Frozen Time

Frozen Time is a single-level PWAD for Doom II authored by Alexander S. (Eternal). It requires an OpenGL port with support for ZDoom extended nodes, hi-res textures and tall patches. The map uses the music track "Junkie Smack" by Mark Klem (from MAP29 of Memento Mori II), the title music track " ", and the untitled text screen music from TNT: Evilution by Tom Mustaine as intermission music.

Frozen Time was chosen as a runner-up in the 2012 Cacowards.

Secrets

 * 1) When you take the first lift down, go south into the room and flip the switch, then take the lift back up. At the top, a side room will be open containing a backpack, shotgun shells, and health bonuses. (sector 10)
 * 2) When you lower the big gate further on, go through and on the right side, use the skull switch to take a lift up. At the top, open the wall with the pentagram on it to find another switch. This switch raises the gate back up, allowing you to cross over to the left side. There is a super shotgun here. (sector 277)
 * 3) Once you reach the large bridge, do not get on it just yet. Move to the right side, then gently drop down. You should land on a thin patch of ice, not the ground below. From this patch, hug the wall as you head eastward, then southward, until you reach the megasphere. (sector 516)
 * 4) The ice fountain where the blue skull key is has a set of red bars to the west. To lower these bars, keep going north across the bridge until you see the first tower. Use the lift to get to the top of this tower and use the switch here, then backtrack to the ice fountain. The bars will be gone. Use the skull switch now to lower the big door nearby, then you will see another skull switch at the west end. Get behind this switch and use the switch on the backside, then quickly run back to the lift where the big door was. Ride it up to find a berserk pack. (sector 706)
 * 5) Now take the left set of steps past the tower, then the next set of steps leading northwest. Go onto the next bridge leading north, but turn around to spot a mancubus and another switch. Flip this one and quickly run east, then north onto the block of stone where the baron of Hell was to get the next secret. (sector 873)
 * 6) From the snow arena at the left side of the complex, head southeast, then after you ascend the steps, head north on another bridge until you reach a section with a green marble block on the ground. There is a candle next to a pillar on the left side. Use the pillar here and drop down to the ice. Head southwest under the bridge, then southeast to get a megaarmor. (sector 1370)
 * 7) Go further on that same bridge past the green marble block until you can go either north or east. Choose to keep heading north, then get around to the backside of the pillar to find the next switch. After using it, return to the fork and head east this time, then south, going south through the health bonuses to the tower ahead. The switch in front lowers the yellow bars above, but this switch also has a backside, which lowers the lift leading up. At the top, you can find a backpack, boxes of ammo, and a computer area map. (sector 1469)
 * 8) If you stay on the stone block which is Secret #5, jump to the east and follow the steps down to reach a megasphere. (sector 1556)
 * 9) In the checkerboard room at the final part of the map, take the east corridor and use the wall to find a lift going down. Enter the teleporter here to get a soul sphere. (sector 2048)
 * 10) Reenter the teleporter in Secret #9 to reach the opposite side where you can get a megaarmor. (sector 2050)

Current records
The records for the map at the Doomed Speed Demos Archive are:

Player spawns
This level contains ten spawn points:
 * 1) facing north. (thing 2)
 * 2) facing north-east. (thing 4)
 * 3) facing south-east. (thing 6)
 * 4) facing north. (thing 13)
 * 5) facing east. (thing 356)
 * 6) facing west. (thing 358)
 * 7) facing south. (thing 370)
 * 8) facing west. (thing 374)
 * 9) facing north-east. (thing 377)
 * 10) facing north. (thing 380)

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

Trivia
The visual complexity of this map makes it a good stress test to benchmark renderer speed. This is because most of the map is made of two-sided lines, with overall relatively few single-sided lines to block the line of sight. This is the most inefficient use of the BSP algorithm since most of the map will have to processed. In particular, the bridges built out of a dense lattice of middle textures result in a lot of overdraw.