Doom 64 is a not so well known port of Doom for the Nintendo 64. Unlike the ports for other consoles, it's not exactly a port, but a completely new game, featuring completely new levels, textures, sprites, enemies, and a new plot that takes place right after the events of Doom 2, and it's plot strongly suggests to be the prequel to "Doom 2016" as it be considered a reasonable explanation of how the Doom Marine stayed in Hell and became known as the "Doom Slayer" (thus being considered canonical to the series by many fan theories, and being the TRUE Doom 3). In 2003, Samuel "Kaiser" Villarreal was able to extract all textures, sprites and sounds from the N64 ROM and faithfully recreate the levels in the Doomsday engine, thus creating the Doom 64 Absolution TC, and later making Doom 64 EX (an emulator for the ROM for PC). The Doomsday engine is today considered obsolete, and a Doomworld user called Nightside successfully ported all maps to work on GZDoom, but has given up the project.

Brutal Doom 64 aims to continue this project of "porting" (actually recreating from scratch) Doom 64 to GZDoom and Zandronum engines. Unlike Doom 64 EX or Doom 64 Absolution the goal of this project is not to make a 1:1 port of Doom 64 for PC, but to enhance it in every possible way, bringing the satisfying gore and gunplay of Brutal Doom, new sounds and special effects that greatly enhances the oppressive atmosphere of D64, and attempting to include all the content cut from the original game due the cartridge space of the N64.

What it includes:

- All weapons revamped to feature new sounds, animations, and have greater feedback.
- Several stuff that were removed from the final game, such as Revenants, Masterminds, a weapon that was shown in an old magazine featuring an interview with the D64 devs that never got added into the final game, and an enemy called Hellhound which was also cut due the N64's cartridge space.
- New gore featuring dismemberments, gibs, new blood splashes, blood decals on the walls, floor, and ceiling.
- Brightmaps (such as monsters eyes glowing in the dark).
- Multiplayer support through the Zandronum sourceport ( up to 64 players, either Co-Op, Survival Co-Op, and Deathmatch).
- Revamped levels featuring new decorations, lightning system, fog, light shafts, etc. Techbase levels were optimised to have better navigation, new ambient sounds, more security cameras to remove the need of "switch hunting", and having some parts of the levels remade to look like a more plausible place. The Hell levels were also upgraded with new ambient sounds, and more disturbing imagery.
- Option to play with the Brutal Doom 64 weapons and enemies on regular Doom 2 levels, or with custom maps. Or play the Brutal Dooom 64 levels with other gameplay mods.



Frequently Asked Questions

Q: Is this a modification of a Rom? Can I play it on the Nintendo 64? Is this Doom 64 Ex?
A: Neither of above. This is a total conversion made for GZDoom/Zandronum for PC. No, you can't play it on the N64 (its hardware couldn't even render the effects being used here to start with). You require GZDoom or Zandronum installed, and you need to own Doom 2 to play it. It doesn't matter if you got it from Steam, GOG, or even if you got the BFG Edition. Any iwad will work. If you don't have it, Steam sells it for $5 Store.steampowered.com


Get the sourceport from here:

Get Doom 2 from here:
Store.steampowered.com

Q: Does this support multiplayer?
A: Yes. Up to 64 players on Zandronum 3.0. Co-Op, survival co-op, and deathmatch. Zandronum 2.1 will not be suported.

Q: Can I run with on software mode?
A: This mod is made for OpenGL and makes heavy use of additive translucency and dynamic lights. It is playable on software mode, but it will honestly look terrible.

Q: But I have a potato computer and cant run these new effects because my fps drops too much.
A: I will add a CVAR that allows you to disable the fog and reflection effects.

Q: Will the Revenant, Mastermind, Chaingunguy, and Archvile return?
A: You can already see the Revenant and the Chaingunguy (now Zombie Marine) on this video. The Mastermind still uses a placeholder sprite (just a pallete swap of the Arachnotron) but it will soon get its own sprites.
I am not sure about adding the Archvile, since its a very complex enemy (he forces the player to run away and take cover or would cause extreme damage with its unavoidable attack) and there would be no places designed for an Archvile fight in this game, and it would end up being just a very annoying enemy that adds nothing to the game's experience.

Q: Will there be fatalities and executions?
A: No, unlike the original Brutal Doom, this version is focused on making it as much as disturbing, horror and survival-oriented possible and a much more serious tone, So there won't be such over-the-top stuff.

Q: Will there be weapon reloads, assault rifle, etc?
A: I will make two player classes that can be choosen at the New Game menu. The player will be able to choose the "Classic" class for oldschool gameplay, or the "Tactical" class, that has an assault rifle, and weapons that deals more damage, but needs to be reloaded, and probably sprinting.
I am still not sure if I will include this on the initial release.

Q: Any way to contribute to your work?
A: Yes, I have a Patreon and a Paypal account (Paypal adress on my Patreon page).
Patreon.com

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Version 2.0 of Brutal Doom 64 has been released. This version includes a new weapon, the ability to perform kick attacks, allows you to choose the "Tactical Class" (weapons have to reload, added recoil, you have limited sprinting), adds deathmatch maps that can be played with bots, improves Revenant's sprites, and more.


Just download version 2.0 at the download section, and remove any previous installations you had.


Brutal Doom 64 Version 2.0


Your save games from version 1 will no longer work, so to resume your game, you will need to use the IDCLEV cheat.

Updated to version 1B (and now version 1C)

Updated to version 1B (and now version 1C)

News 12 comments

Huge update featuring more death animations, headshot hitboxes on zombies, and many tweaks.

Brutal Doom 64 Gets a Trailer and a Release Date

Brutal Doom 64 Gets a Trailer and a Release Date

News 17 comments

Brutal Doom 64 gets it's first trailer and a release date, and it's not far away.

New video is up showing BD64 being played with Vanilla Doom maps

New video is up showing BD64 being played with Vanilla Doom maps

Feature 17 comments

You can also see some new gore and sound effects...

A Closer Look at BD64 v2.5 an Unofficial Update

A Closer Look at BD64 v2.5 an Unofficial Update

News 28 comments

BD64 v2.5 is an unofficial update to Sergeant_Mark_IV's Brutal Doom 64 v2. It contains many bug fixes as well as added monsters from Onox792's Project...

Add file RSS Files
Brutal Doom 64 Version 2.0

Brutal Doom 64 Version 2.0

Full Version 271 comments

Full version 1C installer packed with Zandronum v3.0 alpha. Changelog included on file.

DOOM64MusicPack

DOOM64MusicPack

Music 3 comments

This is M4cron's music pack for Doom 64 fixed. He released the soundtracks, but forgot to rename them. I also added these tracks to Doom 1 as well so...

Brutal DOOM 64 Absolution TC REMAKE Version 1.4

Brutal DOOM 64 Absolution TC REMAKE Version 1.4

Full Version 237 comments

this is a remake of DOOM 64 Absolution TC compatible with Brutal DOOM 64 !

Project Nightmare PerformanceEdition Jun2019 HD

Project Nightmare PerformanceEdition Jun2019 HD

Full Version 3 comments

This mod will fix the Issues bd64 is having with certain maps (i.e map 08 of the Eviternity megwad). Actually it is not much of a mod. It just removes...

ProjectNightmare PerformanceEdition Jun2019

ProjectNightmare PerformanceEdition Jun2019

Full Version 1 comment

This mod will fix the Issues bd64 is having with certain maps (i.e map 08 of the Eviternity megwad). Actually it is not much of a mod. It just removes...

Astonhud

Astonhud

Archive Tool 21 comments

this is the most mysterious mod and hard to find the mod of hud

Comments  (0 - 10 of 2,012)
SomeguynamedBob
SomeguynamedBob

Hey all, I love this mod but am wondering 2 things. Is there a way to remove/reduce headbob in tactical mode?(headbob, not weapon sway) I'm having trouble finding the value for this. I'd like to reduce it as it gives me a bit of a headache at it's current setting when I play.
Also, I'd like to increase the amount of stamina available in tactical mode.
Thank you for any help at all!

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swc132994
swc132994

The up and down head bobbing is default as per vanilla Doom, it has not been changed in any way for BD 64.
Which version of BD 64 are you using?
If stamina is not something you want to use, then BD64 v2.5 has a Modern mode which is pretty much tactical but removes the stamina mechanic.
If stamina is something you that really want to modify, the actor is found in the file Decorate.Punches.

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SomeguynamedBob
SomeguynamedBob

Thanks for the reply SWC. The head bobbing in tactical feels much more apparent to me. It feels like the screen does a much stronger up down motion. Maybe it's just me though?

I prefer tactical mode because of the reloading mechanic so I'll go ahead and change the stam value. Thanks for the info!

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swc132994
swc132994

Are you using v2.5? .
If it is just the reloading you are after then modern class has that but without the stamina mechanic.

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SomeguynamedBob
SomeguynamedBob

Okay so I figured it out. On the 'files' tab, at the top it shows version 2.0 with a release date of 2016 and on the main page the release date is 2016 so being the top file on the list I thought it was the most recent. I scrolled to the very bottom today though and saw the 2.5 you were speaking of. I'll have to give that one a try now. Thank you very much!

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Guest
Guest

I just want to say it's great that people still help out here even in 2022.

Anyway. I would like to play in 3440x1440, and I can by setting the resolution in the INI, but I don't know how to edit the aspect ration to be 21:9. Can someone help a stupid person out?
Oh, also, the game runs rather slow at this resolution. What settings should I change to fix this? I would like to keep as much blood as possible.

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swc132994
swc132994

Are you using Zandronum or GZdoom?

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Guest
Guest

Zandronum. Pretty sure it came default when I installed BD64, because for all my other Doom mods I use GZDoom through zdl.

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swc132994
swc132994

I have checked Zandronum. I can only see options to set the resolution aspect radio of max 17:10 or 16:9. Besides what you have adjusted in the .ini I don't see another way.
Your best bet is to load the mod files in GZdoom. For GZdoom you need the game, maps and music pk3 files found in the skins folder. You don't need the STannouncer file as that is Zandro specific.

Sorry I couldn't be of more help.

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Guest
Guest

DrPyspy released his D64 Revenant recently, are there any plans on adding it to v2.5?

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swc132994
swc132994

We are looking into porting it over and adding new death sprites.

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Guest
Guest

Cool, that’s great to hear. Thank you for letting me know.

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