Doom 64 for Doom II is a vanilla recreation/re-imagining of the Doom 64 maps.

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This is /idgames release version of Doom 64 for Doom II that was released on August 4th, 2018. This is the final archived version.

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Doom 64 for Doom 2 - /idgames release (final)
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MachoMan890
MachoMan890 - - 316 comments

Which music files do I need to delete so I can use Doom 64 music and not have MIDI tracks take place

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Mechadon Author
Mechadon - - 27 comments

None. Side-load it as a separate wad.

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MachoMan890
MachoMan890 - - 316 comments

What would the "side-loading" steps be, I assume you don't mean changing the load order since they didn't work and me deleting certain music files resulted in the Main Menu music continuing to take place once I started the 1st map but goes back to normal order after e1m1 is done. I didn't find any search results alluding to Doom mods and side-loaded.

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Mechadon Author
Mechadon - - 27 comments

Yes, using the correct load order is exactly what I mean. You need to load mods/.wads on top of D64D2.wad; this is standard procedure when it comes to loading extra stuff in Doom. When I say 'on top of', I mean you load D64D2.wad first and then anything else secondary.

If its not working, then you are doing something wrong or there is an issue with the extra .wad being loaded. The music wad needs to replace the vanilla Doom II tracks lumps in order to work properly.

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MachoMan890
MachoMan890 - - 316 comments

Might be the certain Doom64 music pack, either way I load the particular music pack I have it doesn't replace certain tracks, especially e1m1 (which I think i've heard that track on return to Saturn mapset)

I will try with different Doom64 music wad packs just to be sure

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MachoMan890
MachoMan890 - - 316 comments

Just tested a few different music wads with the mod, trying both order ways (just to be sure) and the results were the same. For whatever reason a few maps always default to their midi choice which aren't the standard Doom2 tracks

ex: e1m1 always being the same regardless

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Mechadon Author
Mechadon - - 27 comments

There's probably not much else I can do to help without seeing the music wad in question. Also I'm not sure how comfortable you would be with opening the music wad in SLADE. But if you can do that, check to make sure each track is named properly (ie. MAP01 music should be D_RUNNIN, etc). D64D2 just uses the Doom II music lump names, so anything named the same (but loaded after it) will get replaced.

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Mechadon Author
Mechadon - - 27 comments

I just remembered that some tracks have 'enhanced' versions for ZDoom-based ports. Are you playing in GZDoom or a similar port? If so, you'll need to edit the music wad to include either a patched ZMAPINFO lump OR some renamed tracks. If you would like to do that, let me know and I'll try to help.

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MachoMan890
MachoMan890 - - 316 comments

I was writing something similar until it refreshed lol (and yes I use GZDoom)

I believe I found the issue just as you mentioned. Since you edited some of the music files ex: " D_MAP01E ", no matter what WAD music anyone would use no matter the order D64D2 will always revert back to playing that music wad file name unless I edited it myself in Slade etc.

Not a difficult task, just a few name changes here and there with different file names and all.

I know you said you wanted to have new tracks for each which should be good, but I would also suggest for any future people who would want to use different music that either maybe have the new tracks be a feature to turn on/off or a separate file.

Just a suggestion and all, we both know how Doom fans love to mix and match mods/music/sounds etc etc.

Besides that small music hiccup, this mod is fantastic and I always had said someone should make Doom64 in Doom2 and vice versa

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Mechadon Author
Mechadon - - 27 comments

Those tracks with the 'E' appended to their lump name were added because the vanilla versions had to be simplified. The 'E' versions won't play correctly if played with OPL2. So the composer of those tracks added the 'enhanced' versions for advanced sourceports (they have more instruments and generally sound more complete).

There's no way to turn off the new tracks (that I'm aware of); the only way to do this would be to have a separate file for music. And that's definitely not something we would have done since they are too important to the main project. This is a case where mod makers would have to make their own mods around the project (which is what you did).

Anyways, glad you got the music stuff figured out. And I'm happy to hear you're enjoying the map set :)

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Kaal979
Kaal979 - - 475 comments

Can it be compatible with
the new Legacy SP version?

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Mechadon Author
Mechadon - - 27 comments

I'm not sure what you mean by Legacy SP? If its a mod, give it a try and it may work already.

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Kaal979
Kaal979 - - 475 comments

Doom Legacy - the sourceport -
something like old ZDoom if you like so.
Plus the absolute only with splitscreen coop!
Doomlegacy.sourceforge.net

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Mechadon Author
Mechadon - - 27 comments

Oh I see, you meant the port. Sorry!

The project was made to run in the original DOS Doom. I haven't actually tried Legacy out in many years, so I can't say if it will work. But since the project is vanilla, I would assume it would run just fine. The only way to know for sure if to try it out yourself.

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Kaal979
Kaal979 - - 475 comments

I dont know about the new monsters but
the animated skies definitively dont work!
Maybe some sort of DEH patch could work
but i dont have any ideas.
Though this for me the Legacy
remains the most preferable
sourceport of all!

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Mechadon Author
Mechadon - - 27 comments

As far as I'm aware, Legacy won't support the animated skies (and most of the GZDoom enhancements). That stuff is mostly made to work with ZDoom-based ports. Though I'm not familiar with Legacy's mod support; if it is possible to support that stuff, it would likely require a separate mod made specifically for D64D2.

Also I'm not sure Legacy supports .deh patches. My guess is that it would since the original vanilla Doom did. But you may have to load it separately via command line. That's something you'll have to research since I haven't touched Legacy in many years.

Sorry I can be of more help :(

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Hereticnic
Hereticnic - - 229 comments

Kaal979 100% understand you... Legacy used to be my port of choice back in the day too (ZDoom would already cause lag to me even back in 2003/2004, crazy to think about that...) And Legacy was the only choice when it came to looking exactly like DOS/Doom95 did. Being able to play Heretic was another plus. Prboom+ would be the modern equivalent of Legacy in my opinion, and it comes with a convenient launcher, you pick maps to play with the mouse, no need to mess with command lines (ZDoom variants are so awful...)
These days, when I need to play certain mods that won't work in Prboom, or when I'm in the mood to play weapon mods like Brutal Doom, I use gzdoom version 2.4.0 ... That is the version I found that looks the best (you have to pick the option Lighting Mode: Software in display options... the menus are so convoluted too...)
Version 1.9.1 also looks good, but 2.4.0 has more compatibility with mods across the board. v2.4.0 is slightly brighter too, more vivid graphics.
I know gzdoom is awful but sometimes when you have no choice try using version 2.4.0
Version 2.4.0 will also load in older computers that don't have OpenGL 4.0 (another stupidity on their part...)

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ctezcan
ctezcan - - 104 comments

Runing it with BD v21,GZdoom,zdl trio and I cant jump/crounch. is it a bug or game doesnt have these machanics? if disabled,how can I enable them again?

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Mechadon Author
Mechadon - - 27 comments

Jump and crouch are disabled by default because both can break maps (they were designed to run in the original vanilla Doom engine).

You can force jump/crouch by going to Options > Gameplay Options, and then scroll down to 'Allow Jump' and 'Allow Crouch'. Both are probably set to 'Default'. Set both to 'On' and that should re-enable them.

Just be aware that this map set was designed specifically without jumping and crouching enabled. So if you play with them on, you may end up breaking a map unless you're very careful.

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MachoMan890
MachoMan890 - - 316 comments

All you need to do for BDv21 or any other mod, go into your gameplay settings in whichever sourceport you use and switch mouselook, Jump, and Crouch to " ON " and not Default or Off

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Guest
Guest - - 691,410 comments

So this is the final version?

If it isn't (Or you change your mind if it is) Would you mind adding the cut enemy the Hellhound?

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Mechadon Author
Mechadon - - 27 comments

This is the final version, yes.

Aside from that, there's not an easy way I can add that enemy because of engine limitations (this was meant to be compatible with the original DOS Doom engine). You can create a mod that could add the monster, but that's something you'll have to do yourself.

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MILFHunter667
MILFHunter667 - - 145 comments

I would like to know if the Archvile and the Revenant are able to spawn in these Doom 64 Maps? (as they were not incluided in the original Doom 64 game)
If not, how can we do to make these monsters spawn?

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Mechadon Author
Mechadon - - 27 comments

Yes, those monsters will make an appearance in these maps. This was meant to be somewhat of a fusion between Doom 64 and Doom II, so all Doom II entities make an appearance in this (apart from the Icon of Sin).

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MILFHunter667
MILFHunter667 - - 145 comments

Awesome, thanks for the prompt reply, this mod is remarkable!

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Mechadon Author
Mechadon - - 27 comments

You're welcome, and thanks for playing!

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MILFHunter667
MILFHunter667 - - 145 comments

Hey @Mechadon, Now that the new chapter of Doom 64 has come out with the release of doom eternal, would you consider doing an update for Doom 64 for Doom 2 incluiding this new episode? that'd be great.

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Mechadon Author
Mechadon - - 27 comments

Hey! This has come up a couple of times already, but I haven't really addressed it. The idea is pretty cool and I would like to do it sometime. However since the add-on map pack was just released commercially, I think it would be a good idea to hold off on it for a while. I also would really want to get the permission of the map author (Kaiser) before going through with it. Things could get complicated since the game was just re-released commercially. So I will want to get permission for any future additions like remaking the new maps in vanilla.

So we'll see! It's a cool idea for sure :)

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DoomCATO
DoomCATO - - 106 comments

Just a though: BD v21 is coming out soon along with extermination day starter pack, any plans of recreating the vanilla version of the starter pack or anything like that.

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TheMacGyverArchiver
TheMacGyverArchiver - - 29 comments

I like your mod ... but I am stuck on the very beginning of map 2 (Terraformer). There is a wall blocking the way. I don't get this at all when playing it in Doom64EX (which I am not crazy about and why I am trying this "vanilla" mod). Any advice? I made sure to complete map 1 as much as I could. I am using the latest version of GZDoom.

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TheMacGyverArchiver
TheMacGyverArchiver - - 29 comments

Mechadon, I was able to get this mod running using version 8 (I went to your doomworld page). Somewhere between v8 and 1.0 is where the glitch at the beginning of map 2 occurs. So far, it's running good! I hope that there isn't much that I am missing out on between this version and the latest one. From what I can decipher from the notes (the changelog stops after version 8), it's probably just some dehacked changes...

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Guest
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MachoMan890
MachoMan890 - - 316 comments

I would always love to see all of Doom 64 monster variants to be made for Doom 2, the Doom 2 style Mother Demon is pretty darn close and having the others made for Doom 2 as slightly tough siblings would be awesome. I wonder if others have worked on making any of the Doom 64 monsters to Doom 2 style outside of your guys' Mother demon

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presidentdoomguy
presidentdoomguy - - 3 comments

Ive been trying to get D64D2 to run on DSDooM (WHICH IS PRBOOM) Can this even be done? any and all help would be super welcomed. this lil endeavor is taxing my brain greatly.

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Mechadon Author
Mechadon - - 27 comments

Sorry for the late reply (I don't seem to always get notification here...). Did you have any luck getting the mod to run? I don't know anything about DSDooM since I've never used it, and the mod wasn't tested in it. I would need to know what exactly the problem is to help you out any further.

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Blackmore1014
Blackmore1014 - - 1,210 comments

I can't take blue card on map02. I press button but doors not open. I play with mod Brutal Doom: Black Edition.

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Mechadon Author
Mechadon - - 27 comments

Sorry for the late reply! I haven't tested this with that version of Brutal Doom before, but it might be causing the issue. You need to make sure D64D2 is loaded after all other wads (and even then there's no guarantee it will work with mods).

The blue key trap in MAP02 makes use of some special Dehacked items (so the cool randomized trap can work). If a mod replaces or alters any of those map objects, then the effect will break.

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Blackmore1014
Blackmore1014 - - 1,210 comments

Oh. Now I understand. I just load only wad file... without dehacked..

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chilongqua1
chilongqua1 - - 1 comments

Hi. I have the same issue on level 2. I can't press the button in the pitch black room. I'm using chocolate doom and using -merge and -deh.

Thanks

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Guest
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MrFireseth
MrFireseth - - 11 comments

This mod fixes everything I didn't like about the original Doom 64.

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Sraigius95
Sraigius95 - - 93 comments

Hey guys, i would like to leave a little contribution for all the people that want to play Doom 64 maps in Doom 2! A month ago i have created a minimally modified variant of music pack for Brutal Doom 64 that was originally uploaded by Cepton in Brutal Doom 64 page. That particular comment can be found by searching for "DOOM 64 ULTIMATE MUSIC PACK" mod. So what i did is rather simple, i reworked that music mod to be compatible with this one! However, when i was creating a music pack, i ran into an unexplainable problem. No matter how i attempted to load the finalized music replacement pack, nothing would get replaced. I have renamed all the music files correctly (to match the names of midis), but the only thing that i was hearing was midis, which was ******* weird and something that i almost never encountered before...

So if traditional patch overwriting was not working, i figured that there's always the plan B. The brute force solution, to say the least. I got rid of all the midis from the map pack wad and imported .ogg files into their place. That worked flawlessly! Real music files in .ogg format work now, because midis are gone. Gone, reduced to atoms.
And there you go guys, this modified version of "Doom 64 for Doom 2" is dedicated to all the people that want to enjoy this mod with Aubrey Hodges ominous, survival horror themed original soundtrack. Or if you simply don't like midis. This mod was made very simply. I only converted originally mp3 files into .ogg @ 224 kbps to slightly cut down on bloated file size and then i used "Doom II music" article in Doom wikia to cross-reference which maps are supposed to be using which audio files, and then i replaced them in correct order.

Now, some of you might be wondering "Oh, why would i play this mod, when i can just download Brutal Doom 64 and play that one?", well Brutal Doom 64 is awesome (and i played the entire thing, it's really cool), but this mod and Brutal Doom 64 aren't even remotely the same. For example, you can combine "Doom 64 for Doom 2" with total conversion mods such as Brutal Doom v21 or Project Brutality 3.0 and enjoy the entire Doom 64 campaign with those two complete gameplay overhauls! Who doesn't love to **** some **** up with fireaxe, AA12, M1014, machinegun + underbarreled grenade launcher, railgun, BFG 10k or revenant's missile launcher and tons and tons of blood and gore? :D

Alright, no more banter, here's my modified version of this mod:
Mediafire.com
It's a very big file, almost 1,5 gigabytes in size, the majority of file size is occupied by the music files. And remember, this is not a patch wad, this is a FULL THING. That means that D64D2MM.wad contains all the important files as D64D2_v1.4.wad, so if you want to use D64D2MM.wad (this mod) then D64D2_v1.4.wad is not needed anymore. You can still load other addon wads from the original upload, such as d64d2_hellbar_ws.wad or d64d2_bar_ws.wad , so there's that! :)
I hope that original uploader is fine with me sharing this modified version of his mod.

And one last thing, i saw some people complaining about button pressing bug in map 2. And to that i say:
stop using ******, underdeveloped, outdated source ports. I played this mod in GZDoom and i finished map 2 without any problems whatsoever. Now i definitely said everything xD

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Guest
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Guest
Guest - - 691,410 comments

Having An Issue Where Loading The Thru The Vanilla DOS Game Engine
Whats Supposed To Be Dehacked Lights Are Keens?

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