Directions are in the README.TXT, I recommend using a separate GZDoom install just for this mod.

This WAD here replaces as much stuff as possible to play like the GBA port of Doom II.
It replaces the flats, textures, HUD, colour palette, maps (including the split maps) and music.
This means everything is censored and looks ugly (GBA used a different palette) just like you'd expect

All the weapons have been reprogrammed with DECORATE to closely match the GBA weapons as possible. Including the random varying speeds of the weapons due to the poor framerate on the GBA version.

Why make this? I dunno, this has just been dormant and incomplete on my hard-drive since I made the GBA Doom II modding tools on my site, but when "Randy87" recently made a map converter tool for the GBA maps, I thought I'd may as well finish it up and upload it.

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Not being able to switch weapons fix!

QA/Testing Tutorial

A few users reported they couldn't switch weapons after they received them, had a bit of a play myself to find out what's going on.
You are running 2 instances of the mod! The gzdoom.ini included in the mod is already configured to autoload the GBA Doom II TC.

If you drag the WAD on top of GZDoom, it'll be loading the TC through the ini and also as a command line (there will also be warnings talking about duplicate entries on launch like in the above pic)

To fix it, just launch GZDoom.exe on it's own.

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GBA Doom II Total Conversion - V1.2

GBA Doom II Total Conversion - V1.2

Full Version 4 comments

Fixed some minor bugs, and updated config for newer versions of GZDoom.

GBA Doom 1 in the SouthPaw Engine

GBA Doom 1 in the SouthPaw Engine

Full Version 5 comments

A simple concept mod that recreates The Ultimate Doom but in the GBA Doom II engine aesthetic. > Click "Read more..." for Images / Videos <

GBA Doom II - Weapons Wad

GBA Doom II - Weapons Wad

Weapon Skin 1 comment

Just a small stripped down version of just the Weapons/Hud changes from my GBA Doom II TC wad.

GBA Doom II Total Conversion - V1.1.1

GBA Doom II Total Conversion - V1.1.1

Full Version 1 comment

This version fixed a lot of the issues that were in my original V1.0 TC release. Let me know if there's any other issues.

GBA Doom II Total Conversion - V1.0

GBA Doom II Total Conversion - V1.0

Full Version 11 comments

Here's the TC wad itself, let me know if there's any issues.

Post comment Comments  (0 - 10 of 44)
TheGamingFoxYT
TheGamingFoxYT - - 9 comments

Hello! I don't know if you check this anymore, but I am really loving this mod. Is it alright if I make a map pack for it?

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Guest
Guest - - 690,503 comments

And the Mancubi can’t hit the player for some reason. They shoot to the side

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Kippykip Creator
Kippykip - - 48 comments

Yes, as I changed the AI to match the weird missing AI like on the GBA port.

Reply Good karma+2 votes
naryanrobinson
naryanrobinson - - 634 comments

Did you ever get around to porting just the weapon adjustments?
It'd be great to play with those weapons in other wads.

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Kippykip Creator
Kippykip - - 48 comments

Here you go man!

Moddb.com

Reply Good karma+2 votes
CallMeMerlin
CallMeMerlin - - 13 comments

Hey Can You Please Male It Compatible With Zdoom Please

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Kippykip Creator
Kippykip - - 48 comments

I'm pretty late but you'll have to run it in GZDoom, as ZDoom hasn't been updated in a while therefore the fog and numerous other things in the TC won't work.

The mod itself runs GZDoom in the software renderer anyway for the palettes etc, so it'll act just like it would in ZDoom anyway.

Reply Good karma+1 vote
CallMeMerlin
CallMeMerlin - - 13 comments

oh ok because gzdoom wont run on my pc and i really want to play this

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Kippykip Creator
Kippykip - - 48 comments

Really? GZDoom should run on anything, even computers without OpenGL as it has ZDoom's software renderer in there too.

Reply Good karma+1 vote
CallMeMerlin
CallMeMerlin - - 13 comments

my opengl drive wont eccelerate in gzdoom

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