MAP01: Secret Operation 1 (Memento Mori II)

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Memento Mori II top-secret maps

01 02 03 04 05 06 07 08 09 10
11 12 13 14 15 16 17 18 19 20
21 22 23 24 25 26 27 28 29 30
Secret maps: 31 32
Top-secret maps

This level occupies the map slot MAP01. For other maps which occupy this slot, see Category:MAP01.

MAP01: Secret Operation 1 is one of the two top-secret bonus levels of Memento Mori II. It was designed by Steve Towle and uses the music track "Avalanche" by Mark Klem. It contains a separate area for multiplayer competition.

This map and MAP02: Secret Operation 2 are not included in the regular PWAD. To play them, you must download the Memento Mori II infopack, rename the file MM2INFO.DAT to MM2INFO.WAD, and load it alongside MM2.WAD (and, optionally, MM2MUS.WAD). Some modern source ports can load the .DAT as a .WAD without any renaming needed. This map replaces MAP01: Outpost.

Walkthrough[edit]

Map of Secret Operation 1
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[edit]

Upon starting the level, kill or evade the enemy standing in front of you (a trooper on Hurt Me Plenty or lower, an imp on Ultra-Violence or higher). You can evade or kill the sergeants and grab the shotgun under the hanging corpse. Head up to the switches; the western switch activates the elevator while the eastern switch opens the door. Activate them both, and circumvent or dispose of the demon (Hey, Not Too Rough or lower) or spectre (Hurt Me Plenty or higher) in your way. When the elevator has raised, open the door and rush out, or kill the spectre (Ultra-Violence or higher) in the next room. Enter the house at the north of the map, and head through either door into the central room; dispose of the enemies there. Head up either staircase and enter the hallway, lined with health bonuses. Grab the red skull key (Hey, Not Too Rough or lower), or activate the center switch to lower a pillar in the central room holding a red keycard (Hurt Me Plenty or higher). Leave the house, open the red key-locked bars on the east, and rush through the opening to finish the level.

Other points of interest[edit]

Secrets[edit]

  1. In the room after the elevator is a misaligned wall. Pressing on it will reveal a hidden teleporter; using it will take you into a secret compartment (sector 2) behind the starting area with (a sergeant on medium skill or a chaingunner on hard skills and) a green armor.
  2. Upon entering the house, press on the demonic face to find a secret compartment (sector 189) containing a box of shotgun shells.
  3. In the room full of switches, press the third switch from the east. (All other switches will shut off access to themselves and each other.) Head back to the starting area to find a secret compartment (sector 31) containing two medikits (sectors 30 and 29), a blue armor (sector 28), a chaingun on easy and medium skills or a box of bullets on hard (sector 26) and a chainsaw (sector 27). This counts as six secrets.
  4. See secret #3.
  5. See secret #3.
  6. See secret #3.
  7. See secret #3.
  8. See secret #3.

Bugs[edit]

It is impossible to obtain 100% Kills on this level due to non-functioning monster teleporters that leave several enemies outside of the valid playing space:

  • There are (skill dependent) two/four/six imps (Things 254, 255, 270, 271, 282 and 288) unable to use their teleporter (Linedef 1032, Type 126 - WR Teleport (monsters only), Tag 11) since it is to close (8 units) to the wall west of it.
  • On hard skills, a spectre (Thing 216) cannot use his teleporter (Linedef 884, Type 125 - W1 Teleport (monsters only), Tag 44) since the destination sector (193) is missing the teleport destination.

On multiplayer-only some monsters cannot be killed:

  • There are (skill dependent) three/six/nine imps (Things 280, 281, 283, 284, 285, 286, 287, 289 and 290) unable to use their teleporter (Linedef 1040, Type 126 - WR Teleport (monsters only), Tag 15) since it is to close (8 units) to the wall west of it.
  • There are eight enemies with various skill settings in the void far east of the main map (Things 256 to 263)

Some weapons and ammo are located in the deathmatch arena, thus unreachable in single-player mode, but are not flagged as multiplayer-only. See the table below.

Demo files[edit]

Areas / screenshots[edit]

Speedrunning[edit]

Routes and tricks[edit]

Current records[edit]

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 00:30 Eric Baker (The Green Herring) 2010-07-22 m2s1-030.zip
NM speed 00:43 Revved 2010-05-23 m2s1n043.zip
UV max 01:25 Anders Johnsen 1998-06-02 m2s1-125.zip
NM100S 01:13 Revved 2010-05-23 m2s1s113.zip
UV -fast 01:52 Revved 2010-05-20 m2s1f152.zip
UV -respawn 01:47 Revved 2010-05-23 m2s1r147.zip
UV Tyson 02:15 Revved 2010-05-23 m2s1t215.zip
UV pacifist 00:36 Adam Williamson 2010-07-22 m2s1p036.zip

The data was last verified in its entirety on June 10, 2014.

Miscellaneous demos[edit]

Run Time Player Date File Notes
.zip

Deathmatch[edit]

Map of MAP01's deathmatch arena

This level includes its own, separate deathmatch arena.

Player spawns[edit]

This arena contains eight spawn points:

  1. facing north. (thing 47)
  2. facing east. (thing 48)
  3. facing south. (thing 49)
  4. facing west. (thing 50)
  5. facing south-east. (thing 52)
  6. facing north-east. (thing 53)
  7. facing north-west. (thing 54)
  8. facing south-west. (thing 55)

Things[edit]

The following things (per skill level) are placed in the arena:

Weapons 1-2 3 4-5
Chainsaw 4
Shotgun 5
Super shotgun 2
Chaingun 4
Rocket launcher 2
Ammunition 1-2 3 4-5
Clip 3 2 1
Box of bullets 3 2 1
4 shotgun shells 3 2 1
Box of shotgun shells 3 2 1
Rocket 3 2 1
Box of rockets 3 2 1
Items 1-2 3 4-5
Backpack 4 0 0
Miscellaneous 1-2 3 4-5
Deathmatch start 8

Statistics[edit]

Map data[edit]

Things 291
Vertices 924*
Linedefs 1052
Sidedefs 1581
Sectors 252
* The vertex count without the effect of node building is 811.

Things[edit]

This level contains the following numbers of things per skill level:

Technical information[edit]

Inspiration and development[edit]

This level was the first submission for MAP01 of Memento Mori II. However, it was rejected by Denis and Thomas Möller for quality reasons.[1]

Trivia[edit]

See also[edit]

Sources[edit]

  1. Capellan: (Anecdote: some people find it easier [to say "your level isn't good enough"] than others. The first map submitted to be map01 MM2 - it ended up being the first 'super secret' map - got rejected in no uncertain terms by the Mollers.) (Inovative Ideas for Community Projects at Doomworld. 2013-01-16. Retrieved 2013-01-16.)

External links[edit]