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.
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.
Maps that come from Retribution and the PSX TC 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 Retribution version of the Doomsday Levels and Redemption Denied were used instead of making new conversions from scratch because 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.
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.
Ideally only Vulkan or OpenGL should be used. OpenGL ES is only partially supported because it disables shader based effects which this mod relies heavily upon, even on its most faithful settings. It should only be used as a compromise if your hardware has problems running on the other backends.
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.
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). PSX maps are coop-friendly. DOOM 64 does not support coop, but if you download the Retribution maps addon there is partial support (there may be softlocks since they haven't been thoroughly tested).
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.
The Red Artifact consumes player health to slow down all enemies for a short period of time. The Green Artifact is used to spawn platforms that slowly levitate upwards.
There is no specific meaning, but I've seen it called Custom Edition, Complete Edition, Console Edition, Compilation Edition, Console Enhanced, etc.
DOOM Eternal’s long-awaited 6.66 patch brings many improvements and extra content to the game, including the much-hyped horde mode. Whilst you gear up for some demon and/or monster slaughter, here’s five mods to whet your appetite!
By molecicco
DOOM CE follows in the footsteps of many other great DOOM mods over the years with a wide range of additions, featuring a healthy mix of graphical improvement and gameplay additions hoping to bridge the gap between the decades. Of particular note is DOOM CE’s focus on DOOM 64 content, which doesn’t see as much attention as the base games. The mod comes with a number of presets to enable players to customise their experience, meaning whether you like it old school or want the fullest DOOM CE playthrough, your needs will be catered to!
By Revility
DOOM 3, not quite as moddable as its predecessors, is nonetheless home to a lot of mods that completely change up the gameplay. Rivensin takes the tense first-person horror of DOOM 3 and turns it into a third person slasher built within a dark fantasy world. It’s got that iconic quality that identifies its lineage right away, but mixed with the immaculate creativity of a mod team determined to push the boundaries of what’s possible. You’ll still be slaying denizens of the underworld - just not like how you’re used to!
By Payload4367
Few things are more commonly associated with DOOM games than the classic total conversion mod experience - and ALIENS: Eradication ticks this box nicely. DOOM’s chest-thumping demon-slaying action fits handily into ALIENS’ universe when you have some ammunition to spare, though the mod’s not afraid to up the tension and leave you in difficult situations, too!
By BarefootMapMaker
Produced by a long-time modder of DOOM, Dragon Sector: The Remake demonstrates the creator’s knowledge of DOOM inside and out, with great enemy and environment design and a special emphasis on ambience and visual fidelity. The goal of Dragon Sector is to bring players into about as immersive an environment as possible within GZDoom, and being built upon Project Brutality brings just that extra bit of flair to the mod.
By Revility
You could be forgiven for not knowing this mod was on DOOM 3 at all just by looking at it, for it turns the usual first-person perspective on its head and produces solid side-scrolling gameplay that wears its Contra inspirations on its sleeve. DOOM 3 mods are a little harder to come by, but this mod team was determined to build their own framework for more 2.5D mods and even built their own documentation from the ground up. I’ll always throw massive kudos the way of any mod team that produces their own modding guides!
DOOM Eternal is the second in Id Software’s reboot franchise, and released last year to substantial critical acclaim. Notorious for its exceptional difficulty and also its supremely engaging gameplay loop, it has enjoyed a lot of post-launch support in the form of two substantial DLC packs and a lot of cosmetics earnable by players through in-game achievements. This post launch support mostly has followed a roadmap set out since the start of Eternal’s launch cycle.
The newest addition and the most hotly anticipated in the upcoming 6.66 patch will be a horde mode, something modders have gotten working a while ago, but an official release will carry new bonuses and challenges with it. The update will also benefit from some new master levels, and a rework to the game’s asymmetrical PvP offering, Battle Mode.
(You can also check out more DOOM II mods here and DOOM 3 mods here)
Whilst Eternal’s main storyline has wrapped up with The Ancient Gods Part 2, it seems Id is intent on giving fans more reason to hold on just a little while longer. TAG 2 supposedly delivered an end to the story started in DOOM 2016, but Eternal’s sheer commercial and critical success is likely to still lead to some kind of follow-up from Id, whatever form it might take.
Beta 64, a 31 level megawad by Antnee has been ported to DOOM 64 CE and is available for download in the Addons tab.
By now there are a few ported map sets available for DOOM CE that may have been overlooked, so here is a quick preview of what is available for download...
Maps by Antnee
Ported by molecicco
Quoting the author's original Doomworld post: "I tried to follow a sort of "Doom 64 the way 'Mid did" philosophy in terms of design, looks, and gameplay, but I've increased the difficulty a bit from the original". This ported megawad also contains some elements that are not present in the original, such as an original story by Immorpher, and the four bonus maps are now included in a new episode titled "Altars of Tech" that will be unlocked in the main menu after beating the main levels.

Maps by z0k
Ported by molecicco
Doom 1's shareware episode, adapted for Doom 64. It is not a direct copy, however. The levels have been remade to add extra details and make use of Doom 64's unique effects.

Maps by RHG45 and Yikesdude754
Ported by styd051
Currently a work in progress and only the first episode (33 maps!) is available. This megawad inspired by PSX DOOM contains many surprises, such as a deadlier revenant and a new weapon.

Maps by RHG45
Ported by styd051
Contains Fall of Triton and The Vortex Catastrophe, two PSX DOOM-style megawads by released in 2018 by RHG45. This port contains some improvements over the original such as demon placement and texture fixes.

Maps by various designers, follow the Doomworld link inside for a complete list
Originally ported to the PSX DOOM TC by Cryo
Ported by molecicco
In 2020, Cryo ported the legendary Plutonia 2 and PCRP megawads to the Playstation Doom total conversion (which DOOM CE is based on), redesigning their levels in PSX DOOM style, with colored sector lighting, simplified geometry and tweaked monster placement.

Finally, here are the installation instructions once again, for convenience:
Previous versions of the mod used to run out of the box, just by opening gzdoom. This has changed on the latest versions and there are now prerequisites in place:
Just place DOOM2.WAD in the same directory as gzdoom.exe or in its [IWADSearch.Directories] (configured inside gzdoom.ini).
If you have DOOM 2 installed in Steam, open its installation folder and copy the DOOM2.WAD from the base folder (not rerelease) into gzdoom's directory.
Finally, extract all the files included in the main mod download (full or lite) into the same directory as gzdoom.exe or in one of its [FileSearch.Directories].
If everything went well, you should see this when opening gzdoom.exe:

The Steam DOOM64.WAD will not be recognized by gzdoom by default, so it has to be patched. Included with the mod is an automatic patcher (doom64-install.bat). Just run it and after it completes the mod will be ready to play. Special thanks to phredreeke for the idea and initial implementation.
The auto-patcher will try to find your Steam installation of DOOM 64 and automatically patch and create all necessary files to play. If for any reason the Steam installation is not found, you can copy DOOM64.WAD to the same folder as the .bat file and it will use that instead.
Finally, extract the main mod files (full or lite) into the same directory as gzdoom.exe or in one of its [FileSearch.Directories] (configured inside gzdoom.ini).
If everything went well, you should see this when opening gzdoom.exe:

Do not run the entry that says (Steam/Unsupported), because it is not compatible with gzdoom.
Bundled with the mod are two pk3 files that are not auto-loaded, AspectRatio.pk3 to use the horizontally-stretched aspect ratio of the PlayStation versions, and 3PointFilter.pk3 to apply the Nintendo 64's 3-Point filtering to textures. They are compatible with any CE mod, which means you can play PSX DOOM with Nintendo 64's filtering, or DOOM 64 with the stretched aspect ratio.
To load them, drag and drop the pk3 to gzdoom.exe, or use the command line or your favorite mod loader.
3PointFilter.pk3 preview:

AspectRatio.pk3 preview:
Each download comes with a .bat file that will run the map set as well as all of its included addons. It will run if you extracted every file in the same directory as gzdoom.exe
If you use a different directory layout, you can take a look at the .bat file (opening it as a text file) and use the load order in your favorite mod loader, like ZDL.
If you use the Lite version of DOOM CE or have removed some addons, you can remove the respective pk3s labeled "addon" from these sets too so they don't get loaded.
Hello everyone! To wrap up our count-downs for 2021, we’ve the Top 5 New Mods for Classic Games. To explain why this is our last count-down of the year - As we gear up to Mod and Indie of the Year, we will also be producing videos this year to commemorate the occasion. The countdowns as a result are going on pause until the awards are concluded. Don’t worry, though! There will be plenty to keep you busy until the New Year.
Having touched upon Mortal Night in the last video, I became aware of other quality Resident Evil 2 mods released more recently and revisited one of these for you today - Marvin’s Mod, also known as Desperate Times. The mod wears its name on its sleeve and hopes to fill in some more of the wider details surrounding Resident Evil 2’s story, putting you in the shoes of police officer Marvin Branagh before his demise. As you work through a way to help your fellow PD survivors, you’ll navigate the familiar hallways and streets of Raccoon City alongside a companion. Boss fights are included, as well as additional items, revised balance, and changes to both layout and puzzles that give old locales a fresh sheen. Lastly, graphical tweaks change up some of the visuals overall, and running standalone, there’s not a lot stopping anyone from picking up the mod and giving it a go. Marvin’s Mod doesn’t reinvent the wheel and instead aims to provide players with something familiar but new in its own ways. Seasoned Resident Evil 2 fans will still find a lot to chew on with the mod and new versions still in development will continue to add to the chaos erupting in Raccoon City.
Freelancer was the product of Chris Roberts, famous for his Wing Commander franchise. Bringing the player into a large universe where events take place without the player’s interaction, the game was ambitious and very hyped prior to release. Although it didn’t quite hit the mark, it remained a cult classic with solid dog-fighting and enough content to keep most players entertained throughout the run of the campaign. Never making the jump to a digital storefront, the original game didn’t receive the kind of modernisation generally hoped for from older games these days, and thus modders decided to take matters into their own hands. Marrying quality of life improvements with HD textures and models, Freelancer HD Edition provides ample reason to revisit the game in 2021. Graphical improvements range from aesthetic to technical, with enhanced draw distances in particular being a great addition to this large-scale open space-simulator, and many improvements accounting for newer resolutions and aspect ratios have been made. A range of bug fixes to singleplayer content and quality of life changes that make engaging with the game a lot easier help cement this mod as a “definitive edition” patch. Compatibility with the base game has been considered carefully, meaning using this mod doesn't even prevent you from accessing the vanilla multiplayer experience! If you’ve still got a copy of Freelancer on hand, this mod is a must-play, and a great way to revisit the story with all its cliched galactic struggles.
Half-Life 2 mods are synonymous with modding itself, that particular franchise of games being well-regarded for their support of user generated content. There’s no shortage of active engagement from the Half-Life modding scene, but one of the finer sleeper-hits to emerge over the last year is What Remains - a mod that, on the surface, appears to stick closely to the formula provided by Episode 2, and whilst the locales and scenery are generally reminiscent of Valve’s own work (a compliment in of itself, given all the levels look excellent), there’s a lot more going on under the hood. Having Alyx alongside you for almost the entire mod, What Remains leverages the community made Mapbase overhaul for the Source Engine, bringing many new technical features that allow Alyx to navigate and keep up with the player like never before. More tools are provided by this overhaul that the mod creator utilises admirably, including enhanced lighting and map logic which both enhance the technical scope of individual levels and puzzles. This mod doesn’t simply rehash Episode 2’s design - it intelligently mirrors the best parts, and then brings even more to the table. Vanilla-like Half-Life 2 mods are beginning to lose prevalence these days, but What Remains is a great example of how much can be done with the foundation laid all those years ago.
It almost feels like sacrilege to not mention a DOOM mod on each of these lists, and this time I couldn’t resist either. DOOM 64 was its own little phenomenon of a game, a very unique outing for the franchise on the N64 that, for a long time, was not easily accessible on PC. When DOOM Eternal shipped last year, Bethesda outsourced porting DOOM 64 over to Nightdive Studios, whose efforts in making old games like new again are well-known. It was a great little bonus, but its compatibility with much of the same systems and tools used by the community for years was even better, and it wasn’t long before mods with a focus on DOOM 64’s content began to appear. DOOM CE not only tackles DOOM 64 but also the PSX editions of DOOM with the intention of bringing up all of them. New graphical features, like PBR materials and AI-upscaled textures, are joined by many other extras like more levels and more difficulties to put yourself through for an added challenge. Customizability is the word of the day for DOOM CE, which makes many of its additions, extras, and features optional and changeable with a few presets to help you quickly get started. Crack open a drink and get ready for some ass-kicking - DOOM CE’ll keep you plenty busy.
For these lists you’ll generally just be taking my word for how good a mod is, but this time I’m going to keep it short and sweet and really suggest you check out the YouTube video and mod page to let the mod do the talking. Deus Ex was originally planned to have female options for the protagonist, but this option later had to be cut. With its emphasis on player choice, this mod team decided to add one substantial extra choice to the mix and make a female JC Denton a reality again. Featuring thousands of lines of re-recorded dialogue as well as lots of competent sentence mixing and a few extra scenarios to smooth the transition, this mod is a great way to revisit Deus Ex like new again. It’s so comprehensive and impressive in scope we’ve got to give it a special mention - so go check out the video above and on the mod page, and hear some classic JC Denton like you’ve never heard it before.
That’s all the mods we have for you today! As we stated before, this is our last formal countdown video/article combo of 2021, but don’t worry - lots of videos will still be coming out around Mod and Indie of the year! We’ll see you for the annual award events! Stay tuned!
The UnMaking, a 40 map megawad for DOOM 64 has been ported to DOOM 64 CE! This is a very unique and fun map set made by scwiba (aka Ryath) who has also collaborated with testing and feedback. The maps included here are a mix of the EX and the 2020 Remaster version of this megawad, selected according to his preference.






The way brightness gets applied to the DOOM 64 gradient colors (and PSX DOOM, if enabled there) has been revamped and is now much more faithful to the original. Previously colors would look washed out when the gradient brightness was too high, but now look as intended.

(Left: DOOM 64 EX, Right: DOOM 64 CE)
NOTE: The above comparison was made with the Lite version and using the Vanilla preset. The PBR and Upscale addons and the Intensify Sector Colors option (which is enabled by default) make the colors appear slightly different. This is also not available for GZDoom's GLES renderer because it depends on custom shaders which are unsupported by it. It will continue to use the old brightness model instead.

The Features menu now has two brightness sliders that can be changed at any time without needing to restart the map. The Overall Brightness slider is a better alternative to GZDoom's gamma correction slider that doesn't overbright the whole screen.

Finally, this release contains more bug fixes than I could fit in the change log, so I recommend upgrading. Older saved games are not compatible, but you can somewhat carry over your progress if you copy your gzdoom.ini from the previous installation and use the Level Select option in the Features menu.
A preview of what might come in the future, using the upcoming GZDoom 4.8.0 support for lightmaps...






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