THIS VERSION IS OLD, BE SURE TO DOWNLOAD THE LATEST FOR FULL MOD COMPATIBILITY AND BUG-FREE GAMEPLAY!
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This is the v1.0 release of Doom 64 for Doom II that was released on July 13th, 2018.
This is v1.0 of Doom 64 for Doom II. Be sure to check the readme that comes with the .zip. There are also extras in the .zip; a wide-screen version of the statusbar graphic as well as an alternate marble/hell statusbar (also comes with a wide-screen version).
If you run the .wad in Chocolate Doom, be sure to use the -merge command when loading the .wad, and also don't forgot to apply the .deh patch.
If you find any bugs, please get in contact with me. You can post them in the Doomworld development thread as well.
Have fun!
very cool dude
Thank you :)
Sweet, will there be an unmaker?
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!
super sweet! thank You :)
Amazing. I wonder if it works for Smooth DOOM
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.
Sweet work! Doom 64 with vanilla textures for vanilla! Greeeeat!
Music hq mods don't work like a PSX or Metal or Doom64ost!
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).
Great trailer it has me sold!
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.
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.
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. ^^;
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 :)
Ah okie, and thank you very much! :D
No Spider Mastermind?
The Motherdemon replaces it.
Okay
Can you please "vanillify" this wad enough to run Brutal Doom? I LOVE the maps!!
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