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Joe Todd

Memento Mori 2 Super Secret Levels

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Does anyone know how to find those two super secret levels (Maps 33 and 34) of Memento Mori 2? I can't figure out. Anyone who knows how to reach them, please tell me by posting.

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Start your game with 'doom2 -file mm2.wad mm2info.dat' ('doom2' can of course be a port of your choice). The first super-secret level will be map01, the second will be map02.

Be warned that both these maps are exceedingly crap ;)

BTW, just so you know for the future, the questions forum would probably be a more appropriate place for this kind of post (seeing as it is a question and everything ;) ).

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Joe Todd said:

I can't find mm2info.dat in the zip. Where is it?


Probably in another ZIP in the MM directory at the archives. Use http://doomsearch.com/ to find the MM stuff if you don't already know exactly where it is (the themes dir, actually.)

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Don't you think a zip with the same name as the dat file might just be the one with it in? ;)

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Hmm, the TiC site.. that reminds me I wanted to look over their old reviews (out of curiosity.)

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Heh. It's the MM2INFO pack; I downloaded that when I got MM2. I figured
out the secret level by chance when I opened up MM2INFO.DAT in a hex
editor by accident and noticed the 'PWAD' header.

I was so proud. :D The first level sucks, but the second isn't that bad.


Also, you may need to rename .dat to .wad for some ports, I don't know.

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Heh, I just opened it in DeePSea and realized how they got it to work
the way they did; all the texts and pictures for the DAT are actually
standard Doom lumps. The descriptions are all readable from within
Wintex or DeePSea.

Neat idea. :)

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VolteFace, yeah, doom doesn't need the wad file extension, any may be used (or none, or many, I bet.) And DATs are being used in some other instances, like legacy, and XWE takes it by default as an editing file type (which I personally disabled, as it's hardly ever used and many other files use that extension which I sometimes need to open with notepad or something.)

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Joe, make sure you place the DAT after mm2.wad in the command line, or else the two maps will be overwritten by MM2's normal map01 and map02.

-file mm2.wad mm2info.dat (not the other way around.)

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myk said:

Joe, make sure you place the DAT after mm2.wad in the command line, or else the two maps will be overwritten by MM2's normal map01 and map02.

-file mm2.wad mm2info.dat (not the other way around.)


I am using Boom, and it still won't work. I type boom -file mm2.wad mm2info.dat. I've also tried normal Doom with doom2 -file mm2.wad mm2info.dat. Why isn't it working?

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NiGHTMARE said:

Be warned that both these maps are exceedingly crap ;)

Denis Moeller's one isn't too awful. But the one after that....WTF, it's like not even finished.

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VolteFace said:

Rename mm2info.dat to mm2info.wad and then try it.


That's right... what I said above about WAD extensions in doom/doom2 is WRONG.

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I typed boom -file mm2info.wad (didn't include mm2.wad, that is not needed), and when I loaded, I got an error stating "R_TextureNumForName: AWEVIL1 not found." Please tell me what I did wrong and how to fix it.

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Joe Todd said:

I typed boom -file mm2info.wad (didn't include mm2.wad, that is not needed), and when I loaded, I got an error stating "R_TextureNumForName: AWEVIL1 not found." Please tell me what I did wrong and how to fix it.


It does indeed need mm2.wad, since the new maps use MM2 textures, so they call for info that's found in the WAD.

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VolteFace said:

Rename mm2info.dat to mm2info.wad and then try it.


This is right. Then be sure to load both wads to play or watch the LMPs that you can download for it.

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