Frozen Time


Frozen Time
Title screen
Author Alexander S.
Ports GLBoom+, GZDoom
Year 2012
Link Doomworld/idgames
Cacoward.png This mod was a runner-up for the 2012 Cacowards on Doomworld!
This level occupies the map slot MAP01. For other maps which occupy this slot, see Category:MAP01.
Under construction icon-yellow.svgThis article about a map is a stub. Please help the Doom Wiki by adding to it.

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.


Map of Frozen Time
Letters in italics refer to marked spots on the map. Sector numbers in boldface are secrets which count toward the end-of-level tally.


Other points of interest[edit]


  1. (sector 10)
  2. (sector 277)
  3. (sector 516)
  4. (sector 706)
  5. (sector 873)
  6. (sector 1370)
  7. (sector 1469)
  8. (sector 1556)
  9. (sector 2048)
  10. (sector 2050)


Demo files[edit]

Areas / screenshots[edit]


Routes and tricks[edit]

Current records[edit]

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

Style Time Player Date File Notes
UV speed
NM speed
UV max
UV -fast
UV -respawn
UV Tyson
UV pacifist

Miscellaneous demos[edit]

Style Time Player Date File Notes



Map data[edit]

Things 1369
Vertices 22772*
Linedefs 26731
Sidedefs 49467
Sectors 2177
* The vertex count without the effect of node building is 22772.


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

Technical information[edit]

Inspiration and development[edit]


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[edit]


External links[edit]