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.
Poll started by molecicco with 162 votes and 4 comments. Browse the poll archive.
The Doomslayer/Ultra-Nightmare difficulty is a carry over from Doom 64: Retribution, where weaker monster variants are replaced by stronger ones (shotgun zombies replace rifle zombies, for example).
I have never tested it in any map, so I do not know how balanced it is outside the main Doom 64 campaign. Unlike Nightmare/Hardcore, this difficulty doesn't resemble any existing one in the official games or ports. If the majority agrees, I'd like to remove it from this mod.
I say keep in play. Even if it's not balanced, it makes for interesting experimentation. I'm sure some macho types would also like it just for cutting their teeth too.
Yeah, the majority has voted no anyway, so I'll leave it in.
i mean nothing is really locked behind un so uh no.