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 1.5)

Doom 64: Retribution (Version 1.5)

Full Version 29 comments

IMPORTANT NOTE: If you downloaded this prior to 11/1/18 at around midnight EST, you need to re-download! The updated file contains a fix for a critical...

Doom 64: Retribution (Version 1.4a)

Doom 64: Retribution (Version 1.4a)

Full Version 37 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 (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.

Doom 64: Retribution (Version 1.0)

Doom 64: Retribution (Version 1.0)

Full Version 22 comments

This is the first release version of the total conversion.

Comments  (0 - 10 of 148)
Ryan432120
Ryan432120

I got this mod working for me but it has some strange glitches...

The Weapon frames animations are constantly flickering between normal and modded weapons, even the main menu has this weird flicking glitch.

Im running it on Doom 2 with ZDL... and GZDOOM.

Tried both Version 1.5 and 1.4

How do i fix this, plz help.

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Nevander Creator
Nevander

Have not heard of this happening. I would report it on the ZDoom Forums under Technical Issues for more help since I don't know what could cause this.

Reply Good karma+1 vote
Dieagamer101
Dieagamer101

can we get the no hands and few frames animations like the original for the wepons?

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kyolong
kyolong

It's already there. You'll find it in options/doom64 features/ Firing animations. Just choose "classic" there. I prefer the classic ones too :)

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jimflasch76
jimflasch76

There seems to be a problem on RDM08 - The Sanctum in version 1.5. The scripts for the unmaker secret say

// Lower shoot sign after first use if(hitSwitch 1)
{
// Lower sign
FloorAndCeiling_LowerByValue(44, 64, amountToMove);
TagWait(44);

// Allow hits, wait, then disallow hits
SetLineSpecial(12, ACS_Execute, 19);
Delay(moveBackDelay + 20);
SetLineSpecial(12, 0);

// Raise sign
FloorAndCeiling_RaiseByValue(44, 64, amountToMove);
TagWait(44);
}

but I do not see the shoot sign, whatever it is, appear after the first (or any) use of the switch on the unmaker platform. Did it get deleted somehow?

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Nevander Creator
Nevander

Use the Unmaker switch again, it lowers in the previous room.

Reply Good karma+1 vote
jimflasch76
jimflasch76

Got it this time, thanks.

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Guest
Guest

The wad file won't show up as an option on my wads for gzdoom start up screen. I extracted the file and it is shown as a wad file on my desktop. What do I do?

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Nevander Creator
Nevander

It does not run as an IWAD anymore, please refer to the instructions readme on how to run it.

Reply Good karma+1 vote
kyolong
kyolong

Uw... I hope I am not double posting:
Would it be possible to add nearby-explsion recoil (i.e. firing a rocket at a nearby wall or being hit by a projectile). Thats the only thing I am still missing from the original D64 :)

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Highest Rated (3 agree) 10/10

It's a perfect recreation of the original Doom 64

Feb 12 2018 by DoomooD

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