The Cursed Hangar

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Author

Jonathan Dowland

About This File

This was the first level of the Freedoom project from around 2006 to 2017. It has recently been replaced and so I decided to make some edits and fixes, to create a "definitive cut" version and release it stand alone. I chose the name "The Cursed Hangar" for this final re-issue.

The map is intended to be a play on Doom's E1M1 "The Hangar". It follows the rough layout of that classic map, but is slightly more complex and slightly more difficult.

The map is intended to use Boom features and so has moving floors, modified COLORMAPs, transparent textures, etc.

This PWAD is designed to work with Boom compatible source ports and Ultimate Doom v1.9. There's a DEHACKED lump that spices things up a little bit if your port supports MBF code pointers (most do).

I've also included two SFX that my brother and I contributed to Freedoom in the early days and which were subsequently replaced.

Credits

TheGreenHerring and NickZ who made minor fixes and changes to the map in Freedoom.

Joseph Dowland (dsclaw).

RjY, Voros and Catoptromancy for play-testing and fix suggestions.

I've imported some textures from FreeDoom that I used for the map and aren't in base Doom (they're mostly recreations of Doom 2 patches). Thanks to the authors:

* RW22_1 - Nick Baker (NiGHTMARE) * RW28_4 - Colin Phipps (cph) * RW18_1 - Simon Howard (Fraggle) * SFALL/NUKAGE1 - Sodaholic * RW33_1 and SLIME14 - Fredrik Johansson

Base

New from scratch (and variations)

Build Time

over 10 years (from first to last edit)

Editors Used

WadAuthor; Slade; Eureka; a hex editor; no doubt others




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GuyNamedErick

  • 3
  

A short map that had quite a history with Freedoom, that being the first map of Freedoom when it was just Freedoom (as doom2.wad) and Ultimate Freedoom (as doom.wad), then to being the first map of the Phase 1 only, and now no longer part of the project. So history aside, the map itself is short but neat, which also made it a rather nice first map when it was part of the Freedoom project.

 

The map resembles the Hangar from the original Doom and it's pretty easy to tell right away. You go kill some Zombiemen and Shotgunners, pick up some armor, blast your way through the short level, and done. Some Boom effects were used well here, including one where the lighting of the room changes to something more menacing. Other than that, it's nice to see this map in the archive.

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Voros

  • 4
  

If you're looking for some badass map to challenge yourself with, you're in the wrong place. This map is not just a (cool) map.

 

It's a part of Freedoom's history.

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Liberation

  • 3
  

Very short, but some nice effects used.

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everennui

  • 3
  

Nice little map. I'd probably give it 2.5 stars. It's not very challenging on UV, but it was very reminiscent of a map from original Doom. I liked the open door when you go up the lift. That's always nice to see. The pipes were a good touch. There were some cool light effects, moving textures... boomedit.wad?

Thanks for sharing.

I did UV Max in 3:31.

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Walter confetti

  • 3
  

Nice, short map with some interesting boom effects!

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  • File Reviews

    • By dmg_64 · Posted
      Great re-imagination of Doom 2, the levels look and play good with each having they're own theme and different progression style, keeping things fresh, definitely recommended.
    • By silentzorah · Posted
      This is okay.  Some unused beta content, lotta console content.  I can appreciate the increased difficulty, but some of the texture and music choices early-on kinda put me off.  Didn't much care for E5M4.   It's not terrible, but it isn't hard to see why the beta maps were scrapped from the final version of the game.  Give it a try, if you're feeling bold.
    • By Agent6 · Posted
      Alright, so, what can I say about Memento Mori 2 after finishing it and the first one?   Well, first of all, the levels are more beautiful, visually it aged noticeably better than the original and uses more custom textures, some already seen in the original. The music is on par with the original.   The levels themselves are overall better designed for the most part, but here is where the problems make themselves known. MM2 is clearly designed more for co-op than single player. This starts getting very noticeable after MAP24. Whereas the original had a few maps that dragged on, particularly at the beginning of the wad, this one drags on extremely bad after MAP24. Not just that the maps are starting to become huge and with hundreds of enemies and very annoying traps, it also starts becoming more confusing and tiring, MAP27 being the worst offender. The main tower in MAP28, or rather the overall level, is unfun as well, doing a poor job at keeping you entertained for the most part, save for a few areas where you also get an Invulnerability, but not on the edge of your nerves like MAP27 does. Eh, the traps don't go crazy at least.   Post MAP24 levels simply become tiresome and no longer bring much pleasure. The war of attrition also gets real in some maps, MAP27 still being the best example, giving you lots of rockets and some health to recover from the orgy, if you manage to find the secrets, but not much else. Without locating the secrets it can be extremely infuriating and especially difficult to finish, hence me actually forcing myself to finish the wad, it was very tempting to just can the whole thing after reaching MAP24 because it ceases to be fun at that point, turning instead in a struggle for survival. Like I said, MM2 makes it very clear that it's more co-op/multiplayer oriented and not very suitable for solo, or not on UV anyway.   Unlike the first MM, I managed to locate both secret exits and I must say that for secret levels, they're pretty easy, which is very surprising. I can't compare them to the ones from the original MM because I failed to locate any of them there.   I also don't have any favorite maps to my surprise, I like most of them, and even the maps that drag on like hell are not bad themselves, just not suitable for playing solo, but can't exactly pick any, whereas City of the Unavenged from the original was easily my favorite, here? I'm not sure...   Either way, all things considered, it's a solid wad and a great sequel to the original. Worse? No, but then why the lower rating? Well, simply for not providing a solid experience in SP towards the end, so if you want to play it solo like I did, it doesn't really work anymore when you're about to finish it. It drags on and the difficulty also spikes nastily.
    • By Nems · Posted
      Sometimes, after playing through a level set that stomps your balls in, you want to relax with something a little more laid back. This is that megawad. Highly recommended. <3
    • By Summer Deep · Posted
      This is okay for a 1995 Doom 2 mapset. The action and the environments vary between humdrum and pretty engaging. It's not particularly difficult, even on UV, if played in continuous (weapon carryover) format, as it was apparently designed to be.   Nonetheless it could have been a tougher challenge but for an over-provision of health and armour at certain points (a recurring element in wads of this era), and also some bizarre game mechanics - for instance a Spider Mastermind decided to walk under a crushing ceiling in level 3, just when it had me in a bit of trouble. Then a Cyberdemon, which was occupying a threatening position at the beginning of level 5, suddenly disappeared and its remains later turned up in another part of the map: I can only assume it was telefragged or something.   Still, this is a great improvement on this author's earlier ASDOOM.WAD for Doom 1, that's for sure.