MAP07: Frustration (Memento Mori II)
From Doom Wiki
- This level occupies the map slot MAP07. For other maps which occupy this slot, see Category:MAP07.
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MAP07: Frustration is the seventh level of Memento Mori II. It was designed by David Kuykendall and uses the music track "Midnight Call" by Mark Klem. It contains a separate area for multiplayer competition. It is infamous for featuring a door that does not usually open all the way, forcing the player to use it repeatedly until it opens enough to allow them through.
Contents |
[edit] Mission briefing
According to both the text file and the Infopack:
- Finally you fight and frag your way out of hell, a sewer tunnel looms before you, light shines at the end. Salvation! You have beaten them! Not too hard you think to yourself, a cakewalk compared to last time... Well, time to go home. Humming to yourself you sling your shotgun over your shoulder you make your way to the exit, only to find that it is blocked!
- Well dammit, must be a way around...how bout [sic] this ladder...?
- Hmmm, maybe your [sic] not done yet...
[edit] Walkthrough
- Letters in italics refer to marked spots on the map. Sector numbers in boldface are secrets which count toward the end-of-level tally.
[edit] Essentials
[edit] Other points of interest
[edit] Secrets
- When you open the door leading to the yellow keycard, another set of doors will open behind you to reveal chaingunners. Enter either one of the compartments they came from, and press on the wall with the lightning bolt on it. It will open to reveal combat armor. (sector 497)
- In secret #1, press on the western wall with the lightning bolt on it to find a medikit. (sector 531)
- After thinning out the slime flow, open the door to the east, and step in; two alcoves will open to reveal chaingunners. The southern alcove has a wall with a lightning bolt on it, unlike the northern one; press on it to discover a medikit. (sector 291)
- To access the blue keycard, you must find a switch in a dark, metal room, opening a door leading to a hallway with another switch that enables access to the keycard. In the aforementioned metal room, press on the wall with the lightning bolt on it to the south to find combat armor. (sector 543)
- As you exit the blue keycard room, you will find yet another wall with a lightning bolt on it; press on this one to find a box of shells. (sector 559)
[edit] Bugs
[edit] Demo files
[edit] Areas / screenshots
[edit] Speedrunning
[edit] Routes and tricks
[edit] Current records
The Compet-N records for the map are:
| Run | Time | Player | Date | File | Notes |
|---|---|---|---|---|---|
| UV speed | 03:25 | Xit Vono | 2003-01-09 | m207-325.zip | |
| NM speed | |||||
| UV max | 06:38 | Eugene Kapustin | 2004-03-05 | m207-638.zip | |
| NM100S | |||||
| UV -fast | 09:58 | Eugene Kapustin | 2005-01-02 | m207f958.zip | |
| UV -respawn | |||||
| UV Tyson | |||||
| UV pacifist |
[edit] Miscellaneous demos
| Run | Time | Player | Date | File | Notes |
|---|---|---|---|---|---|
| .zip |
[edit] Deathmatch
[edit] Statistics
[edit] Map data
| Things | 365 |
| Vertexes | 2196 |
| Linedefs | 2932 |
| Sidedefs | 4258 |
| Sectors | 719 |
[edit] Things
| Monsters | ITYTD and HNTR | HMP | UV and NM |
|---|---|---|---|
| Arachnotrons | |||
| Arch-Viles | |||
| Barons of Hell | |||
| Cacodemons | |||
| Chaingunners | |||
| Commander Keens | |||
| Cyberdemons | |||
| Demons | |||
| Hell Knights | |||
| Icon of Sin | |||
| Imps | |||
| Lost Souls | |||
| Mancubi | |||
| Pain Elementals | |||
| Revenants | |||
| Sergeants | |||
| Spectres | |||
| Spider Masterminds | |||
| Troopers | |||
| Wolfenstein SS | |||
| Powerups | ITYTD and HNTR | HMP | UV and NM |
| Armor bonuses | |||
| Backpacks | |||
| Berserk packs | |||
| Blue armors | |||
| Computer maps | |||
| Green armors | |||
| Health bonuses | |||
| Invisibilities | |||
| Invulnerabilities | |||
| Light goggles | |||
| Medikits | |||
| Megaspheres | |||
| Radiation suits | |||
| Soul Spheres | |||
| Stimpacks | |||
| Weapons | ITYTD and HNTR | HMP | UV and NM |
| Chainsaws | |||
| Shotguns | |||
| Super shotguns | |||
| Chainguns | |||
| Rocket launchers | |||
| Plasma rifles | |||
| BFG 9000s | |||
| Ammunition | ITYTD and HNTR | HMP | UV and NM |
| Ammo clips | |||
| Bullet boxes | |||
| Shells | |||
| Shell boxes | |||
| Rockets | |||
| Rocket boxes | |||
| Cells | |||
| Bulk cells | |||
| Keys | ITYTD and HNTR | HMP | UV and NM |
| Blue cards | |||
| Blue skulls | |||
| Red cards | |||
| Red skulls | |||
| Yellow cards | |||
| Yellow skulls |
[edit] Technical information
The "frustrating" door works because the door actually consists of 2 merged sectors. One is the door itself, the other is a sector outside of the boundary of the map.
When the player starts the map a crusher is activated at this second sector.
When the player then opens the door the other sector's crusher is often at such a high point that the door cannot fully open. (the two sectors share actions) this causes the 'jamming effect'. Only if the crusher is at it's lowest point the door can fully open. (the crushing stops once the door is opened)


