MAP07: Bloodsea Keep (Master Levels)

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This level occupies the map slot MAP07. For other maps which occupy this slot, see Category:MAP07.

Bloodsea Keep is a map that is part of the Master Levels for Doom II. It was designed by Sverre André Kvernmo (Cranium), and is contained in the file BLOODSEA.WAD.

In the version for Doom + Doom II, this level uses the music track "Getting Too Tense" by Robert Prince, from Doom II.

Walkthrough[edit]

Map of Bloodsea Keep
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]

Collect the shotgun under your feet and open the door to enter a courtyard with a blood fountain, which is overlooked by zombiemen and/or shotgun guys, then go through another door at the north end to find the entrance hall. Go through the western doorway and climb the staircase in front of you, then press the skull switch at the south end of the corridor to lower the red skull key in the middle of the fountain for a few seconds; you must go through the door next to the switch and drop down to the courtyard to get the key before it rises again.

Go back to the entrance hall and pass through the western doorway, but this time immediately go north into a vine-covered passage and follow this up a staircase and on to a circular room with a lava pit (a pain elemental will rise from it on Ultra-Violence and Nightmare skill levels). Go west from the pit to a room with a fireplace and open its back wall to face a spectre, which will teleport behind you, then press the gargoyle switch in the chamber to lower the north wall of the lava pit and reveal a teleporter. Enter the teleporter (guarded by another pain elemental on Hurt Me Plenty or higher) to go to the ledge above the library, then step across the bookcases to reach the yellow skull key at the south-east end. Drop down to the ground and climb the stairs in the library, then go to the south end of the corridor and open the door here to find a red skull switch. Press the switch (requiring the red key) to find the blue skull key along with an invulnerability.

Go back to the entrance hall and open the red door at the top of the steps, then head north to a blue door and open it to find two spectres and/or pain elementals guarding a yellow door. Behind the yellow door is an X-shaped room with four skull switches that are protected by crushers; you need to press the skull switches in a fixed order, starting with the south-west crusher and going clockwise, to lower the metal wall and reveal steps leading up to a throne. The alcoves with the first and third switches are deep enough that you can stand inside them to avoid the crushers, but the second and fourth alcoves are not. Approach the throne and kill an arch-vile that teleports to it, then press the lion switch on the back of the throne to open the exit teleporter behind you.

Other points of interest[edit]

Secrets[edit]

Official[edit]

  1. In the library, go to the north-western bookcase and step through the black flag in the middle to find a skull switch, which will open the painting on the north wall of the ledge above you. Behind the painting are two sets of shotgun shells and a spectre, as well as a super shotgun on a pillar which will lower as you enter the room. Watch out for the slow crusher that activates as you enter the room. (sector 224)
  2. Just before reaching the circular room with the lava pit you will arrive at a junction with a door and a lion wall. Open the lion wall to find a megaarmor. (sector 284)
  3. At the north end of the long corridor behind the red door, open the dark eastern wall with the red flag (requiring the red key) to enter a dungeon. Go down the steps and open the door at the end of the passage to find some cells containing zombiemen, then open the western door to find a supercharge; if the door closes behind you, shoot into the flames behind the supercharge to open it again. Go back to the cells and continue north past some imps, noting the two slow crushers that activate behind you, until you reach a room with more cells which is the secret. This room contains two rockets, a box of bullets, a box of shotgun shells, and (on Hey Not Too Rough or lower) a berserk pack. (sector 234)
  4. On Hurt Me Plenty or higher, you will find a mancubus in the blood below the tower with the fireplace. Killing it will open a marble chamber to the north containing three lost souls, along with two clips, a chaingun, and a teleporter leading back to the entrance hall. (sector 322)

Non-official[edit]

  • After getting the red key, open the red flag in the south-east corner of the library to find a berserk pack.

Bugs[edit]

There are a few bugs associated with secret #4:

  • When playing on Hey Not Too Rough or lower, the mancubus that opens this secret after its death is absent, making it impossible to enter the secret. This is because doors with tag 666 on map slot MAP07 open after all mancubi are dead, but do nothing when the mancubi are absent to begin with.
  • Because of special behaviour for tag 666 on map slot MAP07, if played using the combined WAD, which puts this map in a different slot, on a source port that does not have special handling for that WAD, then it will not be possible to reach the secret as the wall will not lower when the mancubus is killed.

One teleport landing (thing 375), which makes monsters trying to walk out of the secret #3 dungeon teleport into the north red cave instead, is not flagged to appear on the two easiest skills. This makes the teleporter not work on those skills.

A deathmatch start (thing 294) is not flagged to appear on the two easiest skills, but because of special handling in the engine, it functions normally on all skill levels.

It is possible to leap out of one of the windows in the western tower (the room with the fireplace) and land in the blood outside the playable area of the map. It is impossible to leave this area as the wall surrounding the playable area is too high to climb over, and the blood outside the playable area is not damaging. Going to the south-west region of the pool can also cause a visplane overflow.

The corner button in the north to reveal the throne has an invisible trigger (linedef 1775) in front of it that blocks use attempts until the player gets closer to the button than would appear necessary. This is particularly unlucky because there is a crusher overhead preventing the player from taking their time with the button.

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 4:53.37 Bainshie-Doom 2022-10-22 BLOODSEAm-453.zip
NM 100S 5:48.77 Jean-Charles Dorne (JCD) 2021-07-08 blons548.zip
UV -fast
UV -respawn
UV Tyson
UV pacifist

The data was last verified in its entirety on January 15, 2023.

Deathmatch[edit]

Player spawns[edit]

This level contains seven spawn points:

  1. facing north-east. (thing 3)
  2. facing north. (thing 4)
  3. facing west. (thing 5)
  4. facing south. (thing 6)
  5. facing south. (thing 173)
  6. facing north. (thing 185)
  7. facing west. (thing 294)

Statistics[edit]

Map data[edit]

Things 399
Vertices 2009*
Linedefs 1907
Sidedefs 2776
Sectors 347

* The vertex count without the effect of node building is 1538.

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]