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

Description

THIS VERSION IS OLD, BE SURE TO DOWNLOAD THE LATEST FOR FULL MOD COMPATIBILITY AND BUG-FREE GAMEPLAY! --------------------------------------------------- This is the v1.0 release of Doom 64 for Doom II that was released on July 13th, 2018.

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Doom 64 for Doom II
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MachoMan890
MachoMan890 - - 316 comments

very cool dude

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Mechadon Author
Mechadon - - 27 comments

Thank you :)

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MickeyYoofers
MickeyYoofers - - 47 comments

Sweet, will there be an unmaker?

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Mechadon Author
Mechadon - - 27 comments

No Unmaker unfortunately. This is because of the limitation of the original Doom format. The only way we'd be able to add a new weapon is by cannibalizing an existing weapon and its related actors.

There are probably GZDoom mods that exist that would let you play with the Unmaker though, I bet!

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stan_n1
stan_n1 - - 97 comments

super sweet! thank You :)

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DoomCATO
DoomCATO - - 106 comments

Amazing. I wonder if it works for Smooth DOOM

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Mechadon Author
Mechadon - - 27 comments

I did very quick surface testing a while back, and Smooth Doom seems to work just fine so long as you make sure to load D64D2.wad on top of it. Other people have been playing this with other mods and, so far, I haven't heard about any conflict issues.

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D00Dguy
D00Dguy - - 136 comments

Sweet work! Doom 64 with vanilla textures for vanilla! Greeeeat!

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msds2016
msds2016 - - 44 comments

Music hq mods don't work like a PSX or Metal or Doom64ost!

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Mechadon Author
Mechadon - - 27 comments

Music mods should work, just be sure your loading the wads in the correct order (music wad should be loaded on top of D64D2.wad).

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Anthony817
Anthony817 - - 2,771 comments

Great trailer it has me sold!

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LightwaveGames
LightwaveGames - - 156 comments

I know I'm probably just stupid, but I'm stuck on map 2. Specifically the blue key room puzzle. Once I push the switch the middle pillar goes up and the corner ones only go half way down. I assume the doors along the back wall are supposed to open, but idk how. I noclipped into there and it seems like its the switches that lower each corner platform. I decided to take a look at how its constructed in GZDoom Builder and I saw that the center pillar switch is tagged to something in a weird room with an alternate player 1 start. I don't understand how it works, but it seems like its broken to me since I can't find any way to open the doors. I do have an understanding how the original puzzle works too, I've played the original Doom 64. It's just that here its different and kinda seems broken to me. Any idea as to whats going on or what I should do? Again, I'm not sure if its actually broken or not, I might just be stupid. :0 Also I am running this with the latest version of GZDoom and ZDL. I also tried adding the .deh file to the load order, but it doesn't seem to do anything.

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Mechadon Author
Mechadon - - 27 comments

The doors should open up automatically a second or two later. I've tested this a bunch of times in the latest GZDoom and it works just fine.

What difficulty are you playing on? If you play on the easiest difficulty (I'm Too Young To Die), the voodoo dolls that make that trap work are broken. This has since been fixed in v1.1 (which released today, I'll be getting it up here soon).

If you aren't playing on the easiest difficulty, then make sure you've got your GZDoom compat set to 'Doom (Strict)' (Options > Compatibility Options > Compatibility Mode). This shouldn't make a big difference, but its possible that the voodoo could break without that compatibility option enabled.

Apart from that, the only other thing that might break this is a gameplay mod. You didn't mention you were playing with any mods, but if you are, try playing without it and see if that fixes it.

By the way, there are actually two versions of MAP02 - MAP02 and MAP02B. If your playing continuous, GZDoom will exit you to MAP02B from MAP01. But if you warp to it via console, you'll have to tell it to take you to MAP02B. However this shouldn't be an issue because both maps will actually work in GZDoom (MAP02B just has some quality-of-life changes for advanced ports). However if you warp to the 'B' version in GZDoom, there's next to no chance of that puzzle breaking.

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LightwaveGames
LightwaveGames - - 156 comments

I set the compatibility mode to Doom (Strict) and it worked! Since you were able to get it to work without that, I'm still a little lost as to what could be causing it for me. Also, out of curiosity, I decided to try it with a gameplay mod, Brutal Doom v21. Even with compatibility mode it breaks regardless. Kinda sad you can't play it with that tho, but I guess it wasn't meant to be. Thanks for the help, I'm really liking this so far! I LOVE the music in the first level! I loved it so much that I was wondering if it was okay to use in one of my mods? I read the text file about the copyright permissions, and it said I can do stuff like that as long as I credit the creator and link to the license. I'm still a little unsure about it so I figured I'd just ask. ^^;

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Mechadon Author
Mechadon - - 27 comments

Yea unfortunately because of how GZDoom handles loading the dehacked patch, Brutal Doom won't work on MAP02 or MAP02B. I think the rest of the wad will work just fine though, if you wanna give that a try.

Anyways, yes you are welcome to use anything in the wad like that however you wish! Just, like you said, be sure to give proper credit :)

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LightwaveGames
LightwaveGames - - 156 comments

Ah okie, and thank you very much! :D

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DoomCATO
DoomCATO - - 106 comments

No Spider Mastermind?

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Mechadon Author
Mechadon - - 27 comments

The Motherdemon replaces it.

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DoomCATO
DoomCATO - - 106 comments

Okay

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Skrell
Skrell - - 176 comments

Can you please "vanillify" this wad enough to run Brutal Doom? I LOVE the maps!!

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Mechadon Author
Mechadon - - 27 comments

Thanks! This should run with Brutal Doom, just make sure you grab the latest version. The version above is old and archived, the latest can be grabbed here: Moddb.com

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