PSX DOOM and DOOM 64 total conversions for GZDoom, overhauled. 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 add 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.

Description

This is a gameplay mod exclusively made for GZDoom, to be played with moleccico's Doom 64 CE. Be aware that this is mainly for the original Doom 64 campaign on its highest difficulty setting, i.e., Watch Me Die!. This means that both non-vanilla 'Hardcore' and 'Doomslayer' difficulties are affected by what this mod does, which likely will turn certain maps ridiculously hard and perhaps even incompletable. Other features that were not part of the original 1997 game, such as the unpresent Doom II monsters, Kaiser's Absolution TC and any maps or content based on it, are untouched and will (very) likely remain so for future versions. See the README file for more important info.

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Doom 64 CE Reworked v1.3b
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goingposta1
goingposta1 - - 110 comments

nice. i am a big fan growing up with doom 64. despite what people said about it i mustve played through numerous times. Didnt care how many times still worth it. That said i know with this for doom 64 CE i know its mod friendly when it comes weapons mod and others and such. however i wanted to point out and i dont know if you tested this or if its recommended but using certain monster packs or mods that replaces the monster roster has created 1 sprite conflict mostly its the nightmare imp. im guessing here but if you use a monster pack that tries to overwrite the nightmare imp, mainly replace it, it will not play the right animation for it for its attack and doesnt finish out the death sequence. it will look like its having a seizure. though its one thing. didnt really bother me. bc i just love doom 64 and wanted to give a different look. but certain monster packs comes with thier own nightmare imp and doesnt conflict the vanilla one which is just fine. only saw this from the old version 3.2.0 and i think the last one too 3.4.0. other then that this is great how this mod is. great scary nostalgia and great for October.

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NaliSeed Author
NaliSeed - - 197 comments

Thanks for replying. Outside of the original D64, I've only tested this mod with Beta 64 up to map 12; the entire Lost Levels campaign, and D64's version of Knee Deep In The Dead up to the third map, all of which are vanilla-friendly as far as I'm aware, meaning no custom weapons, monsters, etc; there is however a weird, sort of photo-negative Spectre that appears in some Beta 64 maps and has higher health that the regular ones, but does not conflict with this mod.

I was not aware of those monster packs you mentioned even existed; it seems D64 CE is still rather limited in what is compatible with. Can you give me a link to that mod with the Nightmare Imp issue you mentioned?

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goingposta1
goingposta1 - - 110 comments

Drive.google.com
Forum.zdoom.org
ill give you two links if one doesnt work its pandemonia monster only

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NaliSeed Author
NaliSeed - - 197 comments

I'm confused, it seems this huge mod is for regular Doom, not Doom 64; it even states "A metric ton of new enemies, both original and adapted from Realm 667". How did you get this to work on Doom 64 CE? 🤔

Sorry, my bad, I just realized they're compatible😅. I'll check this out later.

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goingposta1
goingposta1 - - 110 comments

loaded through zdl. once i took the steps you provided to use the batch file the rest was pretty much alittle easy to figure out. i had to use an updated zdl of course bc it didnt detect the doom 64 CE or the psx doom. i took the doom 64 CE and used that as an iwad then the rest used as pk3 put it in a load order through zdl. been working ever since. oh and project malice another monster pack which is a darker more scarier tone on monsters works with doom 64 and goes perfectly with doom 64 atmoshepre....when you get a chance check it out. i dont think youll be disappointed....https://github.com/TheBlueSavior/Project-Malice

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NaliSeed Author
NaliSeed - - 197 comments

Glad you fixed it. I loaded Pandemonia with and without my mod, and the Nightmare Imp issue shows up both ways; it's something they need to configure on their end. I actually only altered the Imp's melee attack speed, their behavior is pretty much the same as usual. Oh, yeah, Project Malice is actually pretty damn good.

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goingposta1
goingposta1 - - 110 comments

So while the campaigns provided here are okay so far. But the other wads like the unmaking for instance is okay with monster packs but some like the shotgun guy and zombie man. Their sprite doesn’t change even though a monster pack is in use they don’t get replaced but no sprite conflicts or glitches.

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NaliSeed Author
NaliSeed - - 197 comments

Haven't played The Unmaking yet.

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MrRumbleRoses
MrRumbleRoses - - 447 comments

so i can be able to play this mod with like, gameplay mods for Classic Doom that can be played for Doom 64 CE or something? i'm still kinda trying to put the pieces together of this thing

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NaliSeed Author
NaliSeed - - 197 comments

Oops, sorry, I seem to have misread your comment. This mod's name says it all, it merely alters and throws some additional elements to Doom 64 CE, plus some minor fixes. As I've mention in the Readme, it's mainly for the original Doom 64 campaign, but can be run with custom maps like The Lost Levels, Beta 64, and Knee Deep in The Dead 64. I can't guarantee it will work with anything outside that.

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goingposta1
goingposta1 - - 110 comments

whew. just finished the official campaign of doom 64. using weapon mod is ok. just wanna make note that when using weapon mods the laser still spawns and you can switch to it and use it but theres no ammo counter which is no surprise, i just ignored it...using monster packs you just gotta experiment with it. i know i said before certain monster packs will cause sprite or death animation conflicts but its only minor. Not game breaking. im going to use a different monster pack the project malice. should have a less chance of causing errors. oh if people do use mods and noticed that the levels or map feels different in size, its not, because most mods uses doom 2 heights and not doom 64 height. all sprites that are used in doom 64 exclusively are higher or drawn to scale. so if ppl ask if your using doom 2 mods the heights is going to be different, but its not an error. just wanted to point that out

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NaliSeed Author
NaliSeed - - 197 comments

The Unmaker no longer requires ammo with this mod; it saps your health and armor when you fire instead. I made it this way because I always hated how in the vanilla game that weapon rendered both the Plasma Rifle and BFG9000 virtually useless, since it uses the same type of ammo as those two. Plus, it's a hellish weapon, so it kind of makes sense. 😌

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goingposta1
goingposta1 - - 110 comments

that actually makes sense. probably better set that way. neat-o. im going to do a clean slate again and then use the reworked version here.

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