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Memento Mori (updated version!)

   (196 reviews)
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Memento Mori took us more than 5 months to complete and it's worth the time!

32 NEW levels, NEW music, NEW textures

Most levels were made for co-op play, all levels are playable alone as well.


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E.M.

  

One of the all-time greats, as well as one of my favorite wads. Sure, the aesthetics are a bit antiquated in places, but it's still fast and action packed. The gameplay holds up well even when compared to modern wads. It also features awesome music. My favorite maps are MAP03, MAP14, MAP15, MAP23, and MAP24.

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roadworx

· Edited by roadworx

  

memento mori is one of the first great megawads ever released, and while it certainly shows its age 25 years later, it's still worth playing. after a small argument with someone about what qualifies as meeting modern standards with a mention of memento mori being the spark that lit the flame, i decided to give this a replay for the hell of it. i had last played memento mori all the way back in 2016, so my memory of most of the maps had more or less gone down the shitter. other than map09, which i still come back and play every now and then, this honestly felt like playing through the megawad for the first time.

 

now, being from 1995, this megawad shows it age. unmarked doors, odd progression, abstract design, and questionable texturing are all here - of course, that never stops me from playing maps from around this time period. HOWEVER, even if you tend to go for the more modern wads, memento mori is still absolutely worth playing today. despite the 90s-isms, it's still fun to play through; there's very few maps that i would genuinely consider to be bad in it. while a good chunk of the wad is admittedly somewhat average, there's definitely more than a few stand-out maps that shine through even today.

 

being made for co-op players, it very obviously plays better in co-op. however, that doesn't mean singleplayer is off the table; i find it to still be great playing alone. it's also a community project, meaning there's a variety of styles, so you'll never get sick of seeing the same style over and over again. likewise, there's maps of all types, ranging from more exploratory maps such as map21 to intense combat-driven maps like map09; i'd imagine there's something for everyone in here. hell, there's even proto-slaughter in the form of the casali maps.

 

if i could, i'd give this wad three and a half stars; it's not an 8/10 in my mind, but i feel like it deserves better than a 6. i suppose i'll just round up to four stars :)

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Argenteo

  

Love the music, one of the best mid-nineties experiences, I played it several times. It rocks!
Just check out the authors, epic.

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Gottfried

  

This is classic for a reason. Being collection, level differs, but it actually I think less than in original D2. Level design is very clean and enjoyable through, difficulty quite balanced as well, I must say MM aged like the finest whisky, can't wait to get to number 2; this was one of the best I've played so far.

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Endless

  

MM_Intermission.pngYes, it's 1995, yes, it's quite old, and yes, very late compared to recent work or any work from 2010 onwards. But this is where the real flavor of being able to enjoy this megawad lies. Despite being quite old (older than me) Memento Mori fulfills the simple premise of being fun and simple. It is not a great innovative work nor a technical marvel, but it is an important pillar to be able to analyze with a better retrospective how far the authors have come to give us such spectacular maps. You may have already played it for this point, especially if you're one of the veteran OGs, but if you haven't, or if you're new to the community and want to go down a path where you can appreciate the past and present, Memento Mori is a good stone to cross.

 

The maps are so 90s that it makes you want to turn on a walkman and put on your Nike Air and play it properly. Sure, that's an exaggeration, but not too far from the truth. These are pure vanilla maps, almost raw. They offer excellent quality for the standard that was 1995, but they may look a bit dull by 2020. That doesn't mean they are bad maps, for the simple reason that a bad map means a boring map and Memento Mori is not boring. There are small and easy maps as well as big and scary maps and a few maps with a few tricks up their sleeves. An odyssey through many designs that were so innovative in their early days that we now take them for granted. If you haven't tried it, do it, nothing like improving your perspective on Doom mapping and feeling a little old in the process.

 

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dubaCRO

  

no disrespect for all the effort,but i just hated this wad. after map 10 or so it just became a switch hunt. after few maps of getting lost,i just said f*ck this and deleted it. i dont care for switch hunts or slaughter,THAT IS NOT DOOM

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spd7693

  

First I'm going to go through the original version before I've played this one. I want first to make sure it REALLY is updated. 

 

What was the problem of the original version? 

 

  • Map 11 - 100% kills impossible
  • Map 15 - 100% secrets impossible
  • Map 17 - 100% secrets impossible 
  • Map 18 - 100% kills impossible 
  • Map 20 - 100% kills impossible 
  • Map 27 - 100% secrets impossible 
  • Map 29 - 100% kills impossible 
  • Map 31 - 100% kills and secrets impossible and secret exit inaccessible (initially until you see a trick that isn't that easy to execute). 

 

All this is one of the reasons the wad was criticized a lot. This comes alongside some not well designed maps like 16 and especially 25. Some maps were very strictly designed for co-op play and thus resulted in problems.

 

For that, even if I play this wad only for map 14 The Aquaduct, Map 28 City Of The Unavenged, map 23 Showdown, map 21 Twilight Lab, map 26 Between Scattered Corpses and Map 15 Carmacoma - my 6 favourite in it anyways - I still play it as a whole. The maps are perfect for inexperienced players and some of the more skilled and experienced can always find ways to amuse themselves. The wad has really aged badly, but is a real go-to after finishing Final Doom. Not to mention this was the first wad not published by iD Software I ever played.  

 

4/5 is fair, because of the fact there were too many bad maps in it. And a cyberdemon is a must on every map 32. (Personal opinion.) But there are enough maps that rise it to 4/5, including 3 of my top 10 favourite levels excluding iD Doom - 14, 28 and 23. 

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P41R47

· Edited by P41R47

  

I liked this megawad, but this one surely plays better in co-op as it is designed with that gameplay in mind.
Also, i made a dehacked patch for it so i can read how the story goes while playing this excellent megawad

 

This is the most Doom 2 megawad that i played so far. The maps are similary abstract like Doom 2, but this are far better. They are interesting to look and play, but some become a little too long making the experience to drag a little.

Its interesting to note that this was release before The Plutonia Experiment, but there are some maps that shows it quirks and i'm not talking about the maps made by Milo And Dario Casali, there are a lot of maps that are designed around the challenge the different monsters in the map will offer. And that shows that the community was heading that way before the great Casalis made their beloved megawad.
H2H-Xmas and Memento Mori are megawads (the firsts even) in the style of Plutonia, this is centered around offering an interesting ad challenging experience to the player.
This makes TNT: Evilution, the third contender to the be one of the first megawads, the only one that is centered in a more atmospheric and chilling experience with good sparkles of good gameplay.
Of the three megawad, Memento Mori is the one that plays better, but TNT: Evilution looks more interesting, while H2H-Xmas offers a great challenge.
Aside from that, this megawad gives me the chance to make a custom dehacked patch with new story and also a custom status bar that maybe i will release someday.

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sincity2100

· Edited by sincity2100

  

I played this game years ago with all the hype surrounding it being a 5 stars Classic, and I played it, and I gotta say, I didn't like this game, There's a lot of Good Maps as well as a lot of Bad ones, and the fact it's Coop Oriented didn't help the experience, That goes to Map11, here is my criticism.

 

1- Map 12 Kinetic was really a terrible map, one of the worst ones where the map purposefully forces you to hit your enemies in a Clusterphobic areas with the Rocket Launcher, causing you to sometimes hurt yourself and possibly dying, also the fact that you can't see below while Shooting making this map even more annoying.

 

2- Map 16 Stoned, I don't know what to say about this, there are some random secret placements that are not in fact secret, and a secret area that's not a secret in the beginning of the map, also I felt the gameplay was a mess on it's own, the Exit area was Dumb that you'll waste a lot of Plasma and Rockets on Caged Barons, wasn't fun

 

3- Map 20 was really really Boring, it also contains a Cryptic way to grab the BFG, the switches were kinda cool, but the platform with the BFG in it felt like a punch in the face because you have to exploit a bug to grab it, so I had to cheat to grab it.

 

4- Map 25 Cesspool, Yeah , this map was Hot Garbage!! no need to explain further.. just play it on Pistol Start and you'll see why.

 

5- Map 28 City of the Unavenged, this map never ends and keeps going on forever and ever, and the fact this map is so confusing with it's tedious swich hunts doesn't help, it kept dragging on forever, it took me an hour to finish this tedious map.

 

Also there are maps that I didn't like in this game, maps like (8,10,11,half of 18,27) the problems either they're Generic or drags down too long.

 

As for the Maps I enjoyed here's the list (3,5,9,14,15,31,32,21,23,24,29) and the final map, to MM's credit, the final map is better than all of the IWAD's final maps, and that's what MM did better than the IWADs, at least that's what I think.

 

My final rating is 5.5/10 it's certainly not as good as what people say, maybe Co-op would make the game better, but I'm judging the game as a Single Player and that's what every game should be based on, and I'm not harping on the team who made this WAD or people who think that the game is Perfect, I think that the game is far from Perfect, I'd rather play TNT and Plutonia instead.

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Zalewa

  

Totally playable and good looking even today. Be wary that there are time-based switch puzzles here that must be solved in order to progress. MAP28 is also a nightmarish switch hunt in an open, Doom 2 Downtown-like area.

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seed

· Edited by Agent6

  

This is the first wad I had finished after the IWADS. I played it through GZDoom's Software render, on UV.

 

How was my experience? Well, in short, Memento Mori is great, but having already saved my thoughts on it in a Notepad file a while ago I'll just paste it and modify where I need to, so this is going to be relatively quick:

 

- Great, complex levels with good enemy placement and occasionally challenging.
- There's a few traps in a couple of maps which feel like they were designed to troll the player. For instance there's a trap with 3 Mancubi in MAP09, and right before that you pick up a mega armor, so much for the power up... That map in particular also has a challenging ending where a large wave of Pinkies corner you, and a berserk is available to refill your health after the orgy. Another painful trap I'm not sure what to think about.
- Some of the maps have bugs (at least some of them were a little buggy for me in GZDoom) but nothing game-breaking or major. On a few occasions some specific lifts and switches which open areas behind themselves don't play their animations and just instantly disappear instead, and in the case of some elevators, instantly transport you. A little annoying and weird but...
- There's some rather questionable design choices, if not mistakes actually. There's 2 blue keys in one map, the second one serving no purpose (or none that I could find anyway), paper thin switches which are invisible from behind, and a yet another similar scenario with the keys in MAP25, Cesspool.
- Some of the levels are extremely long and just really drag on. MAP09, High-Tech Grave is one such level. Good gameplay to be found here, yes indeed, but it's simply far too long for its own good. It took me 30 minutes or more to complete the map, and it was a pretty exhausting experience.

- There's some new textures here and there, but nothing mind-blowing or impressive about them.

- The final battle can be very short if you move fast, the map gives you lots of resources, and the level itself is just beautifully crafted. Straight to the point, no tedious obstacles, and no bullshit.

- The maps themselves are fairly memorable overall. If I'd have to pick a favorite I'd choose MAP28, City of the Unavenged, despite being a bit confusing at times due to all the switches you have to locate in order to lower the platforms the keys are placed on.

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Spie812

  

I kept from playing this for a long time because it's "designed for coop play," and can now safely say that was the worst possible excuse for not playing this. I'd go so far as to say that (except for Map25) there are no outright bad maps in this entire set. It's not quite as polished as its successor, but in my opinion it's far better than other early megawads like H2H-Xmas and (dare I say it) TNT Evilution.

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Dynamo

  
Quite simply the best mappack ever released. The level design is (almost) always of extremely high quality, with designs clearly influenced by the first Doom but also by other mods and games out at the time. The gameplay is fun and varied, the fights always interesting and the soundtrack is amazing as you would expect. Memento Mori 1 should be the bible of FPS level designers. I wish most modern mappacks were as good as this one. Don't miss out on it.

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Spectre01

  
Pretty good wad with large map variety and generally solid classic gameplay. Not too challenging but enough to keep you from playing sloppy. High quality original soundtrack too. A few of the maps are underwhelming or have too many annoying switches to hunt for but it's fair enough considering the age of the wad. 3/5 Plutonia is still better! :O

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Guest

  
delicious 90's blend

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Guest

  
Dayum this is made in 1996 buts its the best

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Budoka

  
Although the thematic progression is inconsistent with aesthetic styles all over the place, among which quite a few abstract locations, most of these map are of high quality when considered as stand-alone works. However, a there is a handful of maps in here that are downright terrible (MAP25 is especially confounding in the absurdity of its design). Be aware that many of these are fairly long, some pretty hard (18, 24), and some a challenge for your brain (07,28). Good job overall.

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NuMetalManiak

· Edited by NuMetalManiak

  

clearly when it comes to classic megawads Memento Mori gets mentioned. this is certainly a classic megawad on account that it clearly is imperfect in lots of senses. the overall feel is fairly Doom, only with stranger levels, those that are geared more for coop gameplay. but they did tweak it for singleplayer. nevertheless, there are loads of problems still, some HOMs can be seen in some maps (and the deep water effect in MAP25, lol) and many level secrets and items are unobtainable in singleplayer. the levels somehow do strike as memorable in a number of ways, the middle stretch between MAP10 to MAP12 definitely rings a bell, MAP10 being a middling mansion which is easy, MAP11 being strictly coop-based and screwed up heavily for singleplayer, and MAP12 being green marble with some stair tricks but without a lot of detail. along with crappy levels like those, there are some hiccups in progression, some of which can make levels impossible to complete, these include not collecting that backpack in MAP09 or that chaingun at the beginning of MAP14.

 

to offset these we have some very cool maps such as MAP07, which definitely proves its title by being quite the puzzler, with a decent maze section and incredibly tough secrets to find. MAP18 and MAP28 are tough city-style levels with arch-viles in conspicuous corners and tough monster placements, with a few switchhunts that can be confusing, but are far more memorable and enjoyable than other switchhunts I've seen. finally there's MAP23, an early example of a true slaughtermap that still holds up.

 

it's an obvious example of a mixed bag community project, and still can be considered replayable due to middling fun factors that ebb and flow. be warned of hitscanner placement in general, as they are gonna be the nastiest encounters in most maps. these maps are certainly not as polished as the ones in the sequel, and you're gonna have a better time playing the maps from that pack than this.

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Guest

Unknown date

  
One of the greatest wads ever made. While the looks might be outdated, the gameplay is truly timeless and was far ahead of anything else in 1995. I also dig the soundtrack, too. Really, MM is almost perfect with the exception of 2 or 3 "dated" maps. 5/5

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Guest

Unknown date

  
This is classic doom mapping at its finest! Excellent map design and great music. Download this classic megawad now! 5/5

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Guest

Unknown date

  
This was one of the first megawads I played and it still remains in my TOP-5. It might seem a little dated by today's standards, but I would still highly recommend it. It has some classic maps, for example MAP28, a great citystyle map and MAP23, a precursor of Hell Revealed maps. The music is possibly the best ever in a megawad.

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Guest

Unknown date

  
this sucks, i hate the level design of the few levels i played before it annoyed the hell out of me .

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Guest

Unknown date

  
This is probably the first great megaWAD ever made - the Founding Father, in a way. Most levels have interesting themes (e.g. power plant, mansion, haunted town, or laboratory complex). If you get some people along to play cooperatively, you're in for an amazing treat. Most importantly, difficulty is well-balanced, unlike some modern megaWADs that rely on absurd amounts of monsters to challenge the player.

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Guest

Unknown date

  
You need to understand why this wad is great. Stop trolling and go watch the demos on compet-n or DSDA to learn why. 5/5

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Guest

Unknown date

  
("For its time, this was quality, today its mediocre at best. Objectively it was never that great, but the level of quality have always been low, so it still holds up to mediocrity. Gameplay is fun enough in a few maps, simply because the game dosnt require more than ammo in abundance and scattered targets, to grant some fun. 3/4 stars, partly because of its position as -the- classic. -Johnsen") Fucking LOSER this excellent OLD megawad is legendary and thus deserves *****

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  • File Reviews

    • By DoomShark · Posted
      7.0/10   If you're a UV player just skip to map 25 as previous maps are only good for HMP or lower players.  
    • By Book Lord · Posted
      Stephen Clark, a.k.a. @The Ultimate DooMer, is one of the key figures of the Doom community in the early 21st century, an author that is best known for his important ZDoom contributions and for amazing creations in the worlds of Heretic and Hexen. I had no chance to examine his extensive body of work, but his Boom-compatible entries in the Community Chest series allowed me to experience his technical competence and design habits. When the DWMC chose his first vanilla megaWAD for March 2023, I approached it with a mix of curiosity and concern.   Fragport was Clark’s debut on idgames, and it was no humble beginning. Not only it was a full 32-map replacement, but it also included custom sounds, additional textures of practical purpose (most notably the revolutionary ALPHABET used to write signs and marks in maps) and sector tricks that must have been innovative for their time. Another exclusive feature was the seamless progression between levels: the starting zone of the next map was always seen before hitting the exit line or switch, and in the same fashion the player could turn around from the start and get a glimpse on previously traversed areas. Surely it was an expedient to break maps that were too large for the vanilla engine, but it also improved immersion and storytelling.   The player impersonates the top marine Jody Russell, sent to the remote city of Fragport to investigate after communications with the local military bunker suddenly ceased. His ‘call sign is 'Kill Crazy' because (he) kill(s) like crazy and love(s) every minute of it’, so he was the best choice for a dangerous mission into the unknown. The protagonist is shot down by demonic alien invaders, is captured and moved to a desert prison, presumably for execution. He escapes instead and begins a long trek through the brown stone mines and wastelands surrounding Durncrag town. He leaves with a motorboat and manages to sink an ironclad ship carrying monster reinforcements. After a detour on a remote island, Jody crashes his second boat on barren shores and slowly approaches the military installation, disarming the demon-operated defence system and then navigating the sewers into Fragport. Fighting from district to district, he discovers that the invasion started on an artificial moon hosting a tech city, which he promptly reaches by boarding on a spaceship. He resists the assaults of the hellspawn and their vicious traps, until he finds the reactor core and blows it up. He barely escapes the moon and returns to Earth to be celebrated as a hero.   I could not omit a plot summary when presenting Fragport, since the unfolding story and the adventures of Kill Crazy were a prominent feature. A lot of effort has been put in creating a plausible journey, building varied places to explore, and providing realistic connections between them. I admire The Ultimate Doomer for the method, the rigor, and the creativity he put in his Doom efforts: the progression in his maps tends to be a little obscure, but ultimately it becomes clear thanks to the visual hints, achieved by writings and colour codes. Nevertheless, Fragport could not cancel my bias against his lack of restraint. Sometimes he could not realise that too much was too much, and that a stale part of a level could act like a ball and chain.   The megaWAD had a few exciting combat moments and an outstanding construction for 2001, but for the most part its gameplay was grindy and repetitive. Despite a brown palette dominating 20 consecutive maps, there was enough variety in the environments and nice Doomcute props to make the exploration interesting, but when I reached MAP13 I was sick and tired of searching for three keys in every level. The mechanic stayed firmly in place until the end, with coloured switches being added to string out the progression even more. Maps tended to last 18 minutes on average for less than 10 hours of total completion time, placing Fragport in the vanilla age that preceded the sprawling limit-removing creations of the following years.   I played continuous on Ultra-Violence, with savegames mid-level (not during encounters to cheat the RNG or to facilitate anything), and I spared myself the ammo deprivation issues reported by pistol starting DWMC members. Still, I found myself nearly out of ammo at the end of MAP24, and levels like MAP30 did not accommodate for a wasteful behaviour. Besides a resource distribution favouring continuous play, the difficulty seemed rather flat throughout the megaWAD, with only a few harsh monster deployments taking place in the third episode. I felt more challenged by the exploration and the occasional puzzles, especially on MAP29-30 and during the unconventional trial that was MAP32.   The author invested all his skill in the super-secret level, based upon a British gameshow and reproducing both its challenges and settings with the Doom engine. It must be noted that Stephen remade this map for GZDoom in 2016, inspired by “The Crystal Maze” new live attraction in London, and that it counts as his last submission to idgames. This meticulous undertaking perfectly represents The Ultimate Doomer as a mapper, showing his pros and cons, and it aptly stands as the current alpha and omega of his successful career. If the secret levels were worth seeing, and their uncovering process on MAP15 was one of the nicest moments in Fragport, the standard secret compartments seemed casually placed. The statement ‘for those of you who like secrets, there are at least 3 in each level’ confirms they have been added just for completeness, and it surprised me that some were nearly mandatory in the later maps.   The original megaWAD used stock music, but I chose to play it with FragportMidiPack_v1.0, released for the 20th anniversary. The compilation included popular songs, mostly rock and heavy metal music that predates Fragport’s release, with only a few tracks being an exception. I do not mind the soundtrack very much, except when it feels created exactly for the maps, but I generally enjoyed @P41R47’s choices. They usually matched the pacing of the map or had a thematic connection with the environment that got a smile out of me.   Fragport was a bold experiment in 2001, an attempt at bringing Doom on the same level of more advanced games like Quake 2 and Half-Life. Stephen Clark compensated for the engine shortcomings with his own creative solutions, bringing a huge one-man project to completion where most people would have given up. A 32-map megaWAD is an exhausting effort for a single author though, as confirmed by the lack of fresh ideas in some parts of the second and third episode. In retrospect, the boxy level design, the monotone texturing of large areas, the repetitive mechanics, and the copy-pasted encounters caused the experience to become less and less engaging as Jody Russell progressed towards his objective. This should not discourage vanilla enthusiasts from giving Fragport a try, since there are small wonders to be seen in addition to the highlights listed below. A super-solid first submission from a staple of the Doom community, after more than 20 years it shows its age and limits but also the power of method and resolve, two qualities that The Ultimate Doomer possesses aplenty.   Best maps: MAP 11 – Military Bunker MAP 13 – Pipe Factory MAP 15 – Freight Depot MAP 23 – Monad   Other standout maps: MAP 01 – Desert Prison MAP 19 – Dockside MAP 22 – Tech City MAP 28 – Sub-Level 05   Special mentions map: MAP 32 – The Crystal Maze   Detailed commentary of each map can be found in the March 2023 DWMC thread.
    • By RonLivingston · Posted
      One problem about this, is when I played those 2 levels speaking of stupid and blue radishes with herpes is it caused massive lag to my computer, and the secret exit in omg counterstrike leads back to level 36 instead of going to the 4 or 5 portals.
    • By Osmosis Bones · Posted
      This is ridiculous, everyone knows sex isn't real!
    • By DELTA256 · Posted
      I took a little looskie at the mod just now and the only two things that I hate are the fact that the porn in hand is low-les, and also that there is no cuntboy dragon bdsm hentai. A sarcastic 5 stars, In reality, probably 0.000000000000000000000001 out of 5 stars...     Pretty sure I can do a better porn-themed graphics replacement... CUM to think of it, I fucking will >:D
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