MAP02: The Bridge (Memento Mori)
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Memento Mori maps 01-10 |
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(01 - 10) |
MAP02: The Bridge is the second map of Memento Mori. It was designed by David Davidson, and uses the music track "Dreadnaught" by Mark Klem.
Contents
Walkthrough[edit]
Essentials[edit]
Yellow Key
Collect the shotgun and box of shells, then open the door ahead to a platform. As you step on it, it instantly rises into a larger courtyard. In single player, this courtyard is empty. In cooperative, this leads into a five demon ambush. Head into the door ahead. One (Hey, Not Too Rough (HNTR and below), two (Hurt Me Plenty (HMP)) or three (Ultra-Violence (UV) and above) will emerge.
This next area is a dark tunnel. Notice alcoves in the walls with lamps, projecting light on the opposite wall. Every time you cross the first two light beams, a trap will open opposite the light beam. The first contains an imp (HNTR and below) or a demon (HMP and above). Collect the armor in the trap. The second one has a shotgun guy (HNTR and below), two imps (HMP) or four imps (UV and above). Collect the four shotgun shells (and in co-op, a light amplification visor). Open the gate ahead and clear out any opposition (the third, flickering light beam is not a trap trigger).
At the end of the tunnel is a flickering rectangle of light. You can make out two switches on the wall. Only the left switch is mandatory—the right switch opens up a trap in the east with up to two demons, but contains a small ammo cache. So, flip the left switch (in co-op, three demons will be behind the door) and head up the stairs into an outdoor area.
This outdoor area contains four zombiemen (HNTR and below), or three imps and four shotgun guys. On multiplayer, there are two more demons on all difficulties. Monster infighting can be easily started here—use it to conserve ammunition.
Find the platform in the southern area and ride it down to a small overlook facing a bridge. Take the yellow key. On single-player, you are advised to head back up as quickly as possible. However, on co-op, there is a chaingun with two boxes of bullets. Whoever picks it up should use it to snipe off the enemies on the bridge before heading back up.
When the lift goes back up, a trap will open with three zombiemen (HNTR and below), two demons (HMP) or three demons (UV and above). Avoid being boxed in and finish them off.
Backtrack through the tunnels to the first courtyard. A trap will have opened with a demon (three on co-op) near the two switches, which should be no problem.
Blue Key
Go through the yellow door to the west in the courtyard. You are now on the bridge you saw earlier, with quite a fair bit of opposition (unless you cleared them out from the yellow key perch). Grab the blue key, the megaarmor, and if needed, some of the stimpacks from the end of the bridge and backtrack to the first courtyard.
Red Key
Proceed through the "arch" to the east in the first courtyard to enter a smaller courtyard. In co-op, two imps are positioned for an ambush by the arch. Go through the blue door to the north in this smaller courtyard.
You are now in a water filled set of tunnels. Once you cross the right-angled corner, the door will seal shut behind you. In single-player, remain quiet and proceed to the doorway, where you can get the jump on some enemies. On HNTR and below, there is a megasphere in this room. However, on co-op, five extra spectres will spot any player as they attempt to sneak into that room, so instead make some noise. The enemies will be awakened and funnel themselves into a bloodbath.
There is an ammo cache in the middle of the tunnels, but entering it will activate two traps releasing six zombiemen (HNTR and below), four demons (HMP) or six demons (UV and above) into the tunnels. Enter it only if you need health, ammo, or 100% kills.
Proceed to the northeast, where there is a corridor leading to a skull switch. Brace for a dangerous trap. When you flip the switch, the blue door that you used to enter will be unlocked, but two traps on either side will open, with six zombiemen (HNTR and below) or four shotgun guys and four imps (HMP and above) in close quarters.
Grab the red key from the southern trap and backtrack to the small courtyard.
Exit
Raise the red bars to the east in the small courtyard. Continue through and kill the shotgun guys in alcoves on either side. Open the door ahead.
One last bridge's worth of enemies—three zombiemen (HNTR and below) or seven imps (HMP and above)—stands between you and the exit room. In co-op, there are three more demons on all difficulties. Clear them out and head for the door ahead.
Open the door and clear out any demons in the exit room, then flip the switch to end the level.
Other points of interest[edit]
Secrets[edit]
- Upon taking the lift up after the red key bars, you will find a glowing arrow pointing south toward one of the windows. Lower the wall here, and then open the wall with metal bars on it to reveal a secret passageway (sector 29) with a sergeant in it, leading to another room containing a soul sphere, guarded by another sergeant. Follow the path (to encounter a third sergeant on HMP or above) and open the door to return to the start of the level.
Bugs[edit]
Demo files[edit]
Areas / screenshots[edit]
The secret: a supercharge
Speedrunning[edit]
Routes and tricks[edit]
Current Compet-n records[edit]
The Compet-n records for the map are:
Run | Time | Player | Date | File | Notes |
---|---|---|---|---|---|
UV speed | 01:14 | Adam Williamson | 2001-03-26 | mm02-114.zip | |
NM speed | 01:48 | Eugene Kapustin | 2008-02-17 | mm02n148.zip | |
UV max | 02:23 | Drew DeVore (stx-Vile) | 2013-06-21 | mm02-223.zip | |
NM100S | 01:48 | Eugene Kapustin | 2008-02-17 | mm02s148.zip | |
UV -fast | 03:03 | Eugene Kapustin | 2008-02-17 | mm02f303.zip | |
UV -respawn | 02:27 | Kristian Ronge | 2005-10-13 | mm02r227.zip | |
UV Tyson | 12:04 | Jim Leonard (Xit Vono) | 2001-07-20 | mm021204.zip | |
UV pacifist | 01:33 | Adam Williamson | 2003-04-04 | mm02p133.zip |
The data was last verified in its entirety on July 4, 2020.
Current DSDA records[edit]
The records for the map at the Doom Speed Demo Archive are:
Run | Time | Player | Date | File | Notes |
---|---|---|---|---|---|
UV speed | 1:11.60 | Andrea Rovenski (Cyberdemon531) | 2020-01-11 | mm02-111.zip | |
NM speed | |||||
UV max | 2:18.91 | Andrea Rovenski (Cyberdemon531) | 2022-10-06 | mm02-218.zip | |
NM 100S | 1:39.29 | megasphere308 | 2023-08-22 | mm02s139.zip | |
UV -fast | 2:59.09 | Andrea Rovenski (Cyberdemon531) | 2022-10-15 | mm02f259.zip | |
UV -respawn | 2:14.57 | Andrea Rovenski (Cyberdemon531) | 2022-10-15 | mm02r214.zip | |
UV Tyson | 7:41.09 | Andrea Rovenski (Cyberdemon531) | 2022-10-15 | mm02t741.zip | |
UV pacifist | 1:33.17 | Adam Williamson | 2003-04-04 | mm02p133.zip | |
NoMo | 0:42.83 | mhrz | 2023-11-11 | mm02o4283.zip |
The data was last verified in its entirety on December 4, 2023.
Deathmatch[edit]
Player spawns[edit]
This level contains seven spawn points:
- facing west. (thing 37)
- facing east. (thing 38)
- facing west. (thing 39)
- facing north. (thing 40)
- facing south-west. (thing 104)
- facing west. (thing 135)
- facing west. (thing 165)
Statistics[edit]
Map data[edit]
Things | 222 |
Vertices | 891* |
Linedefs | 1003 |
Sidedefs | 1436 |
Sectors | 171 |
Things[edit]
This level contains the following numbers of things per skill level:
|
|
Technical information[edit]
Inspiration and development[edit]
This level was made with DEU, DeePBSP (then called TBSP) and REJECT 1.1.0.[1]
The map received multiple changes between the original December 1995 release and the final version. Here's the list of changes made in the final version:
- Two multiplayer-only shotgunners were added in the dark hallway leading to the yellow key.
- In the same dark hallway, an ambush closet was added, which opens after picking up the yellow key. It contains three demons, two of which are multiplayer only, and a stimpack.
- In another ambush closet that opens after pressing the right switch (in the same hallway) a multiplayer-only box of rockets was replaced with also multiplayer-only shotgun and box of bullets. A demon was moved slightly as well.
- Near the lift to the yellow key, a medikit was replaced with a stimpack.
- Near the yellow key multiplayer-only chaingun and two boxes of bullets were added.
- Near the blue key a multiplayer-only shotgun was added.
- On the way to the red key the door the player entered from closes once the player turns around the corner. This is done to prevent the player from escaping from ambushes in this area. In the original release, it didn't close. The position of the door was also changed slightly.
- In the soulsphere secret in the original release the floor was made out of brown bricks. In the final version it is water.
- In the exit room a multiplayer-only demon was added.
Trivia[edit]
See also[edit]
Sources[edit]
- ↑ Memento Mori Infopack at Doomworld/idgames (February 10, 1996), map info for MAP02. "Created using DEU, TBSP and REJECT 1.1"
External links[edit]
- MAP02 demos from the Compet-n database: UV speed • NM speed • UV max • NM100S • UV -fast • UV -respawn • UV Tyson • UV pacifist
- MAP02 demos at the Doom Speed Demo Archive