MAP16: Hangman's Noose (Community Chest 3)

From DoomWiki.org

Community Chest 3 maps 12-20

01 02 03 04 05 06 07 08 09 10 11
(12 - 20)
21 22 23 24 25 26 27 28 29 30
Secret maps: 31 32

This level occupies the map slot MAP16. For other maps which occupy this slot, see Category:MAP16.
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MAP16: Hangman's Noose is the sixteenth map of Community Chest 3. It was designed by Matt Devlin (Shadow Dweller), and subsequently detailed and partially reworked by Eric Baker (The Green Herring). It uses the music track from MAP01 of TNT: Evilution.

Walkthrough[edit]

Map of Hangman's Noose
Letters in italics refer to marked spots on the map. Sector, thing, and linedef numbers in boldface are secrets which count toward the end-of-level tally.

Essentials[edit]

Other points of interest[edit]

Secrets[edit]

  1. In the gray and brown room filled with crates after the caged walkway (northeast of the starting area), there is a switch hidden behind crates in the northwestern corner of the area. Press this switch, and the nearby walls will briefly lower to reveal a secret elevator. (sector 58) While inside, press the thin switch to be taken up to an alcove with a rocket launcher and three rockets. Press the switch again to be taken back down and the wall switch to free yourself.
  2. In the dark, metal passageway immediately after the same room as secret #1, the lights surrounding the red panel in the southeastern part of it do not flicker. Press on this panel to find a stimpack, a box of rockets, and a super shotgun. (sector 79)
  3. In the large, rectangular room where the blue key door is, the light on the panel at the top of the computer in the southeastern part of it randomly flickers. Jump onto it from the walkway east of the computer, and the metal ring in the center will drop to reveal a switch. Pressing this switch will lower an elevator holding twelve health bonuses. (sector 300) Ride the elevator up to find a BFG9000.

Bugs[edit]

The following multiplayer-only things have no flags set for any of the three difficulty classes, so they do not actually appear in the level: a shotgun (thing 471), a plasma gun (483), a chaingun (498), and a rocket launcher (500).

Demo files[edit]

Areas / screenshots[edit]

Speedrunning[edit]

Routes and tricks[edit]

Current records[edit]

The records for the map at the Doom Speed Demo Archive are:

Run Time Player Date File Notes
UV speed
NM speed
UV max 5:39.26 lirui1001 2019-10-24 c316-539.zip
NM 100S
UV -fast
UV -respawn
UV Tyson
UV pacifist

The data was last verified in its entirety on January 13, 2022.

Deathmatch[edit]

Player spawns[edit]

This level contains twenty-three spawn points:

  1. facing north. (thing 436)
  2. facing south-east. (thing 437)
  3. facing east. (thing 438)
  4. facing south. (thing 439)
  5. facing south-east. (thing 440)
  6. facing north. (thing 441)
  7. facing north. (thing 442)
  8. facing south-east. (thing 443)
  9. facing west. (thing 444)
  10. facing south-west. (thing 445)
  11. facing west. (thing 446)
  12. facing south. (thing 447)
  13. facing south-west. (thing 448)
  14. facing south-east. (thing 449)
  15. facing west. (thing 450)
  16. facing east. (thing 451)
  17. facing south. (thing 452)
  18. facing north. (thing 453)
  19. facing east. (thing 454)
  20. facing south. (thing 455)
  21. facing east. (thing 456)
  22. facing north-east. (thing 457)
  23. facing south-east. (thing 458)

Statistics[edit]

Map data[edit]

Things 813
Vertices 7899*
Linedefs 7114
Sidedefs 11716
Sectors 847
* The vertex count without the effect of node building is 6161.

Things[edit]

This level contains the following numbers of things per skill level:

Technical information[edit]

Inspiration and development[edit]

The original, submitted level was designed using TNT: Evilution as the IWAD. Although it was converted to be playable with Doom II, the sky and music were chosen based on what the level used when TNT was loaded.

Trivia[edit]

See also[edit]

Sources[edit]

External links[edit]