Contains PSX DOOM CE with graphics and audio addons. Requires DOOM2.WAD (see prerequisites instructions below). Comes bundled with GZDoom 4.7.1 for convenience, but you can use an existing installation of it. Read the readme for more details.
Version 2.0.6 (Full)
- Cleaned the alpha layer of upscaled sprites.
- Fixed fists being selected by default when changing levels through the Fun map hubs.
- Gib squish effect is now disabled by default.
- Restored the vanilla gib sound When the SFX addon is not loaded.
- Changed the default value of gradient lighting to 100 instead of 50.
- Updated FancyWorld (ambient sound) scripts to latest dev build.
- Reduced the amount of ambient sound actors being spawned to improve performance.
- Replaced some ambient sounds.
- Made the flashlight undroppable.
- Lost Souls no longer play the Nashgore "body splat" sound effect when dying.
- Fixed the completed map counts at the ending statistics screen.
- [Slough of Despair] Increased the speed of a closing door when crossing the index finger to prevent a possible softlock.
Prerequisites
Starting from version 2.0.5, PSX DOOM CE does not run standalone and requires the DOOM 2: Hell on Earth WAD (DOOM2.WAD) to run. This change was made because many of the map packs being ported depend on DOOM 2 assets that are not present in PSX DOOM.
The BFG Edition and Unity rerelease DOOM 2 WADs are not supported. If you have DOOM 2 installed in Steam, open its installation folder and copy DOOM2.WAD from the base folder (not rerelease) into your gzdoom directory.
If the wad is present, you will be able to select PSX DOOM CE from the list when opening gzdoom.
Hi there, I have
1 question please:
So I tried typing
" sky 1 = "firesk00" "
in the map info for map30 threshold of pain,
But it's still using that orange skybox.
I feel like threshold of pain should oughta have that cool firesky,
I also tried changing it in the "add default map" section,
No matter what skies I change they're all the same.
Are skies listed in some other text file ?
No need to modify the files, there is an in-game setting for that.
Go to Main Menu > Features > Special Effects Features and turn OFF "Use PC Sky Textures". This way it will always use the same skies as in the original PSX version.
You will need to start the level again for it to apply though. Loading a saved game won't work.
Ah ok that did it!
Thank you for replying 😎
This is 1 of the most epic doom mod projects btw,
Amazing work & many thanks for every1 who put it all together, very impressive!
Thanks!
Hi, first let me say amazing work on these! I'm a little confused about the episodes, is there anywhere to read about which episodes contain what for each version? For instance, on PSX Doom CE, there is the first episode which I assume is the PSX Doom game, but then there is Sigil, Hell on Earth, and No Rest for the Living. Same with Doom 64 CE with the multiple episodes.
The original PSX version only contained two episiodes: Ultimate Doom and Doom 2 but some levels were missing. You can find the list here:
Doomwiki.org
Around 6 or more years ago, a group of modders recreated the missing levels for an old zdoom-based total conversion called PSX Doom - The Lost Levels, reimagining them as if they were ported to the console. This mod integrates them into the regular episodes, so you will get a full level set that mirrors all the official and semi-official PC releases.
Doomwiki.org
Sigil is just straight from the PC version with minimal tweaks, I added it as a WIP before a true psx-ification was done. In hindsight I shouldn't have added it, but I can't remove it now.
As for Doom 64, this mod includes all levels from the official release, plus the levels from Doom 64: Retribution, an older total conversion made for gzdoom which includes some bonus levels ported from an even older total conversion for the Doomsday source port: The Outcast Levels and Redemption Denied. In addition to that, I included more levels that were made for Doomsday that were missing in the Retribution TC: The Reckoning and a couple of more bonus maps.
Doomwiki.org
TL;DR: for PSX, this mod has all levels to mirror all official/semi-official PC releases and for 64, it has all official levels plus bonus fanmade mapsets made in the Doomsday (circa 2003) era.
GZDoom don't recognized the WADs...
You need to place your DOOM2.WAD in a place gzdoom is able to locate.
Good mod I enjoyed a lot
Here are some things I found out while playing:
- Monster in-fighting doesn't seem to work.
- The range which the revenant is supposed to favor punching than firing missiles is much wider than it should be, making the revenant always go for the punch even if you are somewhat far from him.
- invulnerability is replaced everywhere with a soul sphere.
Were you playing on the hardest difficulty? Because that sounds exactly like what it changes:
- no infighting
- no pain states
- 80% monster health
- 120% player damage
- 3x ammo
- zombieman replaced shotgunner
- spectre replaced by nightmare spectre
- demon replaced by spectre
- medikit replaced by stimpack
- invisibility sphere replaced by armor bonus
- invulnerability sphere replaced by invulnerability sphere
- small ammo boxes replaced by large ones
For a more normal experience, play Ultra-Violence which is regular hard mode, or Nightmare which is just UV with fast monsters.
As for the Revenant, I think what happens is that the PSX version of it is much slower, and that reflects in its behavior. Its missile AI also has some differences.