MAP14: Sanctuary of Horae (Skulltiverse)


Skulltiverse maps
Occipital Onslaught

01 02 03 04 05 06 07 08 09 10 11

Everything is Ruined
A Flesh Start

21 22 23 24 25 26 27 28 29 30

Secret maps

31 32

This level occupies the map slot MAP14. For other maps which occupy this slot, see Category:MAP14.
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MAP14: Sanctuary of Horae is the fourteenth map of Skulltiverse. It was designed by Peter Blacha (Shawny) and uses the music track "".


Map of Sanctuary of Horae
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.


Other points of interest[edit]

Ammo is spawning throughout combat events in the designated places.

A room in the western area of the map, south of the cave entrance with berserk and health bonuses, is opened after the second event is triggered.


  1. The cavern area in the west has two monster closets. The northern one with two pinkies has one different usable texture with an alcove behind it containing an invincibility. (sector 1354) Note: This area is closed during combat and will open (depending on the current event) after 1 minute and 38 seconds or 2 minutes and 17 seconds after starting "an event", so it is best used for cleanup.
  2. The pillar with the soulsphere (sector 1597) is lowered by shooting a switch high up in the super shotgun room located south from the pillar itself. This can be done from multiple areas (with proper elevation).


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 December 23, 2021.


Map data[edit]

Things 594
Vertices 8397*
Linedefs 7776
Sidedefs 13607
Sectors 1805
* The vertex count without the effect of node building is 6652.


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

Technical information[edit]

Inspiration and development[edit]

The map's idea came to fruition after seeing available textures and some brainstorming/"prototyping". The first concept was a purely snowy map, which became slightly more interesting featuring a "season changing" mechanic later in development. Using conveyor belts and "close-wait-open" door actions for event timing, also used in a similar way in MAP21 and 32, is quite a departure from the mapper's previous work.

The map itself is an arena with time-based wave combat divided into two events that can be done in any order. These events are summer and winter themed with specific sets of monsters and a weapon:

  • Player gains the plasma gun and fights imps, Hell knights, pain elementals/lost souls, mancubi and revenants in the winter event.
  • Player gains the rocket launcher and fights imps, barons of Hell, cacodemons, arachnotrons and arch-viles in the summer event.


  • After its creation, the map was named after Greek goddesses, Horae, representing the passing of the seasons and of time in general.

See also[edit]


External links[edit]