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-...

DOOM 2 - Flashback to Hell
14.42 MB
WAD Type
MAP01, MAP02, MAP03, MAP04, MAP05, MAP06, MAP07, MAP08, MAP09, MAP10, MAP11, MAP12, MAP13, MAP14, MAP15, MAP31, MAP32
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 removed>

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

  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 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: and mirrors
approach (MAP01)

approach (MAP01)

DM Spawns
Co-op Spawns
lower corridors (MAP02)

lower corridors (MAP02)

DM Spawns
Co-op Spawns
the trial (MAP03)

the trial (MAP03)

DM Spawns
Co-op Spawns
the convergence (MAP04)

the convergence (MAP04)

DM Spawns
Co-op Spawns
the sewage aqueducts (MAP05)

the sewage aqueducts (MAP05)

DM Spawns
Co-op Spawns
the pulverizer (MAP06)

the pulverizer (MAP06)

DM Spawns
Co-op Spawns
simply dead (MAP07)

simply dead (MAP07)

DM Spawns
Co-op Spawns
deceptions and snares (MAP08)

deceptions and snares (MAP08)

DM Spawns
Co-op Spawns
the hole (MAP09)

the hole (MAP09)

DM Spawns
Co-op Spawns
recharging station (MAP10)

recharging station (MAP10)

DM Spawns
Co-op Spawns
ring of oblivion (MAP11)

ring of oblivion (MAP11)

DM Spawns
Co-op Spawns
realm of desolation (MAP12)

realm of desolation (MAP12)

DM Spawns
Co-op Spawns
where sinners burn (MAP13)

where sinners burn (MAP13)

DM Spawns
Co-op Spawns
symbol of iniquity (MAP14)

symbol of iniquity (MAP14)

DM Spawns
Co-op Spawns
epilogue (MAP15)

epilogue (MAP15)

DM Spawns
Co-op Spawns
nazi castle (MAP31)

nazi castle (MAP31)

DM Spawns
Co-op Spawns
hitler (MAP32)

hitler (MAP32)

DM Spawns
Co-op Spawns
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