PSX DOOM and DOOM 64 total conversions for GZDoom, overhauled. 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 add 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.

Description

Intended to be played with DOOM 64 CE >3.9.0 or there will be missing resources. This is a map set created by Antnee for DOOM 64 EX. I have ported it to work with CE. Maps are unaltered except for some texturing and rendering trick fixes that are needed with the porting process. The only map that has received extensive changes was the unfinished map, Sorrow.

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Beta 64
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styd051
styd051 - - 169 comments

oh congratulations on the release !!!

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Immorpher
Immorpher - - 22 comments

You're the best!

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jimflasch76
jimflasch76 - - 84 comments

Level three is bugged up. Several doors in the slime tunnel area (where the teleport takes you, to the room with the backpack, and the room with the switch to lower the rocket launcher between the red & yellow keys) do not open. More importantly, the blue key, needed to access the secret exit (and presumably the third secret), does not appear anywhere in the level, forcing the player to cheat to get there.

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molecicco Author
molecicco - - 515 comments

I have just 100%'d this level and took both the normal and secret exits without issues. The only cause I can think of is that your compatibility settings are causing side effects again.

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jimflasch76
jimflasch76 - - 84 comments

My compatibility settings are the default ones. I didn't change them.

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molecicco Author
molecicco - - 515 comments

Not sure then... could be that some triggers are bound to pickups and enemy deaths and you somehow skipped one (see the comment below)

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ShotokanEditor
ShotokanEditor - - 24 comments

Hey beautiful work as always man
Couple of personal questions i have
Possibility to skip intro..
Possibility to add this on the main game without having to run the BAT file
Also on level three some doors really didnt open as Jim said on another comment

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molecicco Author
molecicco - - 515 comments

Thanks, I've fixed the intro skipping for the next version. As for adding it to the main game, I'd rather keep it constrained to maps released between the original Doom 64 and the Doomsday TC era, and leave the rest as addons.

Level 3 worked fine for me (see above comment). There are some actions that trigger when enemies are defeated or items are picked up, perhaps you missed something? The item ones are easy to miss if, for example, you have full ammo and can't pick an ammo item that is bound to trigger something.

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molecicco Author
molecicco - - 515 comments

I have uploaded a new version that contains many bugfixes listed in the description. Thanks to Moki for testing.

Please feel free to report more findings.

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Skylarkoverthesunset
Skylarkoverthesunset - - 361 comments

Has anyone found all the secrets on level 05, Refinery? I can find all but one of them, though from what I have read, that elusive secret may only be available when using no-clip?

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molecicco Author
molecicco - - 515 comments

The two sectors highlighted here are marked as secrets and should trigger when you walk over them (meaning crossing that wall should net you two secrets, a strange pattern in this megawad), but only one gets registered. I had to use noclip and walk awkwardly over the edges to get the other one.

Imgur.com

I tested in the original doom 64 EX map and the same happens, so I assume this is just a bug. I'll fix it for the next version.

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Skylarkoverthesunset
Skylarkoverthesunset - - 361 comments

Thanks. :)

Now, I'm stuck on level 7 (Sector R) secrets. There are four on that map and they are proving hard to find!

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molecicco Author
molecicco - - 515 comments

Two secrets are bugged, it is also present in the original mapset. I've fixed it for the next version :)

EDIT: I don't receive a notification for these comments, so next time feel free to send me a PM if you need help

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elden4
elden4 - - 10 comments

hello , thanks for this great mod and doom ce!! I am really enjoyng it!
I want to notify about a bug on beta 64 level 08 . at a certain point you are stuck with a tall pillar in the centre of the map but there is no way to activate it or to move it . This part is just after you get the teleport on the previous pillar shooting at the trigger on the top.

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molecicco Author
molecicco - - 515 comments

You need to pick up the rocket launcher to proceed, but you might have overlooked it if had full ammo. Just shoot a few rockets and you'll be able to pick it up.

You can refer to this walkthrough: Youtu.be

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elden4
elden4 - - 10 comments

ok , thanks a lot!

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NaliSeed
NaliSeed - - 194 comments

This has been good for the most part, but it could use some some polish; specifically in the secret areas department. Some maps have a whopping seven, even fourteen secrets listed on the counter, but that's because often there are like four or five inside a small area; you just move around the room and several "secret found!" messages will pop up at once. I'm not sure, but I don't believe the original Doom 64 had this weird issue.

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ChozoGhost89
ChozoGhost89 - - 53 comments

The issue here is that not only are the sectors/rooms tagged as secret, but in many cases, some or all of the items INSIDE the secret sectors are also tagged as secret! That should be an easy-enough fix.

There are also some secrets where two adjoining sectors are each tagged secret, so if you cross them too rapidly, you may not trigger both of them; these are thankfully pretty infrequent, but as a result are probably much harder to find and fix. I know that MAP17: Inferni Carceris has this issue, as well as having 3 decorations tagged as secret, therefore making them unobtainable in the current build.

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NightFright2k15
NightFright2k15 - - 19 comments

Does anybody else get a "P_Startscript: Unknown Script 0" warning message ingame when trying to push a secret button on a pillar in an outdoor area of MAP09 "Profane Paradise"?

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molecicco Author
molecicco - - 515 comments

This bug was introduced recently, thanks for reporting. It's been fixed in the latest version of this addon.

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ChozoGhost89
ChozoGhost89 - - 53 comments

Going through these maps for the first time now, and it looks like most of the unobtainable secrets from the original versions have been removed from the CE version.

However, MAP17: Inferni Carceris still has its 3 unobtainables: in the secret room with the Unmaker, there are 3 decorations (candles in this case) that are tagged as secrets, so only 8 out of 11 are possible on that map :P

I'll keep looking ahead to see if any further unobtaniums remain. Super fun mapset in general though!

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ChozoGhost89
ChozoGhost89 - - 53 comments

Finished the rest of the maps (minus the Bonus Fun Maps as of yet), and happy to report that the only remaining maps that DID have unobtainable secrets in them (MAP21 and MAP22) no longer do so, so that means MAP17 is the only map they still remain in. Hopefully that will be an easy fix.

That being said, there was one other map that I did discover a couple of... quirks in; this being MAP20: Putrid Cloister.

1) The Berserk secret has a sector tagged secret that is too narrow to cross without using noclip; specifically, the sector at the bottom of the stairs.

2) There are 2 Armor Bonuses which become unobtainable if not picked up quick enough, and I'll try to word this as best I can: They are located in front of the two skull switches in the beginning area (one on either side of the room) that activate the crushers which kill all the caged Shotgun Guys. The oddity here is when you cross the initial linedef -- which is the one that opens the "cage windows" and reveals the aforementioned baddies -- you have to very quickly strafe run to get both Armor Bonuses while the "window opening" script is still running (it seems to last for a good few seconds even after the windows have been fully opened); otherwise a column will drop down from above the switch and the homing missile launchers will start firing; this not only makes the switch temporarily inaccessible, but it also causes the switch-blocking column to "grab" the Armor Bonus and take it up with it, making it unreachable, even with noclip.

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molecicco Author
molecicco - - 515 comments

Thanks for taking the time to note all of this! I'm definitely fixing this on the next update.

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ChozoGhost89
ChozoGhost89 - - 53 comments

No problem! I think there was another map that had one of those overly-skinny sectors as a secret, but can't remember off the top of my head. Honestly the most annoying thing is that 90% of the items inside the secret are also tagged secret, and sometimes those are Stimpacks and Medikits LOL

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molecicco Author
molecicco - - 515 comments

lol yes... there's cases where there's like 10 secrets clumped together. That's the one thing I won't change though, because I want it to match what's documented on doomwiki, at least for the obtainable ones.

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ChozoGhost89
ChozoGhost89 - - 53 comments

Totally understand; I wouldn't want to deviate from something already established on the Doom Wiki, either.

But oh man, single-segmenting some of those levels while going for all the secrets on "Watch Me Die!" or "Doomslayer!" is going to be tons o' fun when every bit of health counts D:

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ChozoGhost89
ChozoGhost89 - - 53 comments

One thing I meant to ask before but totally forgot... what exactly is it that causes the 8 sniping Barons of Hell in City of the Damned to randomly die? It seems like I just wander around for a bit, and they eventually get crushed to death lol

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molecicco Author
molecicco - - 515 comments

Not sure! There's not crusher or any special in those sectors, so maybe they get killed by infighting other monsters like lost souls?

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ChozoGhost89
ChozoGhost89 - - 53 comments

After playing through the map twice, I can guarantee there is no infighting going on that kills them, as both times, they have been the only enemies remaining before they randomly drop dead lol. Maybe Doom Builder would be able to shed some light?

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crazyjeff
crazyjeff - - 2 comments

The exit for: b6413 Lair of the Blind still does not trigger. The changemap cheat must be used to progress :(
edit: I figured it out. You have to cross the line defs that trigger the darts while the pain elemental is still alive for the exit to work.

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ChozoGhost89
ChozoGhost89 - - 53 comments

I think the Pain Elemental is what has to cross that linedef you mentioned. I tried crossing them myself while it was alive and it didn't work. But the first time I tried hanging back near the entrance (where the caged Imps are) and let him come to me, the exit teleporter appeared instantly.

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ChozoGhost89
ChozoGhost89 - - 53 comments

Bug found in Lair of the Blind on Doomslayer! difficulty (v3.6.3 build); the second Pain Elemental at the end doesn't spawn in, therefore the exit teleporter doesn't appear.

EDIT: Actually never mind, there is no second Pain Elemental... I kept restarting the fight with the Pain Elemental and it eventually worked... I don't even know what I did lol

EDIT 2: So I retested it a few times and it looks like the Pain Elemental has to cross one or more linedefs in between the pillars (the ones that launch the darts when Doomguy crosses them); letting him close in on me before killing him seems to be what does the trick. Really weird trigger, and I can only assume that's probably not the way it's supposed to work, because if the Pain Elemental is killed too soon, you get permanently softlocked.

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molecicco Author
molecicco - - 515 comments

Actually, there's a timer before the second pain elemental spawns, so if you kill it too fast you need to wait a little bit.

In the original map, the second elemental would spawn as soon as you killed the first one, but if lost souls were occupying its position it would block the spawn and soflock the map. Here, I altered so that there's a periodic check before it spawns, so if for any reason something is blocking it, it will spawn in after some time, in the next check. At least that's how it's supposed to work, maybe there's a bug...

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