MAP09: High-Tech Grave (Memento Mori)
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Memento Mori maps 01-10 |
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(01 - 10) |
MAP09: High-Tech Grave (spelled Hightech Grave in AUTHORS.TXT and the Infopack) is the ninth map of Memento Mori. It was designed by Thomas Möller, and uses the music track "Slipper" by Mark Klem. In cooperative play, the team of players is divided and separated from one another; Players 2 and 4 must fight through a different portion of the map and meet the other players at a rendezvous point.
Contents
Walkthrough[edit]
Essentials[edit]
Single-player[edit]
Open the door directly in front of you, grab the backpack, and press on the blue wall to the northwest. Open the northern door and take the red key, which will cause teleporters in the north side of this room to lower. The northwest teleporter leads to the yellow keycard, while the northeast teleporter leads to the blue keycard, and both are needed. Entering either teleporter will block that teleporter from being entered again. Only the northeast teleporter can be restored in single-player, so make sure to loot the northwest yellow key route thoroughly.
Save your game and enter the western teleporter to land on a box of shotgun shells and a soul sphere. Press the switch and quickly leave the pad you are on to the south or east; the floor to the north and west will lower. Kill the imp on your platform, the other two imps stand on the lowering floor. Kill them and the two/two/three (on easy/medium/hard skills) mancubi safely from above. Drop down where you find another shell box, a medikit, a stimpack and a blue armor (which can be saved for later). Open the red door, kill the demon around the corner, push the switch, kill the chaingunner and hit the next switch. Take the lift up, kill the cacodemon and jump into the sewer; the nukage inside will rise to waist height as you run to the east. Take the branch to the south to encounter two lost souls and pick up a green armor if needed. If possible, save the radiation suit and soul sphere for later. Return to the sewer, head north and enter the next room. In this room, three barons of Hell and an imp are supposed to teleport away, however if you are fast they may still be here, so kill them now if you can. There is an invisible north-to-south tripwire in the middle of the room, just between the berserk pack (save it for later if possible!) and the pillar, which can be sidestepped by being as close to the sides of the room as possible. Press the switch on the eastern side of the pillar to lower it, grab the yellow keycard, and carefully walk over the western edge to raise some stairs to the east. Kill two chaingunners upstairs, where you find two bullet boxes to the north and the south. From each bullet box look to the west to find a row of eight demons, stuck on the walls and ready to die. After wasting them you can grab a shell box at the end of each dead row. These demons would all have been teleported onto the floor below by hitting the tripwire. When you take the teleporter you cannot return, so if you saved items for later, run through the sewer as fast as possible to get the radiation suit, then the berserk pack, then the soul sphere where the suit was, then the blue armor—this will result in leaving this area with 200% health and 200% armor. Running through the sewer requires at least 11% health (5% on I'm too young to die), so take the berserk pack if you are lower.
Having teleported away from the yellow key area, open the red door to your south, and take the eastern teleporter. (There is no need to worry about missing secrets or items, you easily can return to this route after completing it. You even can save up the megasphere until every monster is killed to have a good start in the next map). Press the switch, go upstairs, head east, and face the easternmost opening. Stand a good distance away from it, and do a running jump across the gap. Press the switch, leave the alcove, and backtrack to the blue section you jumped from. With a good running start, jump across the next westernmost gap, head through the eastern opening, and open the red door. Head east, and run north to the switch. Press it, and head northeast across the stairway you have just created. Take the eastern bend, and press the western switch to raise a staircase to the northeast. Go up, and shoot the gargoyle face to the southwest to open the nearby wall. (Shooting the other will reveal the destination beyond that wall, but this is not needed.) Press the switch inside, head back out, and jump to the blue key. Backtrack to the blue section you came from, dash under the crushers, and open the blue door. Head east across the ring-shaped walkway, go north, and step onto the "teleporter". It is a fake; the room will turn dark, and a compartment will open to your east to reveal the real teleporter and some monsters. Stepping in here will turn the lights on again. Go into the teleporter to leave the blue key route.
If you wish to restore the northeastern teleporter (blue key route), go through the red door to the south, enter the western door and ascend the stairs in the southwest. If you did so before and you pushed the switch upstairs, the stairs will be glitched (see Bugs). To ascend the glitched stairs, hug the west wall, stepping on a really narrow stair and climbing on top. That switch in single-player only serves to bug the stairs out. Note the lamp in the southwestern corner of the hallway, illuminating a part of the floor, dividing the hallway into north and south darkened parts. Cross the boundary between the illuminated floor and the south dark part to restore the teleporter to the blue key route. This can be done any number of times.
Return to the room north of the red key room, open the green door to the north, and run forward; you will be lowered into a tunnel. Go west, and head all the way south. Press the gargoyle face to the north to activate a lift, and take it up. Enter the teleporter, hit the eastern switch, and step back in. Ride the lift back down, and open both the blue and yellow bars at the south. Go up the staircase, open the door, and navigate your way around the perpetually moving platforms to the southern opening. Go east until a wall lowers to the southwest, and hit the switch there. Kill the two (four on hard skills) chaingunners behind the door in the east. Only if you are ready to finish the map, enter that door as there is no way out but exiting the map once the door closes. Press any of the four switches to exit the map.
Cooperative multiplayer[edit]
Player 3 starts next to player 1, as described above. In order to unblock the teleporter to the yellow key route later, one of them should stay in the room where the first backpack is found, as the blue door to the northwest can only be opened from here. Players 2 and 4 start in the cage north of player 1 and 3. Open the door, follow the path around the corner to open another door. (Entering the lit part of the floor triggers the teleporter to the blue key route to unlock, see single player instructions.) Around the corner is a switch. After either using the switch here or (better) letting player 1 or 3 grab the backpack—both actions trigger the same function that should not be done twice (see bugs section below)—some stairs are built near the switch. Descend those and enter the next door to find yourself in the red key room, merging your route with player 1 and 3.
Unblock the northwestern teleporter to return to the yellow key route: As described above, player 1 or 3 has to wait where the first backpack is found. One of them can open the blue door from here, enabling player 2 and 4 to access this area. So each member of the team may stay here in order to unblock that teleporter after usage. Enter the room where players 1 and 3 start. (It has a window to the west, where you see the exit switch.) The trigger spans from the southwestern corner of this room to the southwestern corner of the cage where players 2 and 4 start. Simply walk over this (invisible) line to unblock the teleporter.
Other points of interest[edit]
Secrets[edit]
- In the room with the toxic pool after the hallway accessible from the western door in the starting area, there is a wall in the southwest with a skull on it. Open this wall to find a secret alcove (sector 44) with a chaingunner, two medikits, a box of shotgun shells and a box of rockets.
- After taking the northeast teleporter upon grabbing the red keycard, head to the green hallway to the south, and press on the computer panel to the west. You will find a hidden compartment, containing three boxes of shells and a trio of stimpacks. This actually consists of four sectors, including the door sector (sector 101), all marked as secret.
- See secret #2. (sector 102)
- See secret #2. (sector 115)
- See secret #2. (sector 116)
- Leave secret #2, go east and around the corner to the south. Open the computer panel to reveal a hidden room (sector 114) with a box of shells, a box of bullets, and a quartet of medikits. There is also a pain elemental on hard skill levels. Monsters cannot pass this door, so killing them is no challenge.
- After flipping the switch to lower the mainframes in the blue computer room, head to the alcove revealed in the northwest, and then open the UAC sign to the south to reveal a compartment (sector 163) containing five rockets and a medikit. This secret can also be accessed from secret #8.
- After flipping the switch to lower the mainframes in the blue computer room, head downstairs and grab the rocket launcher to make the silver terminals lower, thus releasing twelve spectres. Enter the alcove revealed in the western side and open the wall with triangles on it to the south to find an alcove with eight rockets, two bullet boxes, two medikits and a chainsaw. (sector 160) Press on the computer panel to find an elevator you can take up to secret #7.
- After running under the crushers, activate the westernmost computer panel in the north to reveal a secret compartment (sector 542) with a cacodemon, a medikit, a backpack, a berserk pack, a box of rockets, and a chainsaw.
- After running under the crushers and activating the staircase, walk up to and open the blue section of wall (sector 236) surrounded by silver bars. You will access a previously inaccessible compartment containing a megasphere. From here you can safely kill six of the twelve spectres that are released on picking up the rocket launcher mentioned in secret #8. (Of course only if they have not been released yet.)
- In the corridor leading to the room with the super shotgun northwest of the blue keycard room, open the brown section of the southern wall right behind the entry door. You will find a secret compartment (sector 255) with six rockets, a box of shells, an energy cell and two stimpacks.
- In the Toxin Refinery-esque circular bridge area, jump into the toxic pit to the south and press on the wall with a skull on it to reveal an elevator. Take this elevator up and then open the western portion of wall in the southwest to reveal a teleporter. This leads to a secret room (sector 342) with twelve rockets, a berserk pack, a green armor, a backpack, a chaingun, four stimpacks, four boxes of bullets and four boxes of shells.
- In the room just before the exit, all four computer panels can be opened to reveal secret compartments. Each contains a green armor, a backpack, a medikit, and a box of shells. (sector 509)
- See secret #13. (sector 511)
- See secret #13. (sector 514)
- See secret #13. (sector 515)
Bugs[edit]
There are two triggers (switch linedef 140 atop the stairs, and backpack tripwire linedef 2224 below) to position stairs near the red keycard. The stairs will be glitched if both triggers are hit, resulting in a hall of mirrors effect and steps that do not provide enough height to reach the top, because the stairs get lowered further than intended. Despite this, they can still be ascended by hugging the west wall and stepping onto a very thin sliver of staggered wall to make it the rest of the way up. See Technical information for this design.
- It works correctly in multiplayer; the backpack trigger is blocked off, and players 2 or 4 use the switch to open the path forward and join the other players, only making it possible to use the switch once.
- The converse is broken; in single-player, the backpack is accessible, giving access to the switch which is not blocked, making it possible to activate the stairs twice.
In single-player, if the player does not grab the backpack before going across the lift (sector 10) in the first hallway, it becomes impossible to progress in the level once the lift closes because the wall ahead (sector 45) will not have opened and the lift cannot be lowered from this side. This requires a restart or using the idclip cheat.
The actions meant to get triggered when a key is picked up can happen without picking up the key, advancing the map while the player lacks essential items.
- If the triggers around the red keycard are tripped and the player enters the north-west teleporter without the key, they will very quickly be stuck as there is a door requiring the red keycard in the same room as the teleport destination.
- If the triggers around the red keycard are tripped and the player enters the north-east teleporter without the key, they will be in an area with the only escape being a large door requiring the red keycard. This door, however, can be bypassed by using a squeeze glide. Eventually another squeeze glide will be required after using the blue key at the west nukage bars, as the yellow key will be unobtainable.
Demo files[edit]
Areas / screenshots[edit]
The blue room with the rocket launcher behind you
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 | 02:17 | Andrey Boldt (Hitherto) | 2007-09-08 | mm09-217.zip | |
NM speed | |||||
UV max | 08:29 | Jim Leonard (Xit Vono) | 2006-01-02 | mm09-829.zip | |
NM100S | |||||
UV -fast | 12:05 | Tomas Kollar (DeDo) | 2003-10-03 | mm091205.zip | |
UV -respawn | |||||
UV Tyson | 38:54 | vdgg | 2012-02-02 | mm093854.zip | |
UV pacifist |
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 | 1:43.97 | Andrey Boldt (Hitherto) | 2022-10-31 | mm09-143.zip | |
NM speed | |||||
UV max | 7:33.97 | Andrea Rovenski (Cyberdemon531) | 2015-08-23 | mm09-733.zip | |
NM 100S | |||||
UV -fast | 10:38.14 | Andrea Rovenski (Cyberdemon531) | 2015-08-23 | mm09f1038.zip | |
UV -respawn | 8:40.57 | Jim Leonard (Xit Vono) | 2022-08-03 | mm09r840.zip | |
UV Tyson | 38:54.06 | vdgg | 2012-02-02 | mm093854.zip | |
UV pacifist | |||||
NoMo | 0:43.97 | Andrea Rovenski (Cyberdemon531) | 2024-04-08 | mm09o43.zip |
The data was last verified in its entirety on April 15, 2024.
Deathmatch[edit]
Player spawns[edit]
This level contains five spawn points:
- facing north. (thing 492)
- facing north. (thing 493)
- facing north. (thing 494)
- facing north. (thing 495)
- facing north. (thing 496)
Statistics[edit]
Map data[edit]
Things | 522 |
Vertices | 2004* |
Linedefs | 2225 |
Sidedefs | 1780 |
Sectors | 546 |
Things[edit]
This level contains the following numbers of things per skill level:
|
|
Technical information[edit]
The stairs discussed in Bugs work by descending to their lowest adjacent floors using technical sectors placed as targets to lower to; very thin stair slivers (sectors 55, 41, 54, 42, 53) at the target heights are placed against the west wall next to the stairs. These are the slivers that can be stood on to ascend the stairs even after the stair-breaking glitch has taken place.
Inspiration and development[edit]
This level was made with DETH, DEU, New WAD Tool, and the graphic editor Improces.[1]
Trivia[edit]
See also[edit]
Sources[edit]
- ↑ Memento Mori Infopack at Doomworld/idgames (February 10, 1996), map info for MAP09. "created using deth, deu, nwt, improces"
External links[edit]
- MAP09 demos from the Compet-n database: UV speed • NM speed • UV max • NM100S • UV -fast • UV -respawn • UV Tyson • UV pacifist
- MAP09 demos at the Doom Speed Demo Archive