DOOM 2 - Flashback to Hell

DOOM 2 - Flashback to Hell

A 15-level mapset for DOOM 2 that is compatible with the "-complevel 9" setting. Features new music by PRIMEVAL and James Paddock, as well as high-quality re...

Filenames
fth666.wad
Size
14.42 MB
MD5
f5b807d4e01047b06de772b0ba09509d
SHA-1
e320782096915a4170b3a6f01084547ec70d4b9e
SHA-256
a25a1518cd7e800d94fbf4584cc88cb2840f77c9c8d42d2f059199742797da03
WAD Type
PWAD
IWAD
Doom II
Engines
Boom, Doom II
Lumps
791
Maps
MAP01, MAP02, MAP03, MAP04, MAP05, MAP06, MAP07, MAP08, MAP09, MAP10, MAP11, MAP12, MAP13, MAP14, MAP15, MAP31, MAP32

Read Me

===========================================================================
Advanced engine needed  : BOOM-compatible
Primary purpose         : Single Player AND Co-op
===========================================================================
Title                   : DOOM 2 - Flashback to Hell
Filename                : FTH666.WAD
Release date            : January 25, 2014
Author                  : Stormwalker a.k.a. Vordakk
Email Address           : [email protected]

Other Files By Author   : Dark Deity's Bastion
			  Heretic - Call of the Apostate
			  Vordakk's Keep
			  The Ultimate Melee Battle
			  Teleportation Test Lab #13
			  Phobos Massacre
			  Plane of Infernus

Description             : A 15-level mapset for DOOM 2 that is compatible
			  with the "-complevel 9" setting.  Features new
			  music by PRIMEVAL and James Paddock, as well as 
			  high-quality redone sound effects by Per Kristian
			  Risvik.  If the new music tracks are buggy in
			  ZDOOM while using FMOD, updating to the latest
			  non-official revision might fix the problem.  I
			  recommend using Fluidsynth, though.

			  Each level of this wad has been balanced for
			  pistol-start play.  In addition, this mapset has
			  been specially balanced to allow for co-op play,
			  using 2-4 players.  In co-operative play, the
			  maps will be teeming with LOTS more monsters than
			  in single-player, but ammo and health pickups
			  will be increased as well.
			  
			  PrBoom-Plus users will see a new set of demos.
			  Please do not use freelook, crouch, or jump.
			  These features will either break the levels or
			  will lessen the old-school feel.
			 
Playtesters		: Grain of Salt, Judge, Christian Hansen, Jimmy,
			  and Mechadon.

Additional Credits to   : Kracov for the awesome title screen art, PRIMEVAL
			  and Jimmy91 for the utterly incredible new music,
			  Per Kristian Risvik for the updated sound FX,
			  Rich Nagel for one music track, Grain of Salt for
			  being the first playtester, Chris Hansen for
			  offering some great insight and tips and being
			  supportive, Judge for doing a live 4-hour-long
			  playtest, Jimmy91 for offering constructive
			  criticism that took this wad to the next level,
			  Mechadon for really digging in with his
			  playtesting and providing invaluable feedback, 
			  Tormentor667 for continuing Realm667, and ID
			  Software.  Uses textures from CC4-tex.wad,
			  Gothic texture pack, Eternal DOOM resource pack,
			  IK texture pack, and Nick Baker.

Plot			: It was a good while after the Gatekeeper's demise
			  that the Union Aerospace Corporation renewed its
			  research on dimensional gateways.  10 years
			  passed before the One Earth Government allowed
			  the UAC to reopen the vaults which contained the
			  bulk of the gateway data, neatly preserved on
			  special servers held in cryostorage.  But to
			  those who remember the cataclysmic events which
			  nearly resulted in humanity's extinction, 10
			  years was far too soon.

			  During the decade after the Plutonia incident,
			  the government had consulted with a number of
			  thinktank groups in an effort to ensure that
			  nothing of that nature would happen again.  The
			  facilities which had been previously overrun by
			  the demons were torn down, and newer, better ones
			  were constructed in their place.  These new labs
			  were specially designed to minimize or eliminate
			  any threat of demonic invasion.  The complexes
			  were isolated, both from one another and from
			  human population centers, having been built upon
			  the moons of distant planets.  Automated turret
			  and laser systems were installed to neutralize
			  any threat resulting from a gateway hijack or
			  demonic invasion.  In extreme cases, the
			  facilities could be remotely set to detonate,
			  destroying all invaders and severing any
			  wormholes which had been established.  Earth's
			  defenses were also strengthened by the creation
			  of a high-tech ionized field which surrounded
			  the planet.  This special layer of energy allowed
			  in sunlight and did not affect weather patterns
			  or gravitational forces, but would obliterate any
			  foreign object which attempted to penetrate
			  Earth's atmosphere, whether it be a meteor, an
			  asteroid, or a enemy ship.  Localized "holes"
			  could be opened in the field, allowing Earth
			  spacecraft entrance and exit.

			  And so Earth's best minds began anew their
			  research on matter apportation.  Warp gates were
			  completely controlled via supercomputers using
			  the latest artificial intelligence, and anyone,
			  or anything, seeking to gain access to gate for
			  any reason was subject to a myriad of nanosecond-
			  long checks and verifications.  Special built-in
			  safety measures allowed the scientists to exert
			  total control over the gates, so that they could
			  not be re-opened or commandeered in any way by a
			  third party.  As the two-year anniversary of
			  Project Phoenix came and went, the OEG was
			  confident that its obsessive security protocols
			  and countless defense systems had not been in
			  vain.  But as researchers forged ahead, they
			  stumbled upon something they hadn't even been
			  looking for.  They were seeking newer and better
			  ways to instantly transport matter through space.
			  What they found was a way to transport it through
			  time.

			  4th dimensional travel, once thought to be beyond
			  the laws of physics and out of humanity's reach,
			  had suddenly become a reality.  Still under top
			  secret status, the focus of Project Phoenix
			  shifted to place greater emphasis on studying
			  movement between different points in time.  And
			  as time travel technology improved, the UAC began
			  to entertain ideas for the application of this
			  technology, the first being the salvation of
			  billions of human lives.  They were determined to
			  prevent the events which occurred 13 years prior,
			  when Earth had been overrun by Hellspawn and
			  almost 90% of the population had either been
			  killed or zombified.  But there was a small
			  problem.  The time travel technology which the
			  UAC scientists had was still in its nascent
			  stages, and they had not yet figured out how to
			  send large objects through a time portal or how
			  to keep a portal open for more than a few
			  seconds.  This of course meant that they would
			  either be forced to wait for the technology to
			  catch up to their vaunted idea, or that they
			  would have to send Earth's greatest warrior into
			  battle...one last time.

			  You are the fabled Doomguy, the nameless soldier
			  who saved humanity from utter annihilation by
			  bravely facing Hell's legions alone.  At age 38,
			  your body is still a finely-tuned weapon, and
			  your reflexes haven't dulled a bit.  When the UAC
			  officials knocked on your door and told you what
			  the situation was, you gladly agreed.  This was a
			  chance to save innumerable souls from a savage
			  death at the hands of Hell.  It was a chance you
			  had to take.

			  Once you arrive at the installation, the
			  scientists brief you on the particulars of the
			  mission.  You will be sent through time to a
			  location near the spaceport which had fallen
			  under Hell's control during the invasion.  You
			  will be armed with a standard-issue military
			  pistol and 50 rounds, the most the time machine
			  will allow.  But you will also have a GPS device
			  which is crucial to your success.  This device
			  will point you to a gateway which the scientists
			  believe led directly to the Icon of Sin's
			  dimension at the time of the assault.  The key,
			  the eggheads stress, is to get to the Icon of Sin
			  as soon as possible and destroy it.  If the Icon
			  falls, the demonic armies will be broken and
			  their reinforcements will be cut off.  By using
			  this warp gate, you can confront the Icon of Sin
			  much earlier, and prevent much of the loss of
			  life which resulted from a full-scale onslaught.
			  The time for action has arrived.  You take your
			  position at the foot of the time machine.  The
			  lab assistants steadily bring the device to full
			  power.  Arcs of electricity leap back and forth
			  in front of you, and the air around you seems to
			  swirl and pulsate.  All at once, a portal appears
 			  and you rush through it before it closes.  You
			  dive through and land on the other side of the
			  portal, turning just in time to see it snap shut
			  behind you.  You've arrived, and this time they
			  didn't see you coming.  Or did they...?

Soundtrack		: TITLE  - "Flashback" by PRIMEVAL
			  MAP 01 - "Doomrider" by PRIMEVAL
			  MAP 02 - "Mosey in the Muck" by PRIMEVAL
			  MAP 03 - "Excursion" by PRIMEVAL
			  MAP 04 - "Jogando como Diabo" by PRIMEVAL
			  MAP 05 - "Smokin' Barrels" by PRIMEVAL
			  MAP 06 - "Splash Damage" by Jimmy and PRIMEVAL
			  MAP 07 - "Simply Dead" by PRIMEVAL
			  MAP 08 - "So Strange" by PRIMEVAL and Jimmy
			  MAP 09 - "Nine Feet Under" by Jimmy
		  	  MAP 10 - "Pollutants" by Jimmy
			  MAP 11 - "Reptilian" by Jimmy
			  MAP 12 - "Fortress of Despair" by PRIMEVAL and Jimmy
			  MAP 13 - "Baron's Castle" by PRIMEVAL
			  MAP 14 - "Beyond Sanity" by PRIMEVAL
			  MAP 15 - "DETH Bells" by Rich Nagel
			  INTERMISSION - "Relive the Nightmare" by PRIMEVAL
			  CUTSCREEN - "Burned By Light" by PRIMEVAL

===========================================================================
* What is included *

New levels              : YES, MAP01-MAP15, 31-32
Sounds                  : YES
Music                   : YES
Graphics                : YES
Dehacked/BEX Patch      : YES
Demos                   : YES
Other                   : No
Other files required    : -


* Play Information *

Game                    : DOOM 2
Map #                   : MAP01-MAP15, 31-32
Single Player           : Designed for
Cooperative 2-4 Player  : Designed for
Deathmatch 2-4 Player   : No
Other game styles       : -
Difficulty Settings     : YES


* Construction *

Base                    : New from scratch
Build Time              : 2 years and some change
Editor(s) used          : Doom Builder 2, XWE, SLADE3, BSP 5.1
Known Bugs              : None known.
Will Not Run With       : Vanilla DOOM2.exe, or any vanilla port.
Tested With             : PrBoom-Plus, ZDoom, GZDoom.



* Copyright / Permissions *

Authors may NOT use the contents of this file as a base for
modification or reuse.  Permissions have been obtained from original
authors for any of their resources modified or included in this file.


You MAY distribute this file, provided you include this text file, with
no modifications.  You may distribute this file in any electronic
format (BBS, Diskette, CD, etc) as long as you include this file
intact.  I have received permission from the original authors of any
modified or included content in this file to allow further distribution.


* Where to get the file that this text file describes *

The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors

Maps

MAP01

MAP01

Deathmatch Spawns
0
Co-op Spawns
4
MAP02

MAP02

Deathmatch Spawns
0
Co-op Spawns
4
MAP03

MAP03

Deathmatch Spawns
0
Co-op Spawns
4
MAP04

MAP04

Deathmatch Spawns
0
Co-op Spawns
4
MAP05

MAP05

Deathmatch Spawns
0
Co-op Spawns
4
MAP06

MAP06

Deathmatch Spawns
0
Co-op Spawns
4
MAP07

MAP07

Deathmatch Spawns
0
Co-op Spawns
4
MAP08

MAP08

Deathmatch Spawns
0
Co-op Spawns
4
MAP09

MAP09

Deathmatch Spawns
0
Co-op Spawns
4
MAP10

MAP10

Deathmatch Spawns
0
Co-op Spawns
4
MAP11

MAP11

Deathmatch Spawns
0
Co-op Spawns
4
MAP12

MAP12

Deathmatch Spawns
0
Co-op Spawns
4
MAP13

MAP13

Deathmatch Spawns
0
Co-op Spawns
1
MAP14

MAP14

Deathmatch Spawns
0
Co-op Spawns
4
MAP15

MAP15

Deathmatch Spawns
0
Co-op Spawns
4
MAP31

MAP31

Deathmatch Spawns
0
Co-op Spawns
4
MAP32

MAP32

Deathmatch Spawns
0
Co-op Spawns
4