The Legend of Doom is a total conversion for DOOM that seeks to faithfully recreate the original NES world of Hyrule!
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.
This update brings a lot of bug fixes and quality of life improvements. If I had been better at planning, this would be the 1.0.0 release with the previous releases being marked as beta. It really feels so much better this time around. Thanks everyone for feedback and bug reports!
Notable changes (full list below):
- Requires latest GZDoom, 4.7.1. I won't make it habit to require version updates, but I really wanted to use the DrawPaused method introduced in 4.7.1 and it sets up to improve help screens in the future without requiring a version update.
- Many sprite updates and quality of life improvements migrated (with permission) from Zelda 1 Redux
- Overworld overhauled! New textures, secrets remembered, and improved geometry really make Hyrule more fun to run around.
- Alt-fire boomerang! Instead of overhauling the weapon system generally (maybe still in the cards for future) I've decided to make the boomerang the alt-fire for all weapons (except Bow). It feels much more natural and reduces number of weapons to scroll through.
- Item display moved from automap to "Pause" screen.
Special Thanks for the 1.1.0 update
ShadowOne333 - for his Zelda 1 Redux project and permission to use updated sprites.
Exkodius - for Zelda TC. He posted an update which included much better fonts and menu aesthetics and encouraged me to adopt what fit.
kalensar - for tons of feedback, encouragement, and a push in the right direction towards fixing Shield issues in the original release.
Change Log
General
- Many new sprites and textures from Zelda 1 Redux ROM hack
- New fonts by Exkodius
- Some new translations from the Legends of Localization project.
- Item display moved to the Pause screen making the automap more usable. Leverages new DrawPaused method introduced in GZDoom 4.7.1.
- Added the BRIGHT modifier to rupee sprites so they are easier to see in the black dungeon rooms.
- Rupee count increased to 999
- Fairy drops now wander around
- Implement missing loot logic to force specific drops on the 11th and 16th consecutive kill without being hit
- Teleport fog and enemy projectiles are no longer affected by time freeze
- Spawn logic has been improved to eliminate things like occasional Octorocks in the water or a monster stuck to the wall.
- Menu improvements
Weapons
- Boomerang has been changed from a selectable weapon to the alt-fire for all weapons except Bow
- Sword reach extended about 20%
- Sword speed increased
- Sword projectiles will now expire after traveling roughly one "screen" length
- Bomb explosion radius doubled
- Initial bomb limit increased to 10
- Blue boomerang distance extended
- No longer auto switch to Bomb or Bow when new ammo is picked up after reaching 0 (this was a pain particularly when using the bow with near 0 rupees). Leverages the WEAPON.NOAUTOSWITCHTO flag made available in GZDoom 4.7.0.
- Shield is now a spawned actor which should result in a more natural feeling block and decouples it from the HUD.
- Shield no longer works when Bow is equipped
- The Big Shield graphics changed to the Hylian Shield graphics. This provides a better visual distinction between the "small" and "big" shields when viewed from a 1st person perspective.
- Candle fire distance traveled increased by 30%
- Fix blue candle de/select animations not maintaining their no-flame state
Overworld
- Major mapping changes include new geometry to open the world up a bit and hopefully take care of some glitches I've seen reported
- Bomb walls will now only trigger when hit by bombs
- Overworld will now remember bombed walls and burned bushes
- Bomb wall and secret bush textures are now slightly differentiated (thanks to the sprite makeover from Zelda 1 Redux!)
- Ghosts in the graveyard now behave like in the original game where there is a lead ghost and killing them will kill the others
- Add road signs to warp rooms
- Increased brightness of cave exit light
- Price textures have been cleaned up
Dungeons
- Bomb walls will now only trigger when hit by bombs
- Triforce rooms have been redesigned. I hope this isn't too controversial. The triforce rooms that were approached from the side were awkward and I observed players and myself not knowing which direction to turn. The goal here was to make the triforce visible from the moment you can see into the room, which is more consistent to the original's intent, I think.
- Spike Traps now play the sound effect from Ocarina of Time when they move
- Fix bug where Spike Traps would disappear if they hit a Wizzrobe in ghost state
- Balance changes for Wizzrobe. Nerfed by increasing the vulnerable time before and after they fire. Blue wizzrobes got a buff though - previously they were firing the weaker version of the wand projectile by mistake.
- Fix bug where wizzrobe projectile was spawning fire after the player picked up Book.
- Make snake monsters easier to hit
- Increase Lanmola health
- Add brightmaps to many monster's eyes so they show up in dark rooms
- Fix Manhandla floating away when bombed
- Fix Princess Zelda not changing dress color if you picked up the Red Ring
Has anyone been able to get this to work on QuestZDoom? It looks amazing!
Never mind. I used git version of gzdoomvr through Steam and Quest 2 over air link
It has been added to the QuestzDoom launcher for download and is working now with QuestZDoom in VR on Meta Quest 2!
this is beautiful
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.
Nvm fixed it
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.
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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getting a Zscript mismatch 4.1.7 requiresd 4.1.6 supported
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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.
non riesco a trovare il launcher per giocare pure se estraggo il file pero io non ho doom devo averlo?
You can use FreeDoom 2 as the IWAD.
Can this run on lunix?
Yes. GZDoom has a Linux release for all versions. I run Linux.
It is possible to make this compatible with zandronum? sorry if my english is bad
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.
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.
On Normal PC the weapon switching is mainly handled by the mouse scroll wheel. Set you controls in the options to your prefered method.
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
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.
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.
Can this be played on nes emulator or other console emulator?
No. It only run on GZDoom.
Can this only play in questzdoom 1.5?
I am running it in GZDoom 4.10.0
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.
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.
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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