MAP25: Forgotten Town (Memento Mori II)

MAP25: Forgotten Town is the twenty-fifth level of Memento Mori II. It was designed by Denis Möller and uses a music track by Mark Klem consisting of two songs: "Time Runner" (ending at 2:20 into the song) and "Dredge (Extended Version)" (starting at 2:25.) It contains a separate area for multiplayer competition.

Mission briefing
According to both the text file and the Infopack:


 * Sector 25 used to be a residential district. Since most of the working places on this planet seem to be attacked by the evil hordes, we are anxious about the civilians living in sector 25. We didn't send any scouts in it, because this region always was very safe and there are still no known security problems.


 * The picture was taken by the local camera system about 10 hours ago - the missing enemy movement and the silence of this area shows that it should be no problem for you. We need to get all humans out of this sector before any enemies try to attack.


 * Mission objectives: get in and evacuate all civilians. Seal all doors and leave the sector.


 * There's no doubt that this will be your easiest mission, there are no plans for fighting - if you encounter any enemy troops, retreat immediately.

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.

Secrets

 * 1) Near the ledge that opens the path to the red skull key is an alcove with a berserk pack.  On your way to raising the bridge to the key, head to the southeast platform, and then do a running jump from there to the outer edge of the ledge.  Run along the edge to the north, and then do a running jump along that edge and from the eastern side into the alcove to obtain the berserk pack. (sector 513)
 * 2) When climbing up the western stairway to the elevator following the red key door, there is a portion of the eastern brick wall that is misaligned.  Open it to find a secret room with a plasma rifle. (sector 162) Press on the block to the north to exit.
 * 3) At the northeast of the map is a stairway leading to a platform with large railings, near of which is an alcove with a computer map.  You can walk on the outer side of the railing; so do, and do a running jump from the western edge into the alcove to obtain the computer map. (sector 512) This jump is a bit tricky to pull off, and may require some practice.  In addition, it is easier to reach this area through strafejumping than with normal jumping.
 * 4) In the northern room with the metal pillars, one of them bears lightning bolts on its western side.  Press on that side and it will lower to reveal a closet containing two clips, two sets of shells, a medikit, a backpack, and security armor. (sector 482)
 * 5) After obtaining the blue skull key, return to the bridge you raised to get the red skull key, lower it, and enter the room in the southwest side.  Look to the sout to find that a new room has been opened, containing monsters and security armor. (sector 362)
 * 6) Once you repair and cross the gap following the blue key bars, return to the building where you found the blue skull key to find that a doorway has opened in the west, revealing a staircase down to a caged-off room with two stimpacks and a BFG 9000. (sector 467)
 * 7) In the room where you find the yellow skull key, the westernmost metal pillar has piping on its northern side.  This pillar can be pressed upon from any side to lower it like an elevator, revealing a pathway with a backpack. (sector 437) Enter the pathway through this secret elevator, and you can access the platform west of the star-shaped walkway, where you can get a medikit, a box of ammo, and a box of shells.
 * 8) Once you lower the exit teleporter, do not enter it.  Instead, head back outside, and circle around to the bridge lowered east of the exit, and push the button to raise it again.  After this, enter the lowered teleporter from its eastern or southern sides.  Instead of ending the level, you will be taken to a compartment in the northwest, where you can obtain a soul sphere. (sector 487)

Bugs
Boom, PrBoom, PrBoom+, the Eternity Engine, and ports in the ZDoom family alter the behavior of Shortest Texture floor. This affects the linedef tagged to sector 274 in this map, which relies on the original engines behaviour to function properly. Triggering the line with a port that has altered this behavior will cause sector 274 (a teleport) to rise to it's upper side, preventing the player from entering it. Fortunately many of the above mentioned ports feature compatibility options to restore the original engines behavior in this circumstance. Users of PrBoom and PrBoom+ must turn on "Use exactly Doom's linedef trigger model" and Eternity players need to toggle "Use Doom's linedef trigger model". Starting with version 2.3.0, ZDoom automatically detects the correct compatibility settings for this map, if using an earlier version of the port the option to set is "Find shortest textures like Doom."

When playing the game in no monsters mode, in the room where you find the yellow skull key, you cannot use the room to the east to go outside and head to the yellow key door; instead, you must backtrack to where you opened the blue key bars and open the door there to do so. The eastern room requires the presence of an imp in an inaccessible room to trigger a linedef, opened to the imp by shooting a switch, which causes the floor below you to lower. Attempting to use this path to the yellow key door in no monsters mode will trap you inside the room, as the imp will not exist in this mode. Your only method of escape in this case is to use the noclip cheat.

In addition, the inaccessibility of the aforementioned imp makes 100% Kills impossible by normal means, although one can make it 100% by killing enemies resurrected by an Arch-Vile.

Current records
The Compet-N records for the map are:

Trivia
The theme song of this level resurfaces in Community Chest as the theme of MAP25: Blood Demesne. The author of the level, Will Hackney (credited as "Archvile46,") used the song with Klem's permission.