But even besides that, NRFTL's levels are the only official Doom 2 maps that aren't vanilla doom compatible. Meaning... that at a bare minimum, you'll need a limit-removing port along the lines of PrBoom just to load the maps. But even the PrBoom port, the most basic of the currently maintained limit-removing ones, doesn't support MAPINFO of any type.
If you try playing the wad in a port like Doom for Dreamcast, or NxDoom, you're guaranteed to get HOMs (hall of mirrors effect)
on most levels, and visplane errors (these always cause a crash)
on a few.
You'll need one of these ports
, with it's own type of MAPINFO lump/file to play it properly.
The best chance you'll have will be CW's new code base port he's working on (or soon to be). If it incorporates most of the limit-removing features of certain BOOM ports, all that you'll need to do is shift the map count forward manually in a Doom editor. This is due to the MAPINFO lump being required for the secret level exit, which is by Doom 2 defaults only allowable from map 15, instead of 4.