E2M7: Spawning Vats (Doom)

E2M7: Spawning Vats is the seventh map of The Shores of Hell in Doom. E2M7 was the first level started for Doom, and early versions appear as E1M1 of Doom 0.4 and E1M11 of Doom 0.5. 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.

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.
 * 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.
 * 3) At the north end of secret 2 is a switch on the wall. Flip it to open another secret area.
 * 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.
 * 5) After getting the red keycard, go through the teleporter in secret 4. Open the red door and flip the switch behind it.
 * 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.

Bugs

 * 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.
 * Early versions of this map had several linedefs with flag bits 9-15 set (which apparently had no function).

Records
The Compet-N records for the map are:

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.