This level occupies the map slot MAP01. For other maps which occupy this slot, see Category:MAP01.
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.
Walkthrough
Essentials
Other points of interest
Secrets
- (sector 10)
- (sector 277)
- (sector 516)
- (sector 706)
- (sector 873)
- (sector 1370)
- (sector 1469)
- (sector 1556)
- (sector 2048)
- (sector 2050)
Bugs
Demo files
Areas / screenshots
Speedrunning
Routes and tricks
Current records
The records for the map at the Doomed Speed Demos Archive are:
Miscellaneous demos
Style |
Time |
Player |
Date |
File |
Notes
|
|
|
|
|
.zip |
|
Deathmatch
Statistics
Map data
* The vertex count without the effect of node building is 22772.
Things
This level contains the following numbers of things per skill level:
|
Multiplayer
|
Monsters |
1-2 |
3 |
4-5
|
Zombieman |
40 |
39 |
27
|
Shotgun guy |
46 |
53 |
59
|
Heavy weapon dude |
32 |
65 |
85
|
Imp |
119 |
150 |
180
|
Lost soul |
2 |
2 |
3
|
Demon |
39 |
51 |
63
|
Spectre |
5 |
6 |
6
|
Revenant |
28 |
48 |
61
|
Cacodemon |
8 |
14 |
19
|
Pain elemental |
3 |
4 |
5
|
Hell knight |
5 |
10 |
13
|
Baron of Hell |
7 |
8 |
11
|
Arachnotron |
1 |
2 |
3
|
Mancubus |
7 |
8 |
11
|
Arch-vile |
2 |
6 |
10
|
Spiderdemon |
12
|
Cyberdemon |
3
|
Romero's head |
1
|
Weapons |
1-2 |
3 |
4-5
|
Chainsaw |
1
|
Shotgun |
3
|
Super shotgun |
7
|
Chaingun |
2
|
Rocket launcher |
2
|
Plasma gun |
2
|
BFG9000 |
2
|
Ammunition |
1-2 |
3 |
4-5
|
Box of bullets |
20
|
4 shotgun shells |
26
|
Box of shotgun shells |
22
|
Rocket |
30
|
Box of rockets |
39
|
Energy cell |
21 |
25 |
25
|
Energy cell pack |
15 |
11 |
10
|
Health & Armor |
1-2 |
3 |
4-5
|
Stimpack |
22 |
22 |
20
|
Medikit |
44
|
Armor |
5
|
Megaarmor |
2
|
Items |
1-2 |
3 |
4-5
|
Armor bonus |
24
|
Health bonus |
89
|
Supercharge |
4 |
3 |
3
|
Megasphere |
4
|
Backpack |
3
|
Berserk |
1
|
Computer area map |
1
|
Invulnerability |
1 |
0 |
0
|
Partial invisibility |
1
|
Keys |
1-2 |
3 |
4-5
|
Blue skull key |
1
|
Yellow skull key |
1
|
Miscellaneous |
1-2 |
3 |
4-5
|
Cooperative start |
4
|
Deathmatch start |
10
|
Exploding barrel |
20
|
Teleport landing |
38
|
Voodoo doll |
2
|
|
Technical information
Inspiration and development
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.
See also
Sources
External links