Doom 64 Reloaded is a fully enhanced version of the Night Dive Remaster of Doom 64 for PC. Please read the description below for further details.
Reloaded strives to show what Doom 64 would have looked like on the N64 if it had not been restricted to an 8meg cart. Reloaded would need a 50meg cart.
The main campaign now has 44 levels.
With the addition of a 4 level speed-run challenge that replaces the 'Lost Levels'
There's heaps of new structural detailing and new textures. Sector based lighting has been used to cast shadows and to make horizontal soft lighting.
No additional lighting filters are used. This is everything the original engine could have shown you on the N64.
Maps are for the most part basically the same. Although you will find minor additions and changes.
There's a few extra monsters in places. Areas where monster became stuck have been corrected.
There's the occasional extra secret in some maps, an extra room or corridor here and there.
BE WARNED... all crushers in Reloaded are INSTANT DEATH! You can't tank your way through them.
There are quite a few silly secrets to discover. Nothing that effects gameplay. Finding them is the only reward.
The Hell levels now having three distinctive themes. NIGHT REALM, ICE REALM, FIRE REALM... and 'The Marshes' being Swamp.
In the original game the Hell levels had a mish-mash of themes. Some were more medieval castle, some more hellish temple, and some a mix of both.
So now, after completing the NIGHT REALM theme you will drop down to the Ice theme... and then down to the Fire theme. Like the layers of hell described in myth.
Which helps to break up the 26 levels of hell and make the experience a little less samey.
Some things that were supposedly intended for the original game, but cut due to time or file size, have been added.
Structures that were seen in Nintendo Power screen shots for example.
There was nothing really concrete to work with, just a few grainy images and some vague comments from old interviews with people that worked on the game.
Sprites have been reworked. Remaster doesn't do the fancy filtering of GZ Doom... so the sprites have been edited to achieve a glowing effect.
The main campaign has three different endings. Only the best will achieve their ascension.
This Reloaded version of Doom 64 includes a proper story. Told at the beginning 'after the title map' and then some extra story during the game.
Big shout out to the following... for sharing my passion for this project and keeping me inspired to continue it till the end.
IMMORPHER
STEPPSKIE
ZOYA
MEDEA FLOYEN
Fantastic stuff. I can't believe the amount of work this must've taken.
Thanks for the kind words. Glad you are enjoying it. The project has taken me over three years to get to this finally finished state. Hoping it gives Doom 64 fans the Doom 64 they always wanted.
Reloaded has had a very slight update today.
Ive included a list of things addressed.
Just to let you know. There will be a further update... as I've worked out how to make the cutscenes in FORBIDDEN DEEPER and THE MARSHES skippable, by simply pressing the 'forward' key in the first two seconds of the cutscene.
Very good news for speed-runners... and if there is ever a 'real hardware' version of this game... as that wont have mid-level saves.
I shall update again once Ive scanned the game for any other minor improvements I can make.
New update now available. Check the update readme for details.
Can't see it - still seems to say 22 09 2023. Where's the Oct. one?
Seems to be working now
Ive updated the game once again with some rather minor... but important changes... well important to me anyway.
28/10/2023
No bugs found but a few corrections made.
Turns out Im an idiot 'who knew' and the base plan Id worked out was a bit wonky.
So the Obelisx Beam has been moved to the correct position. And a few other minor edits. It can now also be seen in 'Staging Area'
Added in a small UAC Cargo Shuttle where the Beam was... just to fill the space.
There were some linedefs in Staging Area that were 'hidden' and shouldn't of been. So thats also corrected.
A very few texture tweaks made.
Why don’t u have an actual mod page for this?
There's a topic on Doomworld for it.
And a topic in the Doom64 Discord.
I just tried checking for this mod on this site... typing in Doom64 and Doom 64... and it doesn't appear on their listings. Even when I search by 'added date' or 'update date'... nothing.
It's a shame but I guess it is what it is.
Pity it doesn't run on Doom 64 CE 😩
And long shall it remain so lol.
What's wrong with D64 CE?
Nothing. It's a very fine engine. But at the same time the complete opposite of what this project strives to achieve... aka... showing off the original Doom64 engine in all it's glory, without the use of additional filters and other effects.
Another small update.
I've included a desktop icon if you want to put a shortcut to the Run.bat file on your desktop.
Some texture enhancements. For example the Obelisk texture is now animated with an eerie glow.
One new structure. Found in the 'Baron Graveyard' in 'Dark Citadel'
You can make of that structure what you will.
New update available 14/01/2024
Changes listed in the read me file
JGS1989 noticed a couple of things that needed fixing.
Firstly the entrance pipe you fall down in Blood Temple could be seen in the sky from a certain angle. So I fixed that.
Secondly, the new Eye Of The Storm was a real pain to pistol start. So Ive added a chainsaw right at the start, and the chaingun has been moved to the moat.
Whilst doing this I noticed that it was possible to strafe run off the ledge where the switch that lowers the red key is... and get onto the outer wall.
From there the player could drop down to the out of bounds area and soft lock themselves.
Instead of just blocking it off, Ive made it into a secret. There's now a Blur-Sphere hidden back there, and a set of stair allowing the player to return to the moat.
Did a few more texture enhancements whilst I was there.
New update in the making.
No more bugs found as of yet.
The update will include the following...
New textures added to secret shrines. Everyone got a character from a classic game added.
Some other new textures used in some levels.
The inclusion of 'Castle Of The Damned' right at the end of the wad. So you'll have to use the level warp to play it.
I've placed it in the wad so RR now has pretty much my entire body of work all in one wad.
Will release an update soon-ish.
Now been updated with all the new additions.
A new update... yes I know... another one lol.
CASTLE OF THE DAMNED has been reworked.
Now includes a whole new 'roof area' and the Mother Demon powering the engine can be seen being killed. Assets from RR have also been include to make this version of the map it's own thing.
This map really is now at the very limits of what the engine can handle.
MOTHER DEMON sprite was slightly reworked.
Updated again.
Castle Of The Damned has had yet more work done to it. With some balance improvements and new 'super secret' added. Atomic spelling corrected in the cluster message lol.
Why is the tiny edit button right next to the tiny archive button? And why once mistaking pressed... it doesn't ask you to confirm?
Last updated addressing a few minor bugs. And a new DM map added for you to wander around.
So unless some orrible game breaking bug is found. This is the final update. Enjoy