter to warp yourself back into the room with four teleporters.

Other points of interest

Secrets

  1. In the nukage pit immediately following the yellow keycard door, the northern section of wall by the platform you enter the room on has a razor-thin recess. Drop into the pit and open this recess to find a sergeant, an energy cell (sector 499) and a teleporter. Enter the teleporter to access the chaingunners' pillbox in the area east of the large elevator with a berserk pack.
  2. In the hallway south of the room with the nukage pit mentioned in secret #1, ascend the westernmost stairs to the south. The northeastern wall behind a green torch and a box of bullets is bordered by metal. Open it to find a blue armor (sector 149).
  3. In the corridor (south of the room where secret #2 is found) with the teleporter leading to the switch that unlocks access to the tan rock hall, a section of the western wall has a candle floating in front of it. Walk through this wall to get a backpack (sector 521).
  4. In the hallway south of the room with the nukage pit mentioned in secret #1, enter the second door from the east on the southern side. In the very south of this area is a nukage pit with stepping stones and a switch. This same switch that opens the bars blocking the teleporter to the switch that opens access to the red keycard also opens bars blocking the perch to its northeast. Return to the tan rock hall right south of the door you entered and press upon the eastern, central wall to open it. Follow the rock stairway, and then do a running jump into the perch (sector 228). You will be able to acquire a medikit, a box of rockets, a rocket launcher and a bulk cell. It is far easier to reach this area through straferunning rather than normal running.
  5. While inside the mine (accessed through the southwestern teleporter in the four teleporters room), one of the cages from which enemies attack after you traverse the broken railway does not have any bars. Step into this cage and open the eastern wall (sector 746) to find two stimpacks and a blue armor.

Bugs

Demo files

Areas / screenshots

Speedrunning

Routes and tricks

Current records

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 07:36 vdgg 2010-06-23 m219-736.zip
NM speed
UV max 15:31 Eugene Kapustin 2007-05-23 m2191531.zip
NM100S
UV -fast 26:56 vdgg 2010-07-05 m2192656.zip
UV -respawn
UV Tyson
UV pacifist

The data was last verified in its entirety on May 29, 2014.

Miscellaneous demos

Run Time Player Date File Notes
.zip

Deathmatch

Statistics

Map data

Things 692
Vertexes 3399*
Linedefs 3803
Sidedefs 5635
Sectors 812

* The vertex count without the effect of node building is 3014.

Things

Monsters ITYTD and HNTR HMP UV and NM
Arachnotrons 0 1 4
Arch-Viles 0 1 3
Barons of Hell 3 3 11
Cacodemons 14 17 14
Chaingunners 28 37 43
Demons 13 22 22
Hell Knights 16 18 17
Imps 29 54 31
Lost Souls 4 4 0
Mancubi 4 7 12
Pain Elementals 0 3 11
Revenants 3 11 20
Sergeants 30 42 39
Spectres 15 18 16
Troopers 3 5 5
Powerups ITYTD and HNTR HMP UV and NM
Armor bonuses 21 21 21
Backpacks 1 1 1
Berserk packs 1 1 1
Blue armors 2 2 2
Computer maps 1 1 1
Green armors 3 3 2
Health bonuses 16 16 16
Medikits 25 25 25
Radiation suits 3 3 2
Soul Spheres 1 1 1
Stimpacks 29 29 28
Weapons ITYTD and HNTR HMP UV and NM
Shotguns 1 1 1
Super shotguns 1 1 1
Rocket launchers 2 2 2
Plasma rifles 1 1 1
Ammunition ITYTD and HNTR HMP UV and NM
Ammo clips 10 10 10
Bullet boxes 20 20 20
Shells 32 32 32
Shell boxes 19 19 19
Rockets 13 13 13
Rocket boxes 1 1 1
Energy cells 2 2 2
Bulk cells 1 1 1
Keys ITYTD and HNTR HMP UV and NM
Red cards 1 1 1
Yellow cards 1 1 1
Barrels ITYTD and HNTR HMP UV and NM
Exploding barrels 10 10 10

Technical information

Inspiration and development

Trivia

See also

Sources

External links