MAP07: Ground Beneath (1000 Line Community Project)


1000 Line CP maps
City levels

01 02 03 04 05 06

City/Hell levels
Hell levels

12 13 14 15 16 17 18 19 20

Techbase levels

21 22 23 24 25 26 27 28 29 30

Secret levels

31 32

Bonus levels

33 34

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

MAP07: Ground Beneath is the seventh map of 1000 Line Community Project. It was designed by Aquila Chrysaetos and uses the music track "Message for the Archvile" by Robert Prince.


Map of Ground Beneath
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.


Take the armor and super shotgun in the starting area then flip any of the switches; the floor will lower and reveal four fenced paths with imps. Follow the west path to a wooden door and open it to find a T-junction, then turn right and head past some zombies (plus a cacodemon on Hurt Me Plenty (HMP) skill level or a Hell knight on Ultra-Violence (UV) and Nightmare (NM)) to a curved tunnel leading to a nukage pool containing a cacodemon, a rocket launcher and a pillar with a button on its south face. Press the button then return to the T-junction and head straight forward (south) to a now-open door which leads to a lava pool containing the yellow skull key.

Go back to the starting platform (it will automatically lower as you approach) and take the south path to find another door that requires the yellow key; open it, kill the waiting imps and shotgun guys then step on the teleporter behind them to enter a water pool containing the blue keycard. Taking the key will open two walls behind you revealing spectres, imps and one or two arch-viles - fight your way past the enemies to another teleporter in the south-east corner which will return you to the area behind the yellow key door, then return to the starting platform and take the north path to find a door requiring the blue key. Open the door and kill two demons waiting behind it, then follow the broken path past two imps and two knights until you reach a ledge with a mancubus (or arachnotron on UV and NM); watch out for the cacodemons that are released behind you as you step on this ledge. Go east to find a supercharge (or megasphere on HMP) then step on the teleporter behind it to enter a blood pool containing the red skull key - a cyberdemon will be released behind you when you step on the key's plinth.

Fight or avoid the cyberdemon (an invulnerability pickup can be found by the red key on I'm Too Young To Die and Hey Not Too Rough) then step into the teleporter in the south-east corner to return to the nukage pool to the west. Retrace your steps to the starting platform and use the east path to find a door requiring the red key, open it to find another arch-vile then step on the patch of sky in front of you to finish the level.

Other points of interest[edit]


  1. Lower the starting lift and run west through the false wall with pipes (if you see an electricity symbol, go back to the lift and lower it, then run west through the wall with pipes). On the other end, the caged area has shotgun shells and a medikit. If you take the platforms up to a teleporter, you can get a plasma gun and an energy cell pack. (sector 70)
  2. Enter the south-east teleporter, then go through the false wall south of the teleporter you pop out of to get an armor and an energy cell pack. (sector 29)


Demo files[edit]

Areas / screenshots[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
NM 100S
UV -fast
UV -respawn
UV Tyson
UV pacifist

The (absence of) data was last verified in its entirety on April 3, 2022.


Map data[edit]

Things 182
Vertices 740*
Linedefs 793
Sidedefs 1202
Sectors 102
* The vertex count without the effect of node building is 636.


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

Technical information[edit]

Inspiration and development[edit]

This level shares some design elements with Doom II's MAP26: The Abandoned Mines, including the starting platform that lowers when you flip the switches, the fenced pathways around it and secret #1.


See also[edit]


External links[edit]