MAP11: Halls of Insanity (Memento Mori)

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Memento Mori 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

This level occupies the map slot MAP11. For other maps which occupy this slot, see Category:MAP11.

MAP11: Halls of Insanity is the eleventh map of Memento Mori. It is an alternate version of Eric Reuter's 1994 level, DM2GM2.WAD, modified by Denis Möller for cooperative multiplayer gameplay. It uses the music track "Mummy Rags" 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.

Walkthrough[edit]

Map of Halls of Insanity
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]

Single player:

Go north down the stairway, head west, and open the northern door. Take the blue key, and go through either one of the western openings to the blue door. Open it, and go all the way north. Open the brown section of wall to the east, and take both stairways outdoors. Go through the eastern opening, and enter the teleporter. Open the green door, go through the western hall, grab the yellow key, and head back into the teleporter. Backtrack to the yellow door, open it, and open the northeast door. Kill the spectre, and press the switch.

Cooperative multiplayer:

Player 3 starts next to player 1, and can complete the level as in single player. However, player 2 and 4 begin in a separate area. They will meet where the first blue key is located.

Players 2 and 4 will begin in the outer hallway visible from player 1 and 3's start location. They should head through an opening in the west and clear the mancubi from their perch and a nearby cage of chaingunners. Heading back out, continue north and turn left. Fall off a platform into a large square courtyard, clearing the upper terrace of shotgun guys. Find the lift in the southeast and ride it up onto the terrace, following it around to a switch. Flip the switch, and the wall in the north will lower, revealing a stairway and an arachnotron.

If players 1 and 3 wish to complete the map in the same manner as single player, players 2 and 4 must confirm that players 1 and 3 have entered the blue key room. A trigger on the stairs will seal access to the blue key room when player 2 or 4 steps on it. If they fail to enter the blue key room in time, players 1 and 3 should follow players 2 and 4 from this point.

Head through the staircase and open the door. The windows at the eastern end of the corridor have opened up, allowing passage into another courtyard with the second blue key. Clear the courtyard of enemies, then have one player go to the southeast corner. Lower the metal panel like a lift, then ride it up to another metal panel, which is also a lift. Head into a larger room and drop into a corridor in the north wall. Open the door ahead and flip the switch on the north wall. This will lower the blue key to the courtyard floor. Backtrack into the corridor (stairs will rise), grab the blue key, then return to the room with the switch and take the teleporter in the west wall.

This will take you to a blue door. Open it and head west up the stairs. You will now be in front of the teleporter leading to the yellow key. Rendezvous with players 1 and 3 here.

From this point, the rest of the level is progressed and completed in the same manner as single player.

Other points of interest[edit]

Secrets[edit]

There are no official secrets in this level.

Bugs[edit]

In spite of it being specially edited for cooperative multiplayer gameplay, none of the things in this level are flagged as multiplayer-only. This has two side effects:

  1. There are two blue keycards present on the level. Although the extra keycard (thing 53, located in the southeast yard) is intended to be accessed by Players 2 and 4 during cooperative multiplayer, it appears outside of multiplayer and can be accessed in single-player gameplay if you enter the teleporter behind the blue key-locked door east of the teleporter to the yellow keycard. As the blue key is required to access it in the first place, getting this second blue key is redundant.
  2. Monsters intended to appear only in cooperative multiplayer, as they exist in places that are otherwise unreachable, appear in single-player mode as well. As a result, 100% Kills is impossible outside of multiplayer gameplay unless the -respawn parameter is used.

Table of all things (except player spawns) reachable on multiplayer only:

Monsters ITYTD and HNTR HMP UV and NM
Sergeants* 5 9 12
Chaingunners 1 2 3
Arachnotrons 1 1 1
Mancubi 2 3 3
Lost souls* 2 4 4
Weapons ITYTD and HNTR HMP UV and NM
Shotguns 1 1 1
Ammunition ITYTD and HNTR HMP UV and NM
Bullet box 1 1 1
Shells 12 12 12
Powerups ITYTD and HNTR HMP UV and NM
Stimpacks 7 7 7
  • Dependent on the skill level, two, four or six sergeants can be killed through the grates. The lost souls will hear you shooting and approach the grate, so they can be killed too.

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 Tatsuya Ito (Tatsurd-cacocaco) 2010-02-08 mm11-030.zip
NM speed 01:37 Tatsuya Ito (Tatsurd-cacocaco) 2009-11-19 mm11n137.zip
UV max 02:55 Tatsuya Ito (Tatsurd-cacocaco) 2014-11-29 mm11-255.zip
UV -fast 03:59 Tatsuya Ito (Tatsurd-cacocaco) 2014-11-24 mm11f359.zip
UV -respawn 02:42 Eric Baker (The Green Herring) 2008-02-15 mm11r242.zip
UV Tyson
UV pacifist 00:36 Kristian Ronge 2006-03-21 mm11p036.zip

The data was last verified in its entirety on July 4, 2020.

Miscellaneous demos[edit]

Run Time Player Date File Notes
.zip

Deathmatch[edit]

Player spawns[edit]

This level contains six spawn points:

  1. facing south. (thing 299)
  2. facing south. (thing 300)
  3. facing east. (thing 301)
  4. facing north. (thing 302)
  5. facing east. (thing 303)
  6. facing west. (thing 304)

Statistics[edit]

Map data[edit]

Things 306
Vertices 1363*
Linedefs 1491
Sidedefs 2006
Sectors 267
* The vertex count without the effect of node building is 1203.

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]