MAP07: Frustration (Memento Mori II)

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This level occupies the map slot MAP07. For other maps which occupy this slot, see Category:MAP07.
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

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

Map of MAP07
Map of MAP07
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

  1. 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)
  2. In secret #1, press on the western wall with the lightning bolt on it to find a medikit. (sector 531)
  3. 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)
  4. 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)
  5. 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:

RunTimePlayerDateFileNotes
UV speed03:25Xit Vono2003-01-09m207-325.zip
NM speed
UV max06:38Eugene Kapustin2004-03-05m207-638.zip
NM100S
UV -fast09:58Eugene Kapustin2005-01-02m207f958.zip
UV -respawn
UV Tyson
UV pacifist

[edit] Miscellaneous demos

RunTimePlayerDateFileNotes
.zip

[edit] Deathmatch

[edit] Statistics

[edit] Map data

Things365
Vertexes2196
Linedefs2932
Sidedefs4258
Sectors719

[edit] Things

MonstersITYTD and HNTRHMPUV 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
PowerupsITYTD and HNTRHMPUV 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
WeaponsITYTD and HNTRHMPUV and NM
Chainsaws
Shotguns
Super shotguns
Chainguns
Rocket launchers
Plasma rifles
BFG 9000s
AmmunitionITYTD and HNTRHMPUV and NM
Ammo clips
Bullet boxes
Shells
Shell boxes
Rockets
Rocket boxes
Cells
Bulk cells
KeysITYTD and HNTRHMPUV 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)

[edit] Inspiration and development

[edit] Trivia

[edit] See also

[edit] Sources

[edit] External links

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