This mod builds on the existing total conversions of PlayStation DOOM and DOOM 64 for GZDoom, PSX DOOM TC and DOOM 64 Retribution, to take advantage of the latest GZDoom versions and adds many features that make them more faithful but were impossible to implement at their time of release. To achieve this, a large amount of the code has been adapted from GEC Master Edition (also known as DZDoom), while looking at the reverse engineered code and existing source ports of these games for reference.
In addition to that, the mod is highly modular and contains many optional "enhancements" that deviate from the original experience. Depending on your preference, you can choose to play as close to vanilla as possible, or experiment and play with upscaled textures, PBR materials, flashy particle effects and other features that are common in other GZDoom mods.
Since it runs on the latest GZDoom, that means that it is compatible with other mods, though they have not been fully tested.
Additional mapsets are also available in ModDB's addons tab.
Since almost every feature is optional, the mod contains four presets for different levels of enabled "enhancements": Faithful, Faithful Enhanced, Modern (default) and Experimental.
They can be selected by going into the Features Menu and choosing Choose Defaults Preset. It is recommended to choose one before you start a new game.
There's two download flavors: Lite and Full.
Lite is just the base mod and brightmaps for those who don't want any additional features other than those built inside the mod.
Full is a massive ~1GB download because it bundles several addon pk3s that get automatically loaded when starting the mod. Each can be safely deleted or moved to a different folder to skip auto-loading them if you prefer not using it.
Some addons are not loaded automatically but provide extra features. To load them, drag and drop the pk3 files into the exe or use the command line. They are compatible with both PSX DOOM and DOOM 64:
I am not associated with any of the authors of the total conversions or any other mod included in this package. All credit belongs to them! If you enjoy a specific feature, make sure to try out their individual, separate mods.
While special care has been taken to be respectful to the originals, this mod does not aim for total accuracy. For that, please check out source ports such as PsyDoom or the official DOOM 64 remaster.
Best DOOM yet!
- Someone on the Internet
Logo credits: Immorpher
No. I only bundled it for convenience, its source code has not been modified.
A lot of the internals are different and work much closer to the original games. Instead of being an approximation based on what the author felt right, a lot has been adapted from reverse engineered source code into ZScript.
Save for a few exceptions, the maps are the same as in Retribution and the PSX TC, but have been modified to better match the originals, for example correcting sector colors and light specials. Things such as editor numbers and unique textures have been carried over, so custom maps designed for them should also be compatible. The reason why Retribution maps were used instead of making new conversions from scratch is that the they contain small quality of life improvements that are almost unanimously preferred.
Go to the Features menu, and change the preset to Faithful. Play the Lite version of the game (or remove all addon pk3s) so that upscales, extra music and other optional stuff doesn't get loaded. Manually add AspectRatio.pk3 to the load order if you are playing PSX DOOM or 3PointFilter.pk3 if you are playing DOOM 64.
If you want to take it even further, enable the Low Resolution Shader in the Features menu, then enable GZDoom's Full Options Menu, go to Set Video Mode, disable Rendering Interpolation, change Force Aspect Ratio to 4:3 and set Forced Ratio Style to Letterbox.
I suggest you choose one of the existing presets and go from there if you want additional tweaks.
Most require reloading the level to take effect. You'll need to complete the current level or restart the game.
There is an Overall Brightness slider in the Features menu. I recommend you use this instead of GZDoom's gamma settings because it preserves the colors better.
GZDoom sets the default UI scale to match your current resolution. If you wish to enlarge it, go to Options > Scaling Options and change the User Interface Scale.
GZDoom has an option called HUD preserves aspect ratio, make sure it is disabled. That option is only intended for PC Doom and will make the HUD scale incorrectly with these mods.
In the Features menu, go to Audio Features and change the Music Type.
If it's too much for your computer, try running with the Faithful preset without any addons loaded. You can also try GZDoom's GLES renderer, but keep in mind that some visual effects will not work as intended.
Voxel Doom II is compatible with PSX DOOM, but you must make a small edit to its file. You must open cheello_voxels_v2_1.pk3 (make a backup copy first), and rename the directory filter/doom.id to filter/doom.ce. Then you can load it on top of CE, but you must disable Smooth Monsters for it to work properly. A caveat is that monsters will revert back to their Doom II timings and behavior instead of how they are in Psx Doom.
Since the mod runs on the latest GZDoom (4.10+, currently), that means that it is compatible with other mods. It's been tested with Corruption Cards, Project Brutality, QC:DE, Death Foretold, Embers of Armageddon, Guncaster, Trailblazer, GMOTA, Russian Overkill, Complex Doom, Legendoom Lite, Pandemonia, and many others. NOTE: Support is more limited in Doom 64 because most mods assume Doom 2 textures and actor heights.
Yes, as long as their upstream GZDoom version is compatible with this mod (4.10+). Though I haven't tested them personally, many others have reported playing in mobile or VR without problems.
Yes, but using GZDoom's peer-to-peer support (Wiki). All maps support coop, but you may encounter softlocks in DOOM 64 because those maps were not designed to be multiplayer compatible.
I removed them from the Full download because I wasn't satisfied with how they were. You can still download them separately from the Addons tab.
They were just placeholders and not true efforts to make them in the same style as the other PSX maps. I hope to include them again after GEC Master Edition leaves beta, since that mod includes proper conversions.
You need to beat the secret level Hectic to unlock the Bonus Maps episode.
There is no specific meaning, but I've seen it called Custom Edition, Complete Edition, Console Edition, Compilation Edition, Console Enhanced, etc.
DOOM CE 3.0.0 has been released including a new level set consisting of 20 classic maps made by the community, and better support for mods.
DOOM CE 2.1.0 has been released including a port The UnMaking DOOM 64 megawad, better and more faithful gradient color brightness, and lots of bug fixes.
Completed the main campaigns? New map sets are available in the Addons tab.
Featuring a video montage, installation instructions and a sneak peek of an upcoming map pack.
Contains DOOM 64 CE with PBR materials, new sounds and more. Requires a patched DOOM64.IWAD (see prerequisites instructions below). Comes bundled with...
Contains PSX FINAL DOOM CE with PBR materials, new sounds and more. Requires DOOM2.WAD (see prerequisites instructions below). Comes bundled with GZDoom...
Contains PSX DOOM CE with PBR materials, new sounds and more. Requires DOOM2.WAD (see prerequisites instructions below). Comes bundled with GZDoom 4.11.3...
Contains the base PSX DOOM CE, PSX FINAL DOOM CE and DOOM 64 CE mods without any addons. Requires DOOM2.WAD and a patched DOOM64.IWAD (see prerequisites...
Contains DOOM 64 CE with PBR materials, new sounds and more. Requires a patched DOOM64.IWAD (see prerequisites instructions below). Comes bundled with...
Contains PSX FINAL DOOM CE with PBR materials, new sounds and more. Requires DOOM2.WAD (see prerequisites instructions below). Comes bundled with GZDoom...
Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.
You do not have permission to update the connected twitter accounts.
We recommend you return to the twitter list and browse the links from there. If the problem persists, contact us with the details.
I can't get the Absolution TC monsters to show up in the regular campaign.
I tried the settings and different difficulties.
They only appear on watch me die or higher if the correct setting is enabled (Add Absolution monsters to original campaign). Their first appearance is in Alpha Quadrant.
Thank you. Ended up being a combination of that and I was using an older version.
I usually try to get the latest download but run a few different versions of yours because I run other mods with them
i've intalled doom ce... where do i play it? it doesn't appear in my deskop
Is it possible to play through other Iwads with the monsters, weapons, and special effects?
Not possible, sorry.
Hey man can you make this to work with Brutal DOOM and Project Brutality 3.0 ???
It should already be compatible. Have you tested it?
Hey man can you do a "PSX FINAL DOOM CE 3.8.0 Lite" ???
It's included in DOOM CE 3.8.0 (Lite Version).
How i can play fan made DOOM64 PWAD and custom map in DOOM CE ???
Moddb.com