SUMMARY

This project is a full re-make and "port" of Doom 64 for the Nintendo 64 to the GZDoom engine. The goal of the project is be mostly accurate to the original game as well as add very minor improvements for that extra bit of polish. Think of this mod as being a remastered or enhanced version of Doom 64 for GZDoom. We have Doom 64 EX, Doom 64 Absolution TC, GZDoom64, and Brutal Doom 64. Why you ask? I was personally dissatisfied with the quality of the GZDoom64 project, and Brutal Doom 64 (while it is a great improvement) is along the same lines but changes too much and deviates from the original Doom 64 experience. And thus, this project was born.

DISCLAIMER: This project will NEVER be completely faithful or accurate to the original game. If you absolutely must have accuracy, use Doom 64 EX instead.

FEATURES

  • All original maps ported directly from Doom 64 with accurate texturing in UDMF format
  • Remade Doom 64 MAP33 titlemap to be used as the actual TITLEMAP
  • Custom intermission text screens recreating the originals with text lines that fade instead of type on
  • New introduction text screen which tells the story so far from the game manual (can be skipped at any time to get right into the game)
  • Fixing obvious bugs and mismatched or unaligned textures present on the original levels
  • Only minor fixes made to maps (small things that improve the original maps visually or otherwise, but the maps will not deviate from the originals)
  • Map order is matched to Doom 64's original order exactly
  • Bonus "fun" maps are accessible from a hub style selection map
  • Reward for completing Hectic is a Megasphere (what you would get from the death traps) and some early cells
  • Titlemap has been made into a playable level also accessible from the fun map hub
  • Testing map included where you can see every monster, weapon, item, and prop and pit monsters against each other in a 12v12 arena
  • "Fake sky-hack 3D geometry" recreated by using actual 3D floors
  • Doom 64 style "split doors" recreated using scripts and sound sequences
  • MAP20 Breakdown's "sliding door" effect converted to Polyobjects
  • Scrolling cloud skies made using hires cloud textures, skyboxes and translucent 3D floors
  • All original cloud skies match up to the color and map slot they belong in from the original game
  • Colored sector lighting as close to Doom 64 as possible in GZDoom, will be improved in the future!
  • Freshly written scripts for every map, which accurately recreate original game events and puzzles
  • Toggle option to choose between a fully revamped arsenal with smoother firing animations from Cage and Almonds or the original animations
  • Toggle option to make bullet and shell casings drop from either animation set
  • Original push-back and recoil (purely visual) effects added to most weapons
  • Unmaker has been recreated to function identical to the original and uses cells for ammo
  • Three Demon Keys and upgrades to the Unmaker function as in Doom 64
  • Doom 64 HUD has been remade and incorporated replacing the normal Status Bar
  • G/ZDoom's alternative HUD is left unchanged, and thus still available for use if you prefer the alt hud
  • You can see which Demon Keys you have by checking the Automap
  • Player viewheight and size adjusted to match with Doom 64's larger map and sprite scale
  • Player speed and gravity adjusted to match Doom 64's properties
  • All Doom 64 monsters are remade and adjusted to match Doom 64's original behavior
  • All items, powerups, pickups, keys, weapons, ammo, and props are recreated
  • No additional enemies, gore effects or crazy map effects are added
  • Simple usage of dynamic lights to enhance atmosphere, but don't worry they aren't overbearing

FUTURE PLANS

  • Proper Doom 64 lighting for every map (probably a version 2 update later on) once the lighting system is perfected and all Doom 64 effects are possible
  • Custom brightmaps for many glowing surfaces and areas of sprites that make sense (some will already be included at first release)
  • All new 9-level episode featuring the cut weapon and maps from alpha and beta screenshots designed to bridge the gap between Doom 64 and DOOM 2016, the "Retribution" episode
  • Bring over all "forgotten" levels, including the Absolution TC exclusive maps, the Outcast levels, and more as time passes
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Doom 64: Retribution (Version 1.4a)

Doom 64: Retribution (Version 1.4a)

Full Version 24 comments

The long awaited update to Doom 64 Retribution has finally arrived! Apologies for the long delay between updates, I know I could have had this out much...

Doom 64: Retribution - OGG Music Pack (v1.3+)

Doom 64: Retribution - OGG Music Pack (v1.3+)

Music 6 comments

OGG music replacement pack as an alternative to FluidSynth. This file should be used for version 1.3 of the mod onwards.

Fixed Zombieman

Fixed Zombieman

Sprites 4 comments

Gives the zombieman a rifle to hold instead of a shotgun.

Doom 64: Retribution (Version 1.3)

Doom 64: Retribution (Version 1.3)

Full Version 20 comments

The third update has arrived. A few good major changes are present in this version such as the addition of reverb effects (can be disabled) as well as...

Doom 64: Retribution (Version 1.2)

Doom 64: Retribution (Version 1.2)

Full Version 9 comments

The second update is here! Not a lot of individual changes but rather less but bigger changes. The biggest change is that monsters now spawn the way they...

Doom 64: Retribution (Version 1.1)

Doom 64: Retribution (Version 1.1)

Full Version 4 comments

First updated version to the mod; full changelog included in download.

Comments  (0 - 10 of 114)
Guest
Guest

Odd miscellany question I know. But how many computer area maps are there in d64?

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Nevander Creator
Nevander

Hmm... there are not many. I know for sure that one is in Pitfalls. Not sure if it's actually placed anywhere else.

Reply Good karma+1 vote
Guest
Guest

I checked out v1.4a, it came out great. What you should do for v1.5 is you should try and contact Cage and ask him if he can make more legit looking D64 style Doomguy gloves & arms for both shotguns and the plasma gun, including ask him to use the correct D64 colors on both the gloves and the arms as well.

You should also try making the laser that comes out of the laser gun to look more legit to the one from the original N64 port.

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Nevander Creator
Nevander

I'd love it if those frames could have more convincing gloves but I think Cage is very busy right now and not to mention he is also doing classic Doom style Mother Demon sprites.

Making the laser more laser like is unfortunately quite difficult. The closest I've seen used a model but had really weird movement and behavior. It didn't feel like a laser shot. There may be better ways but if there are I don't know them.

Reply Good karma+1 vote
Guest
Guest

Alright, maybe what you should do is send a message to him and ask him when he has free time and not busy with other projects if he can help you make those for your mod.

Alright, maybe that’s something you should ask your friends on Doomworld & ZDoom about and see if they can help you on the laser.

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Guest
Guest

Hi, mate. ove this little TC here but I have a problem: Apparently, the sprites don't seem to load up (ie. Doomguy's hands and weapons, enemies, props.) when using openGL but going on software, it loads up fine. What amI doing wrong?

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Nevander Creator
Nevander

Hmm not sure. Not heard of this happening before. Some things to try: delete INI and recreate fresh one, try older or newer versions of GZDoom, video driver update. One of those ought to do it.

Reply Good karma+1 vote
ObsidianCarnageX12
ObsidianCarnageX12

Hey , How do i get this to load correctly in GZDoom Builder so i can make custom maps?

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Nevander Creator
Nevander

Add the WAD as a resource in GZDB, should work just fine.

Reply Good karma+1 vote
hardcore_gamer
hardcore_gamer

What the **** have you done with the music? These new tracks are ******* horrible. Completely ruins the feeling of the game.

Reply Good karma Bad karma-1 votes
Nevander Creator
Nevander

I have no idea what you are talking about. Make sure you are using the soundfont provided or the music will sound wrong. Read the instructions on how to use it... or use the OGG pack.

Reply Good karma+2 votes
hardcore_gamer
hardcore_gamer

Oh, so that is what was causing it. Sorry lol. I actually thought you had just replaced the music with this new horrible version thinking it would be better Xd.

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