Difference between revisions of "E2M7: Spawning Vats (Doom)"

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(External links: add Compet-n link and DSDA link)
(Add spots template, standard section headers, secret sectors, link to rejects table)
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{{The Shores of Hell}}
 
{{The Shores of Hell}}
 
{{map|slot=E2M7}}
 
{{map|slot=E2M7}}
 
 
'''E2M7: Spawning Vats''' is the seventh map of [[The Shores of Hell]] in [[Doom]]. It was designed by [[Tom Hall]] and [[Sandy Petersen]] and it uses the [[Doom music|music]] track "Waltz of the Demons." The [[par time]] is 4:00.
 
'''E2M7: Spawning Vats''' is the seventh map of [[The Shores of Hell]] in [[Doom]]. It was designed by [[Tom Hall]] and [[Sandy Petersen]] and it uses the [[Doom music|music]] track "Waltz of the Demons." The [[par time]] is 4:00.
  
 
As the last of the levels representing man-made complexes, Spawning Vats is in effect an amalgamation of all previous bases, including a [[E2M2: Containment Area (Doom)|container warehouse]] and a [[E1M7: Computer Station (Doom)|computer complex]].
 
As the last of the levels representing man-made complexes, Spawning Vats is in effect an amalgamation of all previous bases, including a [[E2M2: Containment Area (Doom)|container warehouse]] and a [[E1M7: Computer Station (Doom)|computer complex]].
  
==Strategy==
+
==Walkthrough==
 
[[Image:E2M7 map.png|thumb|300px|Map of E2M7]]
 
[[Image:E2M7 map.png|thumb|300px|Map of E2M7]]
 +
{{map spots}}
  
===Walkthrough===
+
===Essentials===
 
At least on [[skill level|ultra-violence]] and easier, if you warp in and start with the [[fist]] and [[pistol]], avoid fighting the [[demon]]s in that room where you start out. Instead, dodge them and run to the right (west) corridor, which will bring you to the room with the blue [[key]] door. There, you can dispatch a [[Shotgun guy|sergeant]] to get his [[shotgun]], pickup a [[box of shotgun shells]], and then take down the two demons easily.  Do not continue past the blue key door room yet, as you do not have the [[ammo]] to deal with the tougher [[monster]]s yet.
 
At least on [[skill level|ultra-violence]] and easier, if you warp in and start with the [[fist]] and [[pistol]], avoid fighting the [[demon]]s in that room where you start out. Instead, dodge them and run to the right (west) corridor, which will bring you to the room with the blue [[key]] door. There, you can dispatch a [[Shotgun guy|sergeant]] to get his [[shotgun]], pickup a [[box of shotgun shells]], and then take down the two demons easily.  Do not continue past the blue key door room yet, as you do not have the [[ammo]] to deal with the tougher [[monster]]s yet.
  
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===Secrets===
 
===Secrets===
# In the hall connecting the warehouse and the outdoor area in the east, climb the small staircase leading to a small control room. Follow another set of stairs down to a switch. Flip it to open a secret room behind you.
+
# In the hall connecting the warehouse and the outdoor area in the east, climb the small staircase leading to a small control room. Follow another set of stairs down to a switch. Flip it to open a secret room behind you. '''(sector 250)'''
# In the corridor lined with hemi-cylindrical "vats" in the west, there's a narrow opening between two of the vats on the west wall that leads outside.
+
# In the corridor lined with hemi-cylindrical "vats" in the west, there's a narrow opening between two of the vats on the west wall that leads outside. '''(sector 284)'''
# At the north end of secret 2 is a switch on the wall. Flip it to open another secret area.
+
# At the north end of secret 2 is a switch on the wall. Flip it to open another secret area. '''(sector 301)'''
# In the room in the southwest with several small slime pools in alcoves. In one of these alcoves is a small tunnel leading to a rocket launcher and a teleporter.
+
# In the room in the southwest with several small slime pools in alcoves. In one of these alcoves is a small tunnel leading to a rocket launcher and a teleporter. '''(sector 44)'''
# After getting the red keycard, go through the teleporter in secret 4. Open the red door and flip the switch behind it.
+
# After getting the red keycard, go through the teleporter in secret 4. Open the red door and flip the switch behind it. '''(sector 72)'''
# After flipping the switch in secret 5, as well as the switch behind the blue door, go all the way back to the starting room. A nook holding a soul sphere and a bulk cell will be accessible.
+
# After flipping the switch in secret 5, as well as the switch behind the blue door, go all the way back to the starting room. A nook holding a soul sphere and a bulk cell will be accessible. '''(sector 294)'''
  
 
===Bugs===
 
===Bugs===
* Two "hanging leg" decorations ([[Thing]]s 192 and 193) and an [[Energy cell (Doom)|energy cell]] (Thing 99) have no flags set for any of the [[Skill level#Doom skill levels|difficulty classes]], so they do not actually appear in the level.
+
Two "hanging leg" decorations ([[Thing]]s 192 and 193) and an [[Energy cell (Doom)|energy cell]] (Thing 99) have no flags set for any of the [[Skill level#Doom skill levels|difficulty classes]], so they do not actually appear in the level.
*In this level it is possible to trigger an example of the [[Tutti-frutti effect]].  Upon entering the crate room, a door closes behind the player.  The door consists of two sectors.  By blocking the second sector, it is possible for one sector to be closed while the other remains open.  A short texture which does not vertically tile is used for the linedef between the sectors: as a result, the tutti-frutti effect appears.
+
 
*All versions of this map have several [[linedef]]s with [[Linedef#Linedef_Flags|flag bits]] 9-15 set, which had no function.
+
In this level it is possible to trigger an example of the [[Tutti-frutti effect]].  Upon entering the crate room, a door closes behind the player.  The door consists of two sectors.  By blocking the second sector, it is possible for one sector to be closed while the other remains open.  A short texture which does not vertically tile is used for the linedef between the sectors: as a result, the tutti-frutti effect appears.
*In the southeast courtyard with the two small [[Damaging floor|nukage]] pools, two corpses hang from the ceiling despite it being open sky.
+
 
*Linedef 1286 (just in front of the south side of the yellow door), lacks a lower texture causing a small [[Hall of mirrors effect | HOM effect]].
+
All versions of this map have several [[linedef]]s with [[Linedef#Linedef_Flags|flag bits]] 9-15 set, which had no function.
* A [[Blind spots in Doom reject tables|Reject table blindspot]] causes the demon behind the blue key door to not see the player in front of the door.
+
 
 +
In the southeast courtyard with the two small [[Damaging floor|nukage]] pools, two corpses hang from the ceiling despite it being open sky.
 +
 
 +
Linedef 1286 (just in front of the south side of the yellow door), lacks a lower texture causing a small [[Hall of mirrors effect|HOM effect]].
 +
 
 +
A reject table blindspot causes the demon behind the blue key door to not see the player in front of the door. In total there are 27 known [[Blind spots in Doom reject tables#E2M7: Spawning Vats|anomalies]] in this level's [[REJECT|REJECT table]].
  
 
==Areas / screenshots==
 
==Areas / screenshots==
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===Current records===
 
===Current records===
 
 
The [[Compet-N]] records for the map are:
 
The [[Compet-N]] records for the map are:
 
{| {{prettytable}}
 
{| {{prettytable}}
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== Trivia ==
 
== Trivia ==
 
+
* Spawning Vats is the final level for the [[Sega_32X|32X]] version of [[Doom]].
*Spawning Vats is the final level for the [[Sega_32X|32X]] version of [[Doom]].
+
* Spawning Vats contains one of the rare instances in official Doom levels of a non-animated [[damaging floor]], a row of blue lights in a trench.
*Spawning Vats contains one of the rare instances in official Doom levels of a non-animated [[damaging floor]], a row of blue lights in a trench.
+
* Spawning Vats was originally designed to be a hangar, as the alpha versions of the map are based on the "Hangar 2" area in the [[Doom Bible]].
*Spawning Vats was originally designed to be a hangar, as the alpha versions of the map are based on the "Hangar 2" area in the [[Doom Bible]].
+
* The [[PlayStation]] and [[Saturn]] version of Spawning Vats contains a secret exit to [[E2M9: Fortress of Mystery]] .
*The [[PlayStation]] and [[Saturn]] version of Spawning Vats contains a secret exit to [[E2M9: Fortress of Mystery]] .
 
  
 
==External links==
 
==External links==
 
 
* {{competnmap|1|128|E2M7}}
 
* {{competnmap|1|128|E2M7}}
 
* {{dsda|id=947|mapid=127|title=E2M7 demos}}
 
* {{dsda|id=947|mapid=127|title=E2M7 demos}}

Revision as of 06:52, 15 May 2016

Ultimate Doom maps
Knee-Deep in the Dead

M1 M2 M3 M4 M5 M6 M7 M8 M9

Inferno

M1 M2 M3 M4 M5 M6 M7 M8 M9

Thy Flesh Consumed

M1 M2 M3 M4 M5 M6 M7 M8 M9

This level occupies the map slot E2M7. For other maps which occupy this slot, see Category:E2M7.

E2M7: Spawning Vats is the seventh map of The Shores of Hell in Doom. It was designed by Tom Hall and Sandy Petersen and it uses the music track "Waltz of the Demons." The par time is 4:00.

As the last of the levels representing man-made complexes, Spawning Vats is in effect an amalgamation of all previous bases, including a container warehouse and a computer complex.

Walkthrough

Map of E2M7
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

At least on ultra-violence and easier, if you warp in and start with the fist and pistol, avoid fighting the demons in that room where you start out. Instead, dodge them and run to the right (west) corridor, which will bring you to the room with the blue key door. There, you can dispatch a sergeant to get his shotgun, pickup a box of shotgun shells, and then take down the two demons easily. Do not continue past the blue key door room yet, as you do not have the ammo to deal with the tougher monsters yet.

Beware of the door that closes behind you when you enter the descending stairs to the crate room (warehouse). Before you step on the stairs, use a couple fist punches to alert some demons, which you can dispatch before getting trapped. Getting the berserk will allow you the dispatch the rest of the demons easily. Save the invulnerability for taking on the baron and cacodemons outside, where you can save ammo by using the berserk fist.

Be careful when you go through the yellow key door, as there are a large number of imps behind it and they will have been alerted to your presence, since that area is connected to the outside where you fought the baron and cacodemons. Also avoid the middle trench of the hallways which are illuminated by blue lights, since these will reduce your health.

Secrets

  1. In the hall connecting the warehouse and the outdoor area in the east, climb the small staircase leading to a small control room. Follow another set of stairs down to a switch. Flip it to open a secret room behind you. (sector 250)
  2. In the corridor lined with hemi-cylindrical "vats" in the west, there's a narrow opening between two of the vats on the west wall that leads outside. (sector 284)
  3. At the north end of secret 2 is a switch on the wall. Flip it to open another secret area. (sector 301)
  4. In the room in the southwest with several small slime pools in alcoves. In one of these alcoves is a small tunnel leading to a rocket launcher and a teleporter. (sector 44)
  5. After getting the red keycard, go through the teleporter in secret 4. Open the red door and flip the switch behind it. (sector 72)
  6. After flipping the switch in secret 5, as well as the switch behind the blue door, go all the way back to the starting room. A nook holding a soul sphere and a bulk cell will be accessible. (sector 294)

Bugs

Two "hanging leg" decorations (Things 192 and 193) and an energy cell (Thing 99) have no flags set for any of the difficulty classes, so they do not actually appear in the level.

In this level it is possible to trigger an example of the Tutti-frutti effect. Upon entering the crate room, a door closes behind the player. The door consists of two sectors. By blocking the second sector, it is possible for one sector to be closed while the other remains open. A short texture which does not vertically tile is used for the linedef between the sectors: as a result, the tutti-frutti effect appears.

All versions of this map have several linedefs with flag bits 9-15 set, which had no function.

In the southeast courtyard with the two small nukage pools, two corpses hang from the ceiling despite it being open sky.

Linedef 1286 (just in front of the south side of the yellow door), lacks a lower texture causing a small HOM effect.

A reject table blindspot causes the demon behind the blue key door to not see the player in front of the door. In total there are 27 known anomalies in this level's REJECT table.

Areas / screenshots

Speedrunning

Routes and tricks

Current records

The Compet-N records for the map are:

Run Time Player Date File Notes
UV speed 00:15 Drew DeVore (stx-Vile) 2005-04-22 e2m7-015.zip
NM speed 00:17 Drew DeVore (stx-Vile) 2005-04-21 n2m7-017.zip
UV max 03:44 Radek Pecka 2002-09-27 e2m7-344.zip
NM100S 02:24 Radek Pecka 2002-09-26 n2s7-224.zip
UV -fast 04:12 Radek Pecka 2002-03-24 f2m7-412.zip
UV -respawn 03:36 Radek Pecka 2000-11-14 r2m7-336.zip
UV Tyson 03:51 Radek Pecka 2004-01-30 t2m7-351.zip
UV pacifist 00:19 Jonathan Rimmer 2001-11-10 p2m7-019.zip

The data was last verified in its entirety on November 17, 2012.

Statistics

Map data

Things 235
Vertices 1626*
Linedefs 1764
Sidedefs 2252
Sectors 323

* The vertex count without the effect of node building is 1451.

Things

Monsters ITYTD and HNTR HMP UV and NM
Sergeants 3 4 4
Spectres 0 1 5
Imps 40 41 46
Demons 18 26 33
Barons of Hell 1 1 2
Cacodemons 2 5 5
Powerups ITYTD and HNTR HMP UV and NM
Backpacks 1 1 1
Stim packs 16 16 16
Medikits 5 5 5
Soul spheres 1 1 1
Health bonuses 9 9 9
Armor bonuses 12 12 12
Green armors 1 1 1
Blue armors 1 1 1
Invulnerabilities 2 2 2
Berserks 1 1 1
Invisibilities 1 1 1
Automaps 1 1 1
Weapons ITYTD and HNTR HMP UV and NM
Chainguns 1 1 1
Rocket launchers 1 1 1
Plasma guns 1 1 1
Chainsaws 1 1 1
Ammunition ITYTD and HNTR HMP UV and NM
Bulk Cells 2 2 2
Ammo clips 16 16 16
Shells 6 6 6
Rockets 2 2 2
Energy cells 3 3 3
Ammo boxes 3 3 3
Shell boxes 6 6 6
Keys ITYTD and HNTR HMP UV and NM
Blue cards 1 1 1
Yellow cards 1 1 1
Red cards 1 1 1
Barrels ITYTD and HNTR HMP UV and NM
Exploding barrels 1 1 1

Inspiration and development

E2M7 was the first level started for Doom, and early versions appear as E1M1 of Doom 0.3, E1M1 of Doom 0.4, and E1M11 of Doom 0.5.

Trivia

  • Spawning Vats is the final level for the 32X version of Doom.
  • Spawning Vats contains one of the rare instances in official Doom levels of a non-animated damaging floor, a row of blue lights in a trench.
  • Spawning Vats was originally designed to be a hangar, as the alpha versions of the map are based on the "Hangar 2" area in the Doom Bible.
  • The PlayStation and Saturn version of Spawning Vats contains a secret exit to E2M9: Fortress of Mystery .

External links