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 10 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...

Brutal DOOM 64 Absolution TC Remake Available !

Brutal DOOM 64 Absolution TC Remake Available !

News 11 comments

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

Add file RSS Files
Brutal Doom 64 Version 2.0

Brutal Doom 64 Version 2.0

Full Version 265 comments

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

Brutal DOOM 64 Absolution TC REMAKE Version 1.4

Brutal DOOM 64 Absolution TC REMAKE Version 1.4

Full Version 191 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

Brutal Doom 64 v2 Patched

Brutal Doom 64 v2 Patched

Full Version 88 comments

This is a completely patched up full version of the bd64gamev2.pk3 and bd64mapsV2.pk3. This works with Zandronum and GZDoom. Please see the full description...

Comments  (0 - 10 of 1,978)
nimanaghibix
nimanaghibix

CAN YOU PLEASE make it so TACTICAL starts with a PISTOL WITH RELOAD .. its so unbalanced to start with a rifle .. i really want reloading on pistol and pistol start

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Zaidan15Fadhilah
Zaidan15Fadhilah

Why would you want a tactical gun in a rip and tear game?

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swc132994
swc132994

I have uploaded a new version. Tactical pistol and tactical pistol start are now available for Brutal Doom 64 v2 Patched.

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swc132994
swc132994

I am working on an update to the Brutal Doom 64 v2 Patched edition which will add an extra tactical class (pistol start). Also adding in a re-loadable pistol for tactical class.

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Guest
Guest

Hey, mate, great job on the mod! I came across a couple of issues though:
1) It's a bit of a chore to make the game run using gzdoom instead of zandorum. I understand that you may like zandorum better, but it'd be nice to make it readily available to users of gzdoom, you know? I'm not even sure if I've managed to run it via gzdoom. How do I tell the difference exactly?
2) I still can't disable the fog/ steam/ smoke effect on maps and they're kinda decreasing fps sometimes. On some forum I found that this can be overcome by editing one of the files in the archives, namely by setting all the 'Alpha' entries to 0, and while that indeed helped with the fps drop, the steam/ fog is still there and I can't shake the feeling that the game became somehow uglier - some areas are plain grey or brown for no reason, it's like I'm playing Quake. :D Anyway, how do I deactivate the fog/ steam/ smoke effect in maps?
3) In Omega Outpost I can't activate buttons by shooting them. I'm not sure if it's a feature or not, but it actually prevented me from getting to the demonic key.
4) For some reason the skybox texture repeats itself several times, looks stacked atop itself.

Something I'd like to suggest:
Remove the stamina mechanic, it's pointless and somewhat ruins the flow. I started Holding Area (map 04), it has a secret berserk that I picked up and went out to beat the monsters. Halfway through, I couldn't attack them because my stamina was low. It was annoying and the monsters started munching on me. I get that you wanted to make it a thing of balance, but kicking isn't very strong to begin with, I've noticed, so there's no real need to nerf it down by adding a stamina mechanic.

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swc132994
swc132994

1. A couple of posts down I wrote a short guide of getting the mod to run with GZDoom.

2.Inside the game PK3 there are the GLDefs files. This is where many of the effects are coming from. Delete these files from the mod to make the game run smoother. I don't think it will resolves the steam effect though. Would probably have to be edited out of the maps.

3. I have completed this map on both Zandronum and GZDoom and have always managed to get the demon key as intended without cheats.

4. There is a excellent HQ sky texture mod posted in the addons section. Why not give this a try.

5. Sgt Mark IV introduced stamina from after the initial release. It is more of an experiment at this point for BrutalDoom 64 V2 (he went onto to refine it for Brutal Doom V21 but never came back to fix it here) I have created a patched version removing Stamina from Classical mode and patched it to make it better for Tactical mode. It is up to you if you want to give the patched version a whirl.

N.B. kicks probably use too much stamina for damage dealt. I agree this should be looked at.
This project is dormant at the moment and probable that Sgt Mark IV will not be returning to officially update it for quite some time yet.

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Guest
Guest

Hi, I'm probably missing something obvious, but I can't figure out how to play this with gzdoom instead of zandronum. I found some instructions that said to place the doom64 wad and the pk3's in the gzdoom folder and create a bat file with the following lines: C:\[installation]\gzdoom.exe -iwad doom2.wad -file bd64gamev2.pk3 bd64mapsV2.pk3 ZD64MUSIC.PK3.
However, this just starts Doom II normally.

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swc132994
swc132994

There a few ways to do this but my preferred method is to modify the config settings file. It will have a name like gzdoom-<username>.ini with username being replaced by your user name.

Open the file in a notepad application then goto the line where you see [doom.Autoload]. Under this you will add lines for the files to load. It should look something like this:

[doom.Autoload]
Path=bd64mapsV2.pk3
Path=bd64gamev2.pk3
Path=ZD64MUSIC.PK3

The file paths above are based on these files being in the same folder as the gzdoom.exe. Otherwise if the mod files are in a subfolder you have to add the subfolder into the line like in the example below:
Path=/skins/bd64mapsV2.pk3

N.B. Be warned, if using SGT Mark IV v2 files there are some incompatibles and bugs with GZDoom. I created a patched version fixing these but it's up to you.

Hope this helps.
swc132994

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Guest
Guest

Hi. I have a problem with the music. The music from the intro playing on and on. When i change level, it just continu to play. Why and how can i resolve that? Thank you.

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swc132994
swc132994

This sounds like the ZD64MUSIC.PK3 file is either not loading, not in the right place or not there at all.

If using Zandronum can you check if the ZD64MUSIC.PK3 is in the skins folder.

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Highest Rated (19 agree) 7/10

Good mod, but, currently, in my opinion, it's missing a lot of what made Brutal Doom enjoyable. Alt-fires, reloading, interactive dead bodies, taunts, fatalities and other features. Apparently all of them were removed "because it makes the game less atmospheric", but ironically, the ending of the game is actually pretty over-the-top for a "horror shooter". I won't spoil it for anyone, but do know that the ending pretty much reminds you that you're playing a Brutal Doom mod and not just Doom 64 with…

Nov 2 2016 by 22_Studios

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