The Legend of Doom is a total conversion for DOOM that seeks to faithfully recreate the original NES world of Hyrule!

Description

Map improvements, bug fixes, and many quality of life improvements! Sprite and texture upgrades migrated from the Zelda 1 Redux ROM hack. Requires GZDoom 4.7.1.

Preview
Legend of Doom v1.1.0
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darkesco
darkesco - - 2 comments

Has anyone been able to get this to work on QuestZDoom? It looks amazing!

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darkesco
darkesco - - 2 comments

Never mind. I used git version of gzdoomvr through Steam and Quest 2 over air link

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neitey
neitey - - 22 comments

It has been added to the QuestzDoom launcher for download and is working now with QuestZDoom in VR on Meta Quest 2!

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Akira_Hokiwahara
Akira_Hokiwahara - - 12 comments

this is beautiful

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Guest
Guest - - 690,705 comments

I can only play a very small portion of the map. I have the latest GZ doom, I have fiddled around with the settings, but can't seem to make this work.

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DuckDeadly
DuckDeadly - - 1 comments

Nvm fixed it

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Guest
Guest - - 690,705 comments

I just finished a swordless run, and I greatly appreciate the work put into this, and how impressive the result is!

In case this gets further work, I did notice a few things on 1.1.0 that differ from the original NES game in ways that may not be intended, and I have some further suggestions that could improve the experience, along with other comments:

- Bombs can send Patra floating up to the ceiling. There may be other cases I haven't detected yet.

- Some of the weapons damage enemies they weren't intended to damage. This was more obvious in a swordless run where there's far less reliance on swords for damage. The most obvious for me was defeating Ganon with nothing but infinite bombs.

- Bomb counts and infinite bombs for the second capacity upgrade are different, but that appears to be possibly-intentional?

- The addition of the vertical dimension (or something else?) makes hitting some enemies tricky, and the auto-aim setting seems to make it less likely to hit some enemies, especially flying ones like bats.

- After rescuing Zelda, the game ends without offering a second quest. I imagine it could be significant work to build out the second quest with its new dungeons and modified overworld, but it would be really cool if it could be done. Maybe the game could even start in a selection map that lets the player pick a teleport between the first and second quests?

- Boomerangs don't fly straight and return as if by magnets when they reach the end of the area or when hitting an obstacle. They and other projectiles don't fly over low obstacles (blocks in dungeons, trees, etc.). They also can't collect items (this might be a limitation in the engine).

- I'd be curious to see if the sword (or the selected secondary weapon) could be the alt-fire to better duplicate the dual-wielding of the original game.

- I do appreciate that some of the enemy mechanics were changed to be less hostile to a first-person perspective, such as the teleporting of wizzrobes and red leevers.

- I wonder if increasing the height of the hitbox might be useful for some enemies like bats.

- Non-corporeal wizzrobes block projectiles.

- Money-making game in the original used the frame counter as part of its algorithm, and this mod appears to have a fixed sequence.

- Enemies and Link do not experience knockback.

- In one of the dungeons, I noticed that enemy movement is not limited to their spawning room.

- On just a handful of occasions, I saw enemies spawn in unreachable areas.

- I also greatly appreciate the subtle texture changes for candle-able and bomb-able surfaces.

- It was a bit tricky to figure out that the use key was necessary for secrets that are under armos statues. I was better able to expect that with blocks that are pushed in the original game.

- This one may be intentional as well, but I noticed that the path to dungeon 5 doesn't use the teleport mechanics that are used in the lost woods screen/room.

- Enemies on the overworld despawn to death based on distance. Since the various special rooms are in different/hidden places around the same map, this can be used to escape some battles in the early game.

- Enemies on the overworld are not limited to their screens, and their projectiles travel without bound. The projectiles could perhaps all be limited to one screen-width, or 16 tiles.

- It was strange to find jumping an option in this game, but I didn't discover any places where it really broke anything.

- I liked how you did the adaptation for the stepladder and raft, making the appropriate places walkable when you have the required item.

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kalensar
kalensar - - 400 comments

I'm happy to see people are still finding this awesome gem. I was happy to be useful to it's creation. hahaa

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Guest
Guest - - 690,705 comments

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mvdockum
mvdockum - - 1 comments

getting a Zscript mismatch 4.1.7 requiresd 4.1.6 supported

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Guest
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Guest
Guest - - 690,705 comments

I just beat this game ver: 1.1.0 and it was an incredible experience.
I loved every second of it. I only wish that I knew how to see how many triforce pieces I had, I spent a lot of time running around thinking that I didn't complete a dungeon and without a way to check total pieces I ended up looking up to see what I had missed.
Turns out I didn't miss anything and I was losing it.
10/10 I think you did an incredible job and should be proud of yourself.
I mentioned this on my livestream of it, but if you were able to do Zelda 2 or A Link to the Past that'd be amazing.

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Guest
Guest - - 690,705 comments

non riesco a trovare il launcher per giocare pure se estraggo il file pero io non ho doom devo averlo?

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kalensar
kalensar - - 400 comments

You can use FreeDoom 2 as the IWAD.

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unckleg
unckleg - - 1 comments

Can this run on lunix?

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kalensar
kalensar - - 400 comments

Yes. GZDoom has a Linux release for all versions. I run Linux.

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thenoob2023
thenoob2023 - - 4 comments

It is possible to make this compatible with zandronum? sorry if my english is bad

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kalensar
kalensar - - 400 comments

Not a chance. The entire mod is written in Z script which is native to GZDoom. Zandronum language is too old to do it without a complete rewrite of converting scripts to ACS and Decorate languages.

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Guest
Guest - - 690,705 comments

How do I change wepons in Legend of doom on quest 2?. I couldn't open the menu were you select bomb, arrow etc. The only wepon I could use is the boomerang using the right triggers at the same time.

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kalensar
kalensar - - 400 comments

On Normal PC the weapon switching is mainly handled by the mouse scroll wheel. Set you controls in the options to your prefered method.

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arogu
arogu - - 1 comments

Does some knows how to open the menu on the game to select the weapons, I installed on a Quest 2 using QuestZdoom launcher. I try all the botons and posible combination and nothing, I can't use bombs or any other wepon beside the sword and boomerang

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kalensar
kalensar - - 400 comments

I can't speak for the quest 2 per se, but I have been able to play with an Xbox controller. At the beginning of the game you can go down to the options menu and then go to customize the controls. Normally on PC this is handled by the mouse scroll wheel but you can assign the buttons as you please to how you want it work for you.

When setting up my Xbox controller is an example, I had to use a keyboard or mouse to navigate to where I wanted then set the controller buttons that way.

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SolDirix
SolDirix - - 8 comments

Very fun game! There are some game breaking bugs in Hard and Impossible difficulty however.

In hard mode, in the Ghoma boss room, only one Ghoma spawns, and defeating it won't open the door to the Triforce piece.

Also in Impossible mode, the first dungeon sometimes only spawns two bosses instead of 3, and the door also won't open after defeating. And in dungeon 2, one of the snake enemies causes an exception which closes the game.

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Guest
Guest - - 690,705 comments

Can this be played on nes emulator or other console emulator?

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kalensar
kalensar - - 400 comments

No. It only run on GZDoom.

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Guest
Guest - - 690,705 comments

Can this only play in questzdoom 1.5?

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DIntent
DIntent - - 4 comments

I am running it in GZDoom 4.10.0

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DIntent
DIntent - - 4 comments

I joined this forum just to say that I love this game! I like Legend of Zelda, but putting it in a 3D engine is brilliant and so much more fun than the original.

I just played and beat it again today, and I am proud that I was able to remember all the Dungeon locations!

I realize that it has been over 2 years since release, but if you ever do a Second Quest version, or Zelda II (My favorite of the series) I would totally play them.

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DIntent
DIntent - - 4 comments

Not sure if anyone is still maintaining this mod, but I ran into an error that I have not seen reported anywhere else.

I was trying "Impossible" difficulty and I made it to Level 7 "Demon".
The fire snakes spawned as normal, but when I re-entered the room they respawned and the game crashed.

Full error is:
Map08 - Demon
VM execution aborted: tried to read from address zero.
Called from SnakeMonster.PostBeginPlay at LegendOfDoom-1.1.0.pk3:actors/monsters/snakemonster.zs, line 45

This has killed my run since I was single-saving and now every time I load, I get the same crash again.
I tried to use a cheat to Kill All enemies, but the error still comes back.
So I tried the map load cheat to go back to the overworld, but it starts me with a new game essentially, no items, 3 hearts, no sword.

Not sure when I stopped getting autosaves? but all the autosaves are super old.

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DIntent
DIntent - - 4 comments

I finished it on 'Impossible'!
Issue with the SnakeMonster shows up in Death Mountain as well, both red and blue variants. If you just kill a couple of heads, it seems fine, it only seems to happen if you kill off a whole snake. Then, a couple of minutes later, game crash. Super reliable, not intermittent at all.

Suggested fix would be to not triple that monster if that is possible?

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Guest
Guest - - 690,705 comments

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