This mod builds on the existing total conversions of PlayStation DOOM and DOOM 64 for GZDoom, PSX DOOM TC and DOOM 64 Retribution, to take advantage of the latest GZDoom versions and adds many features that make them more faithful but were impossible to implement at their time of release. To achieve this, a large amount of the code has been adapted from GEC Master Edition (also known as DZDoom), while looking at the reverse engineered code and existing source ports of these games for reference.
In addition to that, the mod is highly modular and contains many optional "enhancements" that deviate from the original experience. Depending on your preference, you can choose to play as close to vanilla as possible, or experiment and play with upscaled textures, PBR materials, flashy particle effects and other features that are common in other GZDoom mods.
Since it runs on the latest GZDoom, that means that it is compatible with other mods, though they have not been fully tested.
Additional mapsets are also available in ModDB's addons tab.
Since almost every feature is optional, the mod contains four presets for different levels of enabled "enhancements": Faithful, Faithful Enhanced, Modern (default) and Experimental.
They can be selected by going into the Features Menu and choosing Choose Defaults Preset. It is recommended to choose one before you start a new game.
There's two download flavors: Lite and Full.
Lite is just the base mod and brightmaps for those who don't want any additional features other than those built inside the mod.
Full is a massive ~1GB download because it bundles several addon pk3s that get automatically loaded when starting the mod. Each can be safely deleted or moved to a different folder to skip auto-loading them if you prefer not using it.
I am not associated with any of the authors of the total conversions or any other mod included in this package. All credit belongs to them! If you enjoy a specific feature, make sure to try out their individual, separate mods.
While special care has been taken to be respectful to the originals, this mod does not aim for total accuracy. For that, please check out source ports such as PsyDoom or the official DOOM 64 remaster.
Best DOOM yet!
- Someone on the Internet
Logo credits: Immorpher
No. I only bundled it for convenience, its source code has not been modified.
A lot of the internals are different and work much closer to the original games. Instead of being an approximation based on what the author felt right, a lot has been adapted from reverse engineered source code into ZScript.
Maps that come from Retribution and the PSX TC have been modified to better match the originals, for example correcting sector colors and light specials. Things such as editor numbers and unique textures have been carried over, so custom maps designed for them should also be compatible. The Retribution version of the Doomsday Levels and Redemption Denied were used instead of making new conversions from scratch because they contain small quality of life improvements that are almost unanimously preferred.
Go to the Features menu, and change the preset to Faithful. Play the Lite version of the game (or remove all addon pk3s) so that upscales, extra music and other optional stuff doesn't get loaded.
If you want to take it even further, enable the Low Resolution Shader in the Features menu, then enable GZDoom's Full Options Menu, go to Set Video Mode, disable Rendering Interpolation, change Force Aspect Ratio to 4:3 and set Forced Ratio Style to Letterbox.
Ideally only Vulkan or OpenGL should be used. OpenGL ES is only partially supported because it disables shader based effects which this mod relies heavily upon, even on its most faithful settings. It should only be used as a compromise if your hardware has problems running on the other backends.
I suggest you choose one of the existing presets and go from there if you want additional tweaks.
Most require reloading the level to take effect. You'll need to complete the current level or restart the game.
There is an Overall Brightness slider in the Features menu. I recommend you use this instead of GZDoom's gamma settings because it preserves the colors better.
GZDoom sets the default UI scale to match your current resolution. If you wish to enlarge it, go to Options > Scaling Options and change the User Interface Scale.
GZDoom has an option called HUD preserves aspect ratio, make sure it is disabled. That option is only intended for PC Doom and will make the HUD scale incorrectly with these mods.
In the Features menu, go to Audio Features and change the Music Type.
Voxel Doom II is compatible with PSX DOOM, but you must make a small edit to its file. You must open cheello_voxels_v2_1.pk3 (make a backup copy first), and rename the directory filter/doom.id to filter/doom.ce. Then you can load it on top of CE, but you must disable Smooth Monsters for it to work properly. A caveat is that monsters will revert back to their Doom II timings and behavior instead of how they are in Psx Doom.
Since the mod runs on the latest GZDoom (4.10+, currently), that means that it is compatible with other mods. It's been tested with Corruption Cards, Project Brutality, QC:DE, Death Foretold, Embers of Armageddon, Guncaster, Trailblazer, GMOTA, Russian Overkill, Complex Doom, Legendoom Lite, Pandemonia, and many others. NOTE: Support is more limited in Doom 64 because most mods assume Doom 2 textures and actor heights.
Yes, as long as their upstream GZDoom version is compatible with this mod (4.10+). Though I haven't tested them personally, many others have reported playing in mobile or VR without problems.
Yes, but using GZDoom's peer-to-peer support (Wiki). PSX maps are coop-friendly. DOOM 64 does not support coop, but if you download the Retribution maps addon there is partial support (there may be softlocks since they haven't been thoroughly tested).
I removed them from the Full download because I wasn't satisfied with how they were. You can still download them separately from the Addons tab.
They were just placeholders and not true efforts to make them in the same style as the other PSX maps. I hope to include them again after GEC Master Edition leaves beta, since that mod includes proper conversions.
You need to beat the secret level Hectic to unlock the Bonus Maps episode.
The Red Artifact consumes player health to slow down all enemies for a short period of time. The Green Artifact is used to spawn platforms that slowly levitate upwards.
There is no specific meaning, but I've seen it called Custom Edition, Complete Edition, Console Edition, Compilation Edition, Console Enhanced, etc.
DOOM CE 3.0.0 has been released including a new level set consisting of 20 classic maps made by the community, and better support for mods.
DOOM CE 2.1.0 has been released including a port The UnMaking DOOM 64 megawad, better and more faithful gradient color brightness, and lots of bug fixes.
Completed the main campaigns? New map sets are available in the Addons tab.
Featuring a video montage, installation instructions and a sneak peek of an upcoming map pack.
Contains DOOM 64 CE with PBR materials, new sounds and more. Requires a patched DOOM64.IWAD (see prerequisites instructions below). Comes bundled with...
Contains PSX FINAL DOOM CE with PBR materials, new sounds and more. Requires DOOM2.WAD (see prerequisites instructions below). Comes bundled with GZDoom...
Contains PSX DOOM CE with PBR materials, new sounds and more. Requires DOOM2.WAD (see prerequisites instructions below). Comes bundled with GZDoom 4.11.3...
Contains the base PSX DOOM CE, PSX FINAL DOOM CE and DOOM 64 CE mods without any addons. Requires DOOM2.WAD and a patched DOOM64.IWAD (see prerequisites...
Contains DOOM 64 CE with PBR materials, new sounds and more. Requires a patched DOOM64.IWAD (see prerequisites instructions below). Comes bundled with...
Contains PSX FINAL DOOM CE with PBR materials, new sounds and more. Requires DOOM2.WAD (see prerequisites instructions below). Comes bundled with GZDoom...
any plans to add this as an add-on? Moddb.com
No plans. Its author would prefer to keep it exclusive to the engines it was designed for.
Overall brightness slider does not work with Vulkan.
Works for me, can't reproduce it. I'm using gzdoom 4.11.3.
Using 4.11.3, native linux build. Everything works normally with OpenGL. With Vulkan slider doesn't work, guns do not emit light when shot and probably other stuff too. Classic Doom has no issues. I don't know, maybe Nvidia driver problems again.
Forgive me if this question seems demanding, but was there a time frame for when we can expect the next major version of (like 4.0)? From what I understand, there are still some levels and features that you still wanted to add into CE.
There is no timeframe nor roadmap set for this mod.
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Nevermind, im stupid enough to not realize the .ini config sometimes messed up the base game, i remember changing some base gzdoom settings that made it crash, if you need the .ini that made it crash just in case, i can sent you
how do i create a working shortcut with the lost levels for Doom 64? I always get fatal error if i attempt to make shortcut param to it, but works normally (the lost levels) when i open it using GZDoom iwad list
Here is my Playnite shortcut param and the screenshot
-iwad DOOM64.CE.ipk3 -config doom64.ini
Imgur.com
Nice, I use Playnite as well to load doom wads. It's less practical than other launchers but I like having them alongside my other libraries (emulators, steam, etc)