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 1.4a)

Doom 64: Retribution (Version 1.4a)

Full Version 22 comments

The long awaited update to Doom 64 Retribution has finally arrived! Apologies for the long delay between updates, I know I could have had this out much...

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

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

Music 6 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 1.3)

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 (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 4 comments

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

Comments  (0 - 10 of 102)
86232and
86232and

Hello, Nevander!

In anticipation of the version 1.5 passed addons "Redemption Denied" and "The Reckoning" in Absolution TC. These addons are great and are a worthy decoration for Doom 64! I remember the last eighth level from "Redemption Denied" - this is the biggest and most varied level of the addon, large halls and caves with tunnels, many puzzles and traps. Yes, it is probably very difficult to transfer it to the draft of retribution. I really liked demon "Stalker" - his attacks are unexpected and accompanied by an interesting sound, also good "Acid Demon" and "Nightmare spectre". In the future, you need to transfer all the original demons from Absolution TC to the retribution project.

Keep up the good work and I wish you success!

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86232and
86232and

Hello Nevander!
I know that you are currently working on the addition of "Redemption Denied" - but there are no official level titles. I saw your project by level titles at Doomworld.com and agree on levels 2-8. For level 1 from Agent Spork, there seems to be a name - The Metacenter. This name is given in the sources:
Doomwiki.org(Agent_Spork)
Classicdoom.com

Success to your project!

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Nevander Creator
Nevander

Thanks! Cool to have a confirmed name found. I had no idea. The first map will be correctly named for 1.5

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86232and
86232and

Hello Nevander!
Now there is a good function - when loading the level, show its name. Is it possible to add the name of the author of the level? I'm always interested in the author's name, it's useful information. Let it be a disabling option. This was implemented in Absolution TC - and two lines with the level name and author's name look good.
Success to your project!

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Nevander Creator
Nevander

Already done and put in for 1.5! They can be turned off separately from the map names but will require level names to be turned on to appear.

Reply Good karma+2 votes
Manniacc
Manniacc

I wanted to tell you that if you add the titan from doom 4 as a boss in the retribution episode I will love you forever! (well I already do because man this tc is amazing! If doom 64 was remastered for the switch this is what it should be like). Also what's up with that nailgun in the files?

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Manniacc
Manniacc

Hey I wanted to let you know that the floor right here doesn't deal damage
Imgur.com

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Manniacc
Manniacc

Forgot to mention, it's in abs04

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Nevander Creator
Nevander

Fixed in 1.5, also added a lift to get back out that the original map had.

Reply Good karma+1 vote
Guest
Guest

i found a bug in level research lab, in the room with two red switches if you press both switches (one of them goes down but you can press it) then you go to the exit room and there's a non-textured wall blocking the exit... if you fix it please give me credits for it lol

my nickname is iconodelpecado

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Nevander Creator
Nevander

That should already be fixed. I checked the map and it was already set up to clear the special on the other line when either one is used, so I'm not sure how you managed to do this.

Reply Good karma+1 vote
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