E2M7: Spawning Vats (Doom)

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Sega-Genesis-Model2-32X.png

This level has a
console version.

This level occupies the map slot E2M7. For other maps which occupy this slot, see Category:E2M7.
"Spawning Vats" redirects here. For other uses of this name, see Spawning Vats (disambiguation).

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.

In the PlayStation and Sega Saturn versions, it contains an added secret exit to MAP55: Fortress of Mystery.

Walkthrough[edit]

Map of Spawning Vats
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]

On Ultra-Violence and Nightmare, there will be two demons to your left and right as the level starts. If you are playing from a pistol start, you should go through the western doorway in the starting room and follow the passage to the blue key door. Here you can kill a shotgun guy, take his weapon and get a box of shotgun shells, which will make the rest of the level easier.

Go through the eastern doorway in the starting room and follow the corridor east, north and east past some imps until you go down a staircase to a crate room; there are numerous demons in this room, which can be dispatched using the berserk pack by the south wall. Now climb up the boxes in the south-east corner of the room to get the invulnerability, then run to the switch in the south-west corner and flip it to open a passage leading outside, where a cacodemon (and baron of Hell on UV and NM) guard the blue keycard at the south end.

Return to the blue door west of the starting room, open it to face a couple of demons then go east to find a staircase leading up to the yellow keycard, which overlooks a room with imps. Leave the room through the southern doorway, then walk east to a yellow door and open it; do not stand in the trench directly behind the door as it is highly damaging. Fight through some imps to the south end of the hallway, open another door here then step round the pillar holding the red keycard to find a metal doorway leading to a switch, which will lower that pillar so you can collect the key.

Go back through the yellow door and walk west to a corridor with a trench of blue lights - again, do not stand on them as they are harmful - and go to the south end to find a small door. Go through the door, then open the red door immediately to your right to find a small button; pressing it reveals a second button that raises a bridge leading to the exit door and releases a cacodemon outside. Cross the bridge, open the exit door and press the button behind it to end the level.

Secrets[edit]

  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 an alcove behind you with a box of bullets, a partial invisibility, a health bonus and a computer area map. (sector 250)
  2. In the corridor lined with hemi-cylindrical "vats" in the west, there is 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 a small room with a chainsaw, a stimpack, an energy cell and two armor bonuses. (sector 301)
  4. In the room in the southwest with several small nukage 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 key, 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 at the top of the stairs south of the blue door, go all the way back to the starting room. A nook holding a supercharge and an energy cell pack will be accessible. (sector 294)

Bugs[edit]

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.

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.

Design oddities[edit]

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

While possibly intentional to create a puzzling, unwordly atmosphere, the southeast courtyard with the two small nukage pools has two corpses hanging from the ceiling despite it being open sky.

Areas / screenshots[edit]

Speedrunning[edit]

Routes and tricks[edit]

Current Compet-n records[edit]

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 July 6, 2020.

Current DSDA records[edit]

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

Run Time Player Date File Notes
UV speed 0:10.69 stan1234 2022-11-07 p2m7-010.zip Cross-listed from Pacifist
Also Reality
NM speed 0:14.46 kvothesixstring 2024-11-14 n2m714.zip Also Pacifist
UV max 3:19.66 kuckkuck 2024-06-19 e2m7m319.zip
NM 100S 2:19.91 Jim Leonard (Xit Vono) 2022-10-03 n2s7-219.zip
UV -fast 4:08.09 Jim Leonard (Xit Vono) 2022-09-25 f2m7-408.zip
UV -respawn 3:22.09 Jim Leonard (Xit Vono) 2022-09-25 r2m7-322.zip
UV Tyson 3:45.94 Jim Leonard (Xit Vono) 2022-09-08 t2m7-345.zip
UV pacifist 0:10.69 stan1234 2022-11-07 p2m7-010.zip Also Reality
NoMo 0:14.51 depr4vity 2019-07-12 e2m7o1451.zip
Stroller 1:58.00 Tobby 2023-01-11 e2m7str158.zip
Collector 1:35.63 CWP24 2020-06-07 e2m7-col.zip

The data was last verified in its entirety on November 28, 2024.

Deathmatch[edit]

Player spawns[edit]

This level contains five spawn points:

  1. facing south. (thing 219)
  2. facing west. (thing 220)
  3. facing west. (thing 221)
  4. facing south-east. (thing 222)
  5. facing south. (thing 223)

Statistics[edit]

Map data[edit]

Things 235
Vertices 1626*
Linedefs 1764
Sidedefs 2252
Sectors 323
* The vertex count without the effect of node building is 1451.

Things[edit]

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

Inspiration and development[edit]

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. Originally conceived to be the Hangar 2 building described in the Doom Bible, the starting room in the alpha versions of Doom takes the form of a control room where marines gather to play cards. Doom 0.3 features the setting described originally with the marines playing cards on top of a crate, but alphas 0.4 and 0.5 change this to a control desk. This starting room would eventually become home to a single cacodemon in the released version, and the player's starting point would be moved to a room with columns that originally had no particular purpose.

The room that in the released version contains the blue keycard was originally the hangar bay area, with alphas 0.3 and 0.4 having the characteristic "number two" signs on the floor that the Doom Bible describes. Doom 0.5 changed the numbered flats to a generic UAC insignia.

The warehouse room originally featured an exit that was meant to connect to Supply Depot 2, but it was removed in the released version, and instead, a new exit was added south of the map.

Gallery[edit]

Cards room[edit]

Silver structure room[edit]

Column room[edit]

Warehouse[edit]

Hangar bay[edit]

Trivia[edit]

  • Spawning Vats is the next-to-last level in the Sega 32X version of Doom.
  • This level contains one of the rare instances in official Doom levels of a non-animated damaging floor, a row of blue lights in a trench.
  • The PlayStation and Sega Saturn version of Spawning Vats contains a secret exit to E2M9: Fortress of Mystery .
  • The official French name of this level is Cuves de reproduction.

External links[edit]