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This level occupies the map slot MAP13. For other maps which occupy this slot, see Category:MAP13.

MAP13: Devils Paradise [sic] is the thirteenth level of Memento Mori II. It was designed by Rhys Hughes and uses the music track "Damage Assessment" by Mark Klem.

Mission briefing[]

According to both the text file and the Infopack:

Okay troopers listen up. This is area 13 also known to the corp as DEVILS PARADISE. [sic] You better be paying attention marines because I'm not sending no [sic] damn recon team down there to bail you out. Okay?
Right now, we are lead to belive [sic] that the damn hellspawn that were [sic] sending you in to wipe out have got thier [sic] hands on one of our A-bombs. Its [sic] up to you to go in, locate the threat and take care of it. There are some Arachnotrons located round in area 13 and they have some kind of psychic link to the A-bomb. Intelligence informs us that if you take care of them you'll take care of the bomb too. However fail to do this and you'll never leave that place alive...
This just in marines. Intelligence informs us that they have located a living mass of somekind in the lower reaches of DEVILS PARADISE. [sic] We don't know what the hell it is but we can confirm that it posesses regenerative capabilities. So be on your toes at all times.

Walkthrough[]

MM2 MAP13 map

Map of MAP13

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. At the beginning of the level, open the steel door behind you to find a computer map (sector 154).
  2. In secret #1, open the brick wall to the east to reveal a blur artifact (sector 156).
  3. The place (sector 151) beyond the yellow skull key door is marked as a secret.
  4. After reaching the blue skull key and teleporting back onto the walkway, return to the narrow hallway north of the nukage pit where the red skull key was found. Head to the west to find that a wall (sector 272) has opened.
  5. The opening of the wall in secret #4 revealed a compartment (sector 273) with a switch. This lowers the central platform in the western outdoor area, allowing the soul sphere to be obtained.

Bugs[]

  • The elevator pillar (sector 10) in the beginning of the level cannot be triggered from the northern or northeastern side, while every other side can be pressed on to do so.
  • A rocket launcher (Thing 462), marked as multiplayer-only, has no flags set for any of the difficulty classes, so it does not actually appear in the level. Also a BFG9000 (thing 463) has no flags set at all.

Speedrunning[]

Routes and tricks[]

This level is one of the few in Memento Mori II that can be completed in under a minute. At the beginning of the level, you can trigger the elevator pillar, and then jump off of it and through the window as it rises, preventing you from having to go all the way around to enter the red skull key section. Also, in the western side of the building, you can strafejump through the window from the westernmost corner of the top step, although this will require some practice before you can pull it off consistently. Both of these jumps were discovered by Oyvind Stenhaug, and first demonstrated in his 1:00 UV speed run ([1]). In addition, the blue skull key room contains a second exit that is intended to be accessed only in multiplayer gameplay; walking between the yellow skull pegs triggers a linedef that closes off this exit, forcing you to find the intended one. However, it is possible to circumvent this linedef by climbing onto either one of the pegs and dropping off of them toward the door. This will let you access the multiplayer exit and end the level early. This shortcut was also discovered by Stenhaug, and first documented in his 1:11 UV speed demo ([2]).

The fact that you must proceed far through the map and then return to the start of the level (or close to it, in any case) to obtain secrets #4 and #5 makes this map very unpopular for UV max running.

Current records[]

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 00:57 Xit Vono 2003-01-26 m213-057.zip [1]
NM speed
UV max 08:30 Peo Sjoblom 1998-05-08 m213-830.zip
NM100S
UV -fast
UV -respawn
UV Tyson
UV pacifist 00:57 Xit Vono 2003-01-26 m213-057.zip [1]

Miscellaneous demos[]

Run Time Player Date File Notes
.zip

Statistics[]

Map data[]

Things 483
Vertexes 1310
Linedefs 1584
Sidedefs 2547
Sectors 334

Things[]

Monsters ITYTD and HNTR HMP UV and NM
Arachnotrons 1 1 1
Arch-Viles 1 1 1
Barons of Hell 0 1 1
Cacodemons 11 18 24
Chaingunners 7 14 21
Demons 1 2 3
Hell Knights 7 8 7
Imps 36 44 50
Mancubi 2 2 3
Pain Elementals 3 3 4
Revenants 0 4 7
Sergeants 24 23 28
Spectres 13 14 14
Powerups ITYTD and HNTR HMP UV and NM
Backpacks 1 1 1
Berserk packs 1 1 1
Blue armors 1 1 1
Computer maps 1 1 1
Green armors 1 1 1
Invisibilities 1 1 1
Medikits 6 6 6
Soul Spheres 1 1 1
Stimpacks 11 11 11
Weapons ITYTD and HNTR HMP UV and NM
Chainsaws 1 1 1
Shotguns 2 2 2
Super shotguns 1 1 1
Rocket launchers 1 1 1
Plasma rifles 1 1 1
Ammunition ITYTD and HNTR HMP UV and NM
Ammo clips 14 14 14
Bullet boxes 7 7 7
Shells 33 33 33
Shell boxes 12 12 12
Rockets 5 5 5
Rocket boxes 1 1 1
Energy cells 1 1 1
Keys ITYTD and HNTR HMP UV and NM
Blue skulls 1 1 1
Red skulls 1 1 1
Yellow skulls 1 1 1

Trivia[]

In the maze's inner patio (sector 215) is an unreachable shotgun (thing 457) placed for decoration.

References[]

  1. 1.0 1.1 This demo is listed only in the UV speed section of Memento Mori II's Compet-N page, even though it is also a UV pacifist demo and is faster than the demo listed (Oyvind Stenhaug's 1:00 UV speed demo ().)

External links[]