MAP28: Corporate Hell (Memento Mori II)

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This level occupies the map slot MAP28. For other maps which occupy this slot, see Category:MAP28.
Memento Mori II maps 21-30

01 02 03 04 05 06 07 08 09 10
11 12 13 14 15 16 17 18 19 20
(21-30)
Secret maps: 31, 32
Top-secret maps: 01, 02

MAP28: Corporate Hell is the twenty-eighth level of Memento Mori II. It was designed by Stephen Watson and uses the music track "Circle of Fire" by David "Tolwyn" Shaw. It contains a separate area for multiplayer competition, and is the largest level in the megawad.

Contents

[edit] Mission briefing

According to both the text file and the Infopack:

Mission Objective: Reach the top of the UAC corporate tower and secure the area by destroying all Hellspawn.
Initial Scout Report: Before contact was lost with the four scouts sent in to perform preliminary recognaissance, [sic] they managed to send the following information:
The UAC corporate compound is split up into two areas: A product testing facility and the corporate arcology super towers.
A short-distance localized Teleporter Pad was set up by a scout in the product testing sector and that is where you will start the mission. Primary mission objectives here will be threefold: (1) clear the area of the hellspawn infestation, (2) acquire a security key that will allow entry into the corporate arcology super towers, and (3) locate and activate the switch that will open access to the teleporter pad that will take you to the coporate arcology sector.
Scouts reported that the Key should be located in the Southwest building, the teleporter pad is the Northeast structure, and a switch allowing access to the teleporter pad is in the Central building.
Strategy: Watch your back, Marine. You will be exposed from all sides in this area. Just keep moving and let the monsters take each other out. Conserve your ammo, scouts report you will need it in the next area...
The Corporate Arcology is a collection of five towers and three skyscrapers. Your Primary Mission objectives here will be: (1) gain access to the highest floors by progressively hitting various security switches in the four 'satelitte' [sic] towers, (2) clear the area of Hellspawn, (3) once on the highest floor, take the teleporter to clear out the final West building to finish the mission.
Scouts reported that each of the four towers attached off of the central tower house a Security Switch will allow the central elevator to reach the next higher level. The path to each of these towers is marked by a blue square which switches to black once you have come into proximity of a Security Switch. You may use this as a marker to tell where you have already been. Once in a 'satellite' tower, remember to check carefully for the Security Switch and to hit it. Otherwise you will waste valuable time backtracking. These Security Switches are recognizable by their proximity to a short techlamp.
The South building houses a security key that may be used in the West building to resupply yourself if necessary.
Be careful in this sector, as there are several nasty ambushes that have been devised by the more 'corporate minded' Hellspawn. Don't waste your ammo.
Scouts marked key areas with Florescent Arrows. Look for them, they provide clues to pressure pads that activate lifts, or may contain caches of Ammo and Medical supplies.

[edit] Walkthrough

Map of MAP28
Map of MAP28
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. Before you enter the path leading to the southwest tower, there is a glowing arrow pointing at a computer panel. Press on it and two teleporters will lower. Enter the northwest one to reach the outer sides of the exit building in the west, where you can obtain a box of ammo, a box of shells, two medikits, and four boxes of rockets. (sector 421)
  2. Likewise, enter the southeast teleporter to be taken to a secret room with a box of rockets, a bulk cell, combat armor, and a soul sphere. (sector 129)
  3. After activating one of the security switches, enter the now acessible, blue computer room to the south of the elevator, and press on the southernmost computer panel to the east to raise stairs to the teleporter. Enter it, and rush into the northern building to find a stairway to a teleporter, flanked by chaingunners. Once you reach the teleporter, you will be taken to their vantage point, where you can kill them more easily, and obtain three medikits, two boxes of shells (one on Hey, Not Too Rough or lower,) a box of rockets (only on Hurt Me Plenty or higher,) a cell (only on Hurt Me Plenty or higher,) and a bulk cell. (sector 260)
  4. The teleporter pad you land on when you enter the southern building where the blue keycard is located counts as a secret. (sector 301)

[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 speed
NM speed
UV max14:13Drew "stx-Vile" DeVore2002-10-16m2281413.zip
NM100S
UV -fast
UV -respawn
UV Tyson
UV pacifist

[edit] Miscellaneous demos

RunTimePlayerDateFileNotes
.zip

[edit] Deathmatch

[edit] Statistics

[edit] Map data

Things631
Vertexes3038
Linedefs3580
Sidedefs5363
Sectors452

[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

[edit] Inspiration and development

[edit] Trivia

[edit] See also

[edit] Sources

[edit] External links

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