SUMMARY

This project is a full re-make and "port" of Doom 64 for the Nintendo 64 to the GZDoom engine. The goal of the project is be mostly accurate to the original game as well as add very minor improvements for that extra bit of polish. Think of this mod as being a remastered or enhanced version of Doom 64 for GZDoom. We have Doom 64 EX, Doom 64 Absolution TC, GZDoom64, and Brutal Doom 64. Why you ask? I was personally dissatisfied with the quality of the GZDoom64 project, and Brutal Doom 64 (while it is a great improvement) is along the same lines but changes too much and deviates from the original Doom 64 experience. And thus, this project was born.

DISCLAIMER: This project will NEVER be completely faithful or accurate to the original game. If you absolutely must have accuracy, use Doom 64 EX instead.

FEATURES

  • All original maps ported directly from Doom 64 with accurate texturing in UDMF format
  • Remade Doom 64 MAP33 titlemap to be used as the actual TITLEMAP
  • Custom intermission text screens recreating the originals with text lines that fade instead of type on
  • New introduction text screen which tells the story so far from the game manual (can be skipped at any time to get right into the game)
  • Fixing obvious bugs and mismatched or unaligned textures present on the original levels
  • Only minor fixes made to maps (small things that improve the original maps visually or otherwise, but the maps will not deviate from the originals)
  • Map order is matched to Doom 64's original order exactly
  • Bonus "fun" maps are accessible from a hub style selection map
  • Reward for completing Hectic is a Megasphere (what you would get from the death traps) and some early cells
  • Titlemap has been made into a playable level also accessible from the fun map hub
  • Testing map included where you can see every monster, weapon, item, and prop and pit monsters against each other in a 12v12 arena
  • "Fake sky-hack 3D geometry" recreated by using actual 3D floors
  • Doom 64 style "split doors" recreated using scripts and sound sequences
  • MAP20 Breakdown's "sliding door" effect converted to Polyobjects
  • Scrolling cloud skies made using hires cloud textures, skyboxes and translucent 3D floors
  • All original cloud skies match up to the color and map slot they belong in from the original game
  • Colored sector lighting as close to Doom 64 as possible in GZDoom, will be improved in the future!
  • Freshly written scripts for every map, which accurately recreate original game events and puzzles
  • Toggle option to choose between a fully revamped arsenal with smoother firing animations from Cage and Almonds or the original animations
  • Toggle option to make bullet and shell casings drop from either animation set
  • Original push-back and recoil (purely visual) effects added to most weapons
  • Unmaker has been recreated to function identical to the original and uses cells for ammo
  • Three Demon Keys and upgrades to the Unmaker function as in Doom 64
  • Doom 64 HUD has been remade and incorporated replacing the normal Status Bar
  • G/ZDoom's alternative HUD is left unchanged, and thus still available for use if you prefer the alt hud
  • You can see which Demon Keys you have by checking the Automap
  • Player viewheight and size adjusted to match with Doom 64's larger map and sprite scale
  • Player speed and gravity adjusted to match Doom 64's properties
  • All Doom 64 monsters are remade and adjusted to match Doom 64's original behavior
  • All items, powerups, pickups, keys, weapons, ammo, and props are recreated
  • No additional enemies, gore effects or crazy map effects are added
  • Simple usage of dynamic lights to enhance atmosphere, but don't worry they aren't overbearing

FUTURE PLANS

  • Proper Doom 64 lighting for every map (probably a version 2 update later on) once the lighting system is perfected and all Doom 64 effects are possible
  • Custom brightmaps for many glowing surfaces and areas of sprites that make sense (some will already be included at first release)
  • All new 9-level episode featuring the cut weapon and maps from alpha and beta screenshots designed to bridge the gap between Doom 64 and DOOM 2016, the "Retribution" episode
  • Bring over all "forgotten" levels, including the Absolution TC exclusive maps, the Outcast levels, and more as time passes
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Doom 64: Retribution (Version 1.3)

Doom 64: Retribution (Version 1.3)

Full Version 20 comments

The third update has arrived. A few good major changes are present in this version such as the addition of reverb effects (can be disabled) as well as...

Doom 64: Retribution - OGG Music Pack (v1.3+)

Doom 64: Retribution - OGG Music Pack (v1.3+)

Music 5 comments

OGG music replacement pack as an alternative to FluidSynth. This file should be used for version 1.3 of the mod onwards.

Fixed Zombieman

Fixed Zombieman

Sprites 4 comments

Gives the zombieman a rifle to hold instead of a shotgun.

Doom 64: Retribution (Version 1.2)

Doom 64: Retribution (Version 1.2)

Full Version 9 comments

The second update is here! Not a lot of individual changes but rather less but bigger changes. The biggest change is that monsters now spawn the way they...

Doom 64: Retribution (Version 1.1)

Doom 64: Retribution (Version 1.1)

Full Version 6 comments

First updated version to the mod; full changelog included in download.

Doom 64: Retribution - OGG Music Pack (v1.0-v1.2)

Doom 64: Retribution - OGG Music Pack (v1.0-v1.2)

Music 5 comments

OGG music replacement pack as an alternative to FluidSynth. This file should be used with version 1.0 to 1.2 of the mod only.

Comments  (0 - 10 of 71)
AsukaLangley
AsukaLangley

Okay so bugreport with the latest gzdoom and both D64RTR[v1.3].WAD and D64MUS.PK3 - barrels are half in the floor and imp bodies are wrong and floating. Not sure what's causing it.

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Nevander Creator
Nevander

Are you running the mod as an IWAD? That might be causing it because I think it was for someone else. If you are, running it with -file with a DOOM2.WAD should fix it.

The mod can run as an IWAD but apparently produces these results. There is a note of this in the readme for the next update.

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Guest
Guest

Hi there, when may we expect future maps and/or add-ons? Thank you for this awesome mod. (=

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Nevander Creator
Nevander

The next update will be the Absolution and Outcast maps. I don't have a definitive date yet, but I hope sometime next month when I get back into the mood to map.

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Serathis
Serathis

Good good!

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air0n
air0n

. . . marine ... . . . this is y0ur . ... . . last chance ... tooo . . . . ... ; . *

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Guest
Guest

You did a excellent job on porting Doom 64 to GZDoom, it’s definitely the closet anyone got to a legit GZDoom port of it.

There’s some things you should do in future releases of your mod:

Replace the PSX fire skies with the legit N64 fire skies from the Doom 64 Absolution TC, they’re in the WAD file of it.

Get someone to make either MP3 or OGG files of the actual MIDI music tracks, because they sound better and they’re more enhanced than the OGG music pack that’s currently on this page. Those are just the regular versions of the music tracks.

Tone down some of the bright lights that appear on certain explosions, especially when you pick up a Berserk pack and fire up the BFG9000.

Add some of the extra rooms from the Absolution TC versions of Burnt Offerings and The Lair to your versions of the maps.

Add the Pain Elemental encounter from the Absolution TC version of The Bleeding.

Add the Nightmare versions of the Cacodemon & Spectre from the Absolution TC to some of the regular maps.

Add secret exits in some of the regular maps that will send you to the fun maps.

Get someone to fix & polish up the gloves that are used for both Shotguns & the Plasma Rifle to make them not only look more like the gloves that are used for the Fist & the Pistol but also change the colors on them to have the same colors that are used on those two as well.

Get someone to make legit Doom 64 style sprites of the four missing monsters.

If you do add the Arch-Vile in a future release, edit the PSX sounds of it to make them sound either like its PC counterpart or make them sound like how the Mother Demon sounds. Because according to Aubrey Hodges, the sound files that he released last year are not what the Arch-Vile was going to sound like in if it made it to the game.

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Nevander Creator
Nevander

I appreciate the feedback but a lot of that is hard to do (referring to the new spritework) or outside the scope of the project. I do not intend to modify the original maps to change them to be like the Absolution TC maps. The goal was always to recreate the original N64 versions from the source since even the original TC deviated quite a bit from the original N64 version.

I do agree with the music. Re-recording it with the MIDIs would probably end up being higher quality although the 20th anniversary version is out now and it has a bit higher quality although some might not like the new theme.

The "bright lights" from Berserk and BFG are palette flashes that are in the original game. I emulated that as best I could even though the original game actually blends the whole map somehow.

The fire skies, as far as I know the ones in the Absolution TC are already filtered and will be blurry looking in-game. The clear crisp ones from PSX are better I think since you can filter them in-game with GZDoom's OpenGL options or not.

I don't know if I will ever add the new monsters from the old TC into Retribution or not. That is very much undecided.

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Guest
Guest

Alright, I’m cool with that. It’s no big deal, sorry if I got a little carried away with my comment about all my ideas for your mod.

I’m glad that you liked my idea for a enhanced music pack. I did listened to the 20th Anniversary Edition of his Doom 64 Soundtrack, he did a excellent job on remixing them.

Alright, you can always make a optional patch for your mod that will add the extra rooms & the two new monsters from the Absolution TC to the regular maps of your mod. But you don’t have to, if you don’t want to.

Alright, I was saying to tone down the bright lights on them a bit because they kinda hurt my eyes a little bit when they appear on my computer screen.

I’ve seen some people used the N64 fire skies in their GZDoom mods, I didn’t think they looked blurry to me. You can always make that into a optional patch, if you want to.

Keep up the great work.

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Nevander Creator
Nevander

The main issue with making an optional patch with the extra rooms is mainly that I don't know when or if the maps will need updating and then I will basically have to update the maps twice, one for the main file and one for the patch. I'm not saying it's a bad idea (it's not) but I don't know how well it will work.

A lot of people ask about the new monsters and stuff from the Absolution TC and the Outcast Levels. I really don't know what I want to do about them. I feel like eventually I will add them where they belong, but they are not priority as of this moment. I want to get an update out soon with some new maps and adding them in is something I think would be great for another update down the line.

We must be thinking of different fire skies, because the ones in the Absolution TC are quite different from the pixelated fire skies I've used. I don't know what fire skies you are thinking of.

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Guest
Guest

Alright, you can always wait until the original maps are fully done then make optional versions of them if you want. But if it’s going to be too difficult for you, then you don’t have to do this. It’s no big deal.

What about adding that custom made D64 style Chainngunner for your mod and fix up the frames a bit to make it look better.

You should replace the standing sprites of both shotguns with the ones by Yuki from the ZDoom community, I think the hand sprites that are used to hold the weapons on those ones look better in my opinion.

Doomguy’s glove in one of the frames that are used for the reloading animation for the Super Shotgun still uses the original Doom colors instead of having the Doom 64 colors, you should edit the sprite to have the correct colors on them.

GZDoom 64, Brutal Doom 64 and Innocence X2 used them, I also used the ones from the Absolution TC for your mod and they didn’t look blurry to me at all in opinion. It’s up to you if you want to use them for your mod.

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Nevander Creator
Nevander

I couldn't find better frames with the hands on them since the original game never had them, they had to be roughly made to look like the right gloves. I'm no sprite artist nor am I good with that stuff so I doubt I could make it look any better than it does already. Cage would be the man to do that if anyone.

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RT @TheNewBloods: It's time to turn your weekend up to 11. By popular demand - here's a new @DUSKdev track from @AndrewHulshult Yo… T.co

Jan 21 2018

Version 1.4 of Doom 64 Retribution is high on my priorities list. I plan to put out the update very soon, hopefully before February.

Jan 20 2018

Got some sweet names picked out for the Redemption Denied levels, which were previously unnamed. Will post to Doomworld soon when I'm able!

Jan 19 2018

Redemption Denied levels have so many unclosed sectors, not to mention crazy high detail... how do these not blow up Doomsday engine?

Jan 18 2018

About to begin converting Redemption Denied levels to Doom 64 Retribution soon!

Jan 17 2018

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