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This level occupies the map slot MAP14. For other maps which occupy this slot, see Category:MAP14.

MAP14: A Question of Time is the fourteenth level of Memento Mori II. It was designed by Matthias Worch and Thomas Möller. It uses the music track "The Maw Awaits" by David "Tolwyn" Shaw, and contains a separate area for multiplayer competition.

Mission briefing[]

According to both the text file and the Infopack:

Hmm, we don't have much information about this thing. What we know is: You'll have to reach Area 15 quickly, and teleporter [sic] leading there is located in this building - so you'll probably have to go through it.

Walkthrough[]

MM2 MAP14 map

Map of MAP14

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. In the narrow wooden hallway to the west of the first room, press on the easternmost inset in the northern wall to find an elevator (sector 84) leading to a chaingunner's perch, containing a stimpack.
  2. Southwest of the switch that raises the steps around the central metal pillar (where the blue skull key will be found) in the first room is a wall with a hazard strip. Open this to find four clips, four sets of shells and three stimpacks (sector 86).
  3. Once you lowered the blue skull key platform, rush to the eastern hallway. In the northern wall's westernmost inset is - unlike the others - a single skull on a pole. Push it to discover a switch. Flip it and the southeastern pillar (sector 153) in the entrance room will lower to reveal a blue armor.
  4. In front of the red door, take the western route. In the south of the room with nine demons (four of them are spectres on hard skill levels) and four metal pillars with hanging corpses above is a switch (A) that reveals the switch (B) that opens the southern bars in the room to the north. Approaching the former switch (A) opens two compartments in the room with the bars, each containing a lantern; the western one does not give off any light. Press on it to reveal two sets of shells and two stimpacks (sector 533).
  5. In the room with the demons and four metal pillars, the southeastern pillar's eastern side has a different texture. Push it and return to secret #4. The northern wall here has a misaligned portion; press on it to reveal two sets of shells and a teleporter that you enter to find two more sets of shells. On passing the door to the outdoor area east of the central staircase, (a hell knight on medium skills and) one (two on hard) mancubus appears in front of you and you see that a pillar (sector 531) has lowered to reveal a soul sphere.
  6. After passing the southern bars mentioned in secret #4, the northern inset bears a lightning bolt symbol. Open this to find a berserk pack (sector 474).
  7. In the blood tunnel in the east of red door, the eastern wall in front of the stairs to the north is covered with anguished faces. Open it to find two stimpacks and a super shotgun (sector 572).

Bugs[]

Table of items placed in deathmatch arena:

Weapons ITYTD and HNTR HMP UV and NM
Chainsaws 3 2 2
Shotguns 0 6 6
Super shotguns 0 3 3
Chainguns 0 1 1
Rocket launchers 0 1 1
Plasma guns 0 0 1
BFG9000s 0 0 1
Powerups ITYTD and HNTR HMP UV and NM
Berserks 3 3 1
Medikits 2 2 2
Health bonuses 12 12 12
Green armors 1 1 1
Armor bonuses 10 10 10

Speedrunning[]

Routes and tricks[]

The satyr switch lowering the platform with the blue skull key, as well as the lion switch creating steps surrounding the platform can be both pressed from the "wrong" side (from behind the bars). Performing this trick allows to skip the entire first part of the level (before the blue key door), although it may be risky in a potential episode run, as it is not trivial to press the switches this way and it also means skipping the only armor in this level.

The switch opening the door leading to the yellow skull key can be pressed the similar way, from behind the bars. This trick is much easier to perform, however, and it allows skipping another significant part of the level, including an arch-vile (on Hurt Me Plenty or higher).

Two shootable lion switches opening the path to the teleporter leading to the red skull key can be shot from the top of the staircase using the super shotgun. As a result, the time spent on using the elevators leading to these switches and dealing with the revenants can be saved.

After picking up the red skull key and entering the teleporter, instead of climbing the stairs and dealing with monsters teleporting in, the player may teleport himself again to the red key area. Then he simply needs to run backward from the teleport pad he is standing to return to the main area.

Current records[]

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 04:04 Xit Vono 2003-01-27 m214-404.zip
NM speed
UV max 10:46 Peo Sjoblom 1998-06-05 m2141046.zip
NM100S
UV -fast
UV -respawn
UV Tyson
UV pacifist

Miscellaneous demos[]

Run Time Player Date File Notes
.zip

Statistics[]

Map data[]

Things 540
Vertexes 2230
Linedefs 2850
Sidedefs 4246
Sectors 619

Things[]

Monsters ITYTD and HNTR HMP UV and NM
Arch-Viles 0 1 1
Barons of Hell 2 2 3
Cacodemons 8 8 10
Chaingunners 14 17 21
Demons 30 34 36
Hell Knights 6 7 6
Imps 37 49 62
Lost Souls 1 1 1
Mancubi 3 3 5
Pain Elementals 2 2 2
Revenants 7 8 11
Sergeants 33 45 58
Spectres 5 7 12
Troopers 1 1 1
Powerups ITYTD and HNTR HMP UV and NM
Armor bonuses 12 12 12
Berserk packs 5 5 3
Blue armors 1 1 1
Green armors 1 1 1
Health bonuses 14 14 14
Medikits 5 5 5
Soul Spheres 1 1 1
Stimpacks 40 40 41
Weapons ITYTD and HNTR HMP UV and NM
Chainsaws 3 2 2
Shotguns 1 7 7
Super shotguns 1 4 4
Chainguns 0 1 1
Rocket launchers 0 1 1
Plasma rifles 0 0 1
BFG 9000s 0 0 1
Ammunition ITYTD and HNTR HMP UV and NM
Ammo clips 17 17 17
Bullet boxes 2 2 2
Shells 73 73 74
Shell boxes 6 6 6
Rockets 4 4 4
Energy cells 3 3 3
Keys ITYTD and HNTR HMP UV and NM
Blue skulls 1 1 1
Red skulls 1 1 1
Yellow skulls 1 1 1

External links[]

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