Text File
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Advanced engine needed : BOOM-compatible
Primary purpose : Single Player AND Co-op
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Title : Flashback to Hell - Original SFX version
Filename : FTHOSFX.WAD
Release date : February 08, 2014
Author : Stormwalker a.k.a. Vordakk
Email Address : massesareasses@hotmail.com
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 : It recently came to my attention that many
players aren't too keen on the new sound effects
I added to Flashback to Hell. I totally get
where they're coming from, and so I am releasing
this version without those new sound effects.
Otherwise, the wad is exactly the same. Enjoy!
A 15-level mapset for DOOM 2 that is compatible
with the "-complevel 9" setting. Features new
music by PRIMEVAL and James Paddock. 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,
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
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* What is included *
New levels : YES, MAP01-MAP15, 31-32
Sounds : No
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