E3M7: The Chasm (Heretic + Hexen)

From DoomWiki.org

Heretic re-release maps
The City of the Damned

M1 M2 M3 M4 M5 M6 M7 M8 M9

Hell's Maw

M1 M2 M3 M4 M5 M6 M7 M8 M9

The Ossuary

M1 M2 M3 M4 M5 M6 M7 M8 M9

The Stagnant Demesne

M1 M2 M3 M4 M5 M6 M7 M8 M9

Fate's Path (deathmatch only levels)

M1 M2 M3

This level has an
original version
This level occupies the map slot E3M7. For other maps which occupy this slot, see Category:E3M7.

E3M7: The Chasm is the seventh map of episode The Dome of D'Sparil in the enhanced Heretic: Shadow of the Serpent Riders re-release, included with Heretic + Hexen. It uses the music track "Marek" by Kevin Schilder.

Walkthrough[edit]

Map of The Chasm
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]

You begin facing a sludge pool with caged ophidians on either side. Run through the pit to the two mystic urns on the other side, collecting an ethereal crossbow on the way, then wait for the bars behind them to open and reveal a staircase, which goes up to a room with golems. Go through the door on the north side of the room and follow the passage round to a water pool with a yellow door, slay some fire gargoyles then continue east and south to another door. Deal with any undead warriors waiting in the next room, then go through the doorway on the south side and go round the corner to find a disciple of D'Sparil guarding a firemace and a switch. Press the switch and kill the ophidians that are released behind you, then go back to the previous room and climb the steps that have risen by the east wall to reach the yellow key.

Go back to the yellow key door and pass through it to reach a large orange building surrounded by sludge, destroy any waiting sabreclaws then head south around the building to find some steps leading up to a hall with Time Bombs of the Ancients and more sabreclaws. Go through the west archway and head straight forward to a dragon claw, watching out for warrior ghosts hiding on either side of it, then press the switch here to lower the banner wall in the south-east corner and reveal some steps with sabreclaws on them. Go up the steps and press the switch recessed into the south wall, noting the warrior ghosts behind you, then go back to the hall and collect the hellstaff that has lowered at the south end to open the horsemen mural behind it, revealing a room with four teleporters and a maulotaur. Enter the north-east teleporter to reach a balcony overlooking the hall, press the switch here to release some disciples, then drop down to the hall and return to the teleporters. The south-east teleporter has lowered, allowing you to reach the green key just above it.

Go back to the hall and open the green door on the east side, head down a staircase then follow the passage west to a cavern with sabreclaws. Head south to a sludge pool and exit through the opening in the south-west corner, then follow the path past an ophidian and go up to a bridge over a sludge pit. Cross the bridge, watching out for iron liches on either side as well as a strong wind that tries to push you off, and collect the blue key on the other side along with a Wings of Wrath, then retrace your steps to the orange building at the north end of the level. Go up the steps on the south side of the building and open a stone door at the top, destroy any waiting liches then open the exit door to find seven disciples guarding the blue exit switch.

Other points of interest[edit]

Secrets[edit]

  1. Open the horsemen mural opposite the yellow key door to find one to three ophidians guarding a Tome of Power and a claw orb. (sector 20) Pressing the switch here will lower a teleporter to your left, which leads to a chamber with an energy orb guarded by a sabreclaw. There is another switch behind you that will lower a second teleporter, leading to another chamber with a sabreclaw protecting a dragon claw. Press a third switch behind you to lower another teleporter which leads back to the secret area.
  2. Approaching the switch that raises the steps to the yellow key will open a closet behind you containing ophidians. Take the mystic urn in the closet then go west to find a Bag of Holding and two stacks of mace spheres. (sector 318)
  3. After entering the sludge pool behind the yellow door, go to the brazier in the south-west corner and open the gray wall behind it to enter one of the ophidian cages in the starting room, which contains a Ring of Invincibility. (sector 351)
  4. After entering the sludge pool behind the yellow door, go to the brazier in the south-east corner and open the green wall behind it to find steps leading up to an enchanted shield. (sector 357)
  5. In the room with four teleporters, enter the north-west teleporter then press the switch on the north wall. When you return to the teleporter room you will see that the south-west teleporter has lowered; this teleporter is fake (it has no teleport glitter), but stepping on it will open the south wall and reveal one to three disciples guarding a Morph Ovum. (sector 145)
  6. In the green key room, open the south wall to find one or two ophidians guarding a number of Time Bombs. (sector 158)
  7. Behind the blue key is a Wings of Wrath. As soon as you pick it up, activate it then fly west from the bridge to a ledge with various ammo pickups. The ledge leads to an enclosed area with four alcoves containing a Ring of Invincibility, another Wings of Wrath, an inferno orb, and greater runes. (sector 268)
  8. Still using the Wings of Wrath, fly east from the bridge to a sludgefall then go south to another ledge. The ledge leads to another enclosed area with an enchanted shield, another Wings of Wrath, two energy orbs, and a pile of mace spheres. (sector 271)
  9. Going through the teleporters in secret #1 will raise the ceiling above the switch, revealing Time Bombs and a Ring of Invincibility. You can reach the items with a Wings of Wrath. (sector 209)
  10. As you approach the exit switch you should hear two walls lower to your left and right. Go back to the previous room to find that the north-east and north-west walls have lowered to reveal two quartz flasks. (sector 330)

Bugs[edit]

Demo files[edit]

Comparison of versions[edit]

Room design[edit]

  • Water throughout the level was replaced with damaging sludge.
  • Several secrets were added or changed.
    • A secret sector was added above the switch in secret #1.
    • The Bag of Holding inside the closet south of the yellow key was marked as secret.
    • A Ring of Invincibility was added to the north-eastern ophidian cage in the starting room.
    • A secret enchanted shield was added at the south end of the yellow key room.
    • The four compartments in the sludge pool past the green door are no longer secret.
    • The phoenix rod at the bottom of the stairs leading to the bridge is no longer secret.
    • Two secret quartz flasks were added on either side of the exit room.
  • Metal bars were added to the starting room, forcing the player to deal with the ophidians while waiting for them to open.
  • A switch was added on the stairs past the starting room, which will activate crushers inside the ophidian cages.
  • Taking the blue key will close several walls in the eastern sludge pool, forcing the player to take a longer route to get back to the orange building.

Texture changes[edit]

  • Most of the water pools in this level were changed to damaging sludge.
  • Teeth textures were added throughout the level.
  • The room with four teleporters uses gray serpent walls instead of orange triangle stones.
  • Some missing upper textures above the sludge pool past the green door were fixed.
  • Mossy walls were added to the caverns around the eastern sludge pool.

Thing placement[edit]

  • Numerous monsters throughout the level were added, swapped or replaced.
    • All of the weredragons in this level were changed to ophidians.
    • The warrior and nitrogolems guarding the Bag of Holding on the west side of the map were changed to ophidians.
    • The closet that opens behind you when you approach the switch for the yellow key contains ophidians instead of warriors.
    • The fire gargoyles in the closets on either side of the southern hall were replaced with disciples.
    • The ophidians guarding the switch on the west side of the southern hall were replaced with warrior ghosts.
    • Sabreclaws were added to the steps behind the banner wall in the southern hall.
    • The gargoyles in the chamber west of the four teleporters were replaced with one or two warrior ghosts.
    • The maulotaur near the green key was placed behind a door, to create a surprise for the player.
    • One or two warrior ghosts were added to the green key chamber on bringest them oneth skill level or higher.
    • Seven disciples were added to the exit room.
  • Two mystic urns were added to the starting room.
  • The crystal vials opposite the yellow door were changed to three quartz flasks.
  • Time Bombs were added to the center of the southern hall.
  • The hellstaff was moved from secret #5 to the center of the southern hall. Secret #5 contains a Morph Ovum instead.
  • A dragon claw was added in front of the switch on the west side of the southern hall.
  • The ammo items in secrets #7 and #8 were changed, and no longer include crystal geodes.

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
SM speed
SM max
BP speed
BP max
NM speed
NM 100S
Tyson
Pacifist

The (absence of) data was last verified in its entirety on August 10, 2025.

Deathmatch[edit]

Player spawns[edit]

This level contains eleven spawn points:

  1. facing south. (thing 795)
  2. facing south. (thing 796)
  3. facing east. (thing 797)
  4. facing south. (thing 799)
  5. facing north. (thing 800)
  6. facing south-east. (thing 801)
  7. facing south-west. (thing 802)
  8. facing north-east. (thing 803)
  9. facing north-east. (thing 804)
  10. facing east. (thing 808)
  11. facing south-west. (thing 811)

Statistics[edit]

Map data[edit]

Things 813
Vertices 2064*
Linedefs 2279
Sidedefs 3219
Sectors 373
* The vertex count without the effect of node building is 1823.

Things[edit]

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

Technical information[edit]

Inspiration and development[edit]

Trivia[edit]

See also[edit]

Sources[edit]

External links[edit]