A gameplay overhaul for Doom 64 Retribution that focuses on accuracy. Reworks timings, enemy mechanics, physics, and more.
Note: Make sure to load this mod after Doom 64 Retribution, otherwise it will not work correctly
This mod serves as an overhaul to Doom's gameplay built on top of Doom 64 Retribution. The goal is simple: recreate Doom 64's gameplay as accurately as possible using nothing but ZScript. As such, this mod does not require its own source port. Using Doom 64 EX's source code as a base, almost everything has been revamped, including:
- Animations
- Weapons
- Visuals
- Player movement
- Gravity, friction, and knockback
- Enemies and their mechanics
- That weird Cyberdemon on the title map
And possibly more in the future. This mod is not standalone and does require Doom 64 Retribution to run. Some known issues:
- Non vanilla Doom 64 maps will break. Enemies in these maps were not made with Doom 64's base stats in mind but rather modified ones, causing enemies to get stuck in walls in certain places. Support for these maps might be added in the future
- Maps and most props were not touched so there will likely still be some visual inaccuracies
- The audio has not yet been fully reworked and still has some inaccuracies
- Some timings are simply impossible to port correctly due to differences between Doom 64 and Doom's engines. Unfortunately this can't be fixed without making a custom source port
- Many Doom 64 Retribution customization options do not work with this mod. This is intentional to keep the gameplay as close to the original as possible and likely won't get support in the future
Tested with a controller in GZDoom 4.1.3
Update v1.1:
- Fixed an error where Lost Souls were not as aggressive as they should have been
- Fixed spawn offset issues with player weapons
- Adjusted recoil intensity to properly match Doom 64's