MAP02: The Feeding Pit (Memento Mori II)

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Memento Mori II maps 01-10

(01 - 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: 01 02

This level occupies the map slot MAP02. For other maps which occupy this slot, see Category:MAP02.

MAP02: The Feeding Pit is the second level of Memento Mori II. It was designed by David Davidson and uses the music track "Into the Fray" by David Shaw.

Mission briefing[edit]

According to both the text file and the Infopack:

This is simple. We need to get deeper into the planet, so get going and kill everything that moves. Should be a short trip.

Walkthrough[edit]

Map of The Feeding Pit
Letters in italics refer to marked spots on the map. Sector, thing, and linedef numbers in boldface are secrets which count toward the end-of-level tally.

Essentials[edit]

Grab the shotgun and drop into the stone walkway. Head to the western room, stand on the cross on the floor, and climb through the hole. Head to the east and climb up the stairway of pillars to grab the red skull key. Be careful when you do this, as four cubbyholes will open to reveal either troopers (on Hey, Not Too Rough or lower) or sergeants (on Hurt Me Plenty or higher.) Climb back down and head to the red key door in the center of the walkway. Open it, head through the eastern door, and enter the portal at the end to be taken into a room filled with demons. Flip the switch and enter the next portal, grabbing the blue skull key in the process. Head to the blue key door in the west and approach the hole while taking care of the opposition. Wait for the pit of blood to rise, and then grab the yellow skull key. Open the yellow key door and enter the room; a troupe of former humans will suddenly appear in front of you. Take care of or go past them, and enter the hole to finish the level.

Other points of interest[edit]

If you accidentally fall into the blood pits near the stone walkway at the beginning, enter the teleporters at either side to be taken back to the start of the level.

Likewise, if you accidentally fall into the blood pit in the red skull key room, press on any of the pillars and they will lower like elevators for you to ride back up.

Secrets[edit]

  1. The platform (sector 6) on which the shotgun rests in the starting area counts as a secret.
  2. In the western room with inverted crosses, shoot the southern one to reveal a compartment (sector 158) containing a chaingun.

Bugs[edit]

In order to open the door to the east room with the octagonal platforms and a key to progress to the next area, the west room must be visited and the window therein must be leapt through. This however only works once, and since the east door can then be closed by either a player or a monster pressing the doorway from the inside, this can leave the player stuck outside with no access to the key.

  • If the player enters the east room through the door, looks back and presses on the doorway from the inside, then runs back outside without taking the key from this room, they will be stuck.
  • If a monster (such as the imp initially standing in front of the east door) walks into the east doorway while chasing after a player that has run into this room, the imp will activate the doorway. The player will be stuck if they then leave this room without taking the key.
  • In multiplayer co-op, imps stand on the octagonal platforms and can get lowered by a player pressing on the platforms. The imps may then walk up to the doorway and activate it from below, closing the door and leaving player(s) stuck outside if they did not take the key.

Demo files[edit]

Areas / screenshots[edit]

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 00:35 Karim El-Sheikh (Kimo Xvirus) 2009-07-15 m202-035.zip
NM speed 00:55 Eugene Kapustin 2007-05-19 m202n055.zip
UV max 00:59 Drew DeVore (stx-Vile) 2013-06-22 m202-059.zip
NM100S 00:55 Eugene Kapustin 2007-05-19 m202n055.zip
UV -fast 01:12 Radek Pecka 2002-04-30 m202f112.zip
UV -respawn 01:09 Radek Pecka 2002-04-10 m202r109.zip
UV Tyson 02:53 Radek Pecka 2002-11-29 m202t253.zip
UV pacifist 00:37 Radek Pecka 2002-04-08 m202p037.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 0:34.91 MirrorMage 2023-01-31 3491.zip
NM speed 0:39.89 mhrz 2021-09-03 m202n039.zip
UV max 0:59.54 Drew DeVore (stx-Vile) 2013-06-02 m202-059.zip
NM 100S 0:55.60 Eugene Kapustin 2007-05-19 m202n055.zip
UV -fast 1:11.26 Andrea Rovenski 2023-01-22 mm202f111.zip
UV -respawn 1:04.60 Kyle McAwesome 2011-09-07 m202r104.zip
UV Tyson 2:37.20 Andrea Rovenski 2017-12-16 m202t237.zip
UV pacifist 0:37.69 Radek Pecka 2002-04-08 m202p037.zip
NoMo 0:31.71 paymentplan 2025-08-10 mm202o031.zip

The data was last verified in its entirety on August 14, 2025.

Deathmatch[edit]

Player spawns[edit]

This level contains five spawn points:

  1. facing north-east. (thing 94)
  2. facing west. (thing 96)
  3. facing north. (thing 98)
  4. facing east. (thing 100)
  5. facing south. (thing 101)

Statistics[edit]

Map data[edit]

Things 154
Vertices 1081*
Linedefs 1132
Sidedefs 1762
Sectors 162

* The vertex count without the effect of node building is 938.

Things[edit]

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

Technical information[edit]

Inspiration and development[edit]

Trivia[edit]

See also[edit]

Sources[edit]

External links[edit]