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

Contains PSX DOOM CE with graphics and audio addons. Requires DOOM2.WAD (see prerequisites instructions below). Comes bundled with GZDoom 4.7.1 for convenience, but you can use an existing installation of it. Read the readme for more details.

Preview
PSX DOOM CE 2.0.6 (Full Version)
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coreyrider
coreyrider - - 24 comments

Hi there, I have
1 question please:
So I tried typing
" sky 1 = "firesk00" "
in the map info for map30 threshold of pain,
But it's still using that orange skybox.
I feel like threshold of pain should oughta have that cool firesky,
I also tried changing it in the "add default map" section,
No matter what skies I change they're all the same.
Are skies listed in some other text file ?

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molecicco Author
molecicco - - 515 comments

No need to modify the files, there is an in-game setting for that.

Go to Main Menu > Features > Special Effects Features and turn OFF "Use PC Sky Textures". This way it will always use the same skies as in the original PSX version.

You will need to start the level again for it to apply though. Loading a saved game won't work.

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coreyrider
coreyrider - - 24 comments

Ah ok that did it!
Thank you for replying 😎

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coreyrider
coreyrider - - 24 comments

This is 1 of the most epic doom mod projects btw,
Amazing work & many thanks for every1 who put it all together, very impressive!

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molecicco Author
molecicco - - 515 comments

Thanks!

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Spacemutiny
Spacemutiny - - 12 comments

Hi, first let me say amazing work on these! I'm a little confused about the episodes, is there anywhere to read about which episodes contain what for each version? For instance, on PSX Doom CE, there is the first episode which I assume is the PSX Doom game, but then there is Sigil, Hell on Earth, and No Rest for the Living. Same with Doom 64 CE with the multiple episodes.

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molecicco Author
molecicco - - 515 comments

The original PSX version only contained two episiodes: Ultimate Doom and Doom 2 but some levels were missing. You can find the list here:

Doomwiki.org

Around 6 or more years ago, a group of modders recreated the missing levels for an old zdoom-based total conversion called PSX Doom - The Lost Levels, reimagining them as if they were ported to the console. This mod integrates them into the regular episodes, so you will get a full level set that mirrors all the official and semi-official PC releases.

Doomwiki.org

Sigil is just straight from the PC version with minimal tweaks, I added it as a WIP before a true psx-ification was done. In hindsight I shouldn't have added it, but I can't remove it now.

As for Doom 64, this mod includes all levels from the official release, plus the levels from Doom 64: Retribution, an older total conversion made for gzdoom which includes some bonus levels ported from an even older total conversion for the Doomsday source port: The Outcast Levels and Redemption Denied. In addition to that, I included more levels that were made for Doomsday that were missing in the Retribution TC: The Reckoning and a couple of more bonus maps.

Doomwiki.org

TL;DR: for PSX, this mod has all levels to mirror all official/semi-official PC releases and for 64, it has all official levels plus bonus fanmade mapsets made in the Doomsday (circa 2003) era.

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DoomSpaceMarine!
DoomSpaceMarine! - - 12 comments

GZDoom don't recognized the WADs...

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molecicco Author
molecicco - - 515 comments

You need to place your DOOM2.WAD in a place gzdoom is able to locate.

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Guest
Guest - - 689,522 comments

Good mod I enjoyed a lot

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Guest
Guest - - 689,522 comments

Here are some things I found out while playing:
- Monster in-fighting doesn't seem to work.
- The range which the revenant is supposed to favor punching than firing missiles is much wider than it should be, making the revenant always go for the punch even if you are somewhat far from him.
- invulnerability is replaced everywhere with a soul sphere.

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molecicco Author
molecicco - - 515 comments

Were you playing on the hardest difficulty? Because that sounds exactly like what it changes:

- no infighting
- no pain states
- 80% monster health
- 120% player damage
- 3x ammo
- zombieman replaced shotgunner
- spectre replaced by nightmare spectre
- demon replaced by spectre
- medikit replaced by stimpack
- invisibility sphere replaced by armor bonus
- invulnerability sphere replaced by invulnerability sphere
- small ammo boxes replaced by large ones

For a more normal experience, play Ultra-Violence which is regular hard mode, or Nightmare which is just UV with fast monsters.

As for the Revenant, I think what happens is that the PSX version of it is much slower, and that reflects in its behavior. Its missile AI also has some differences.

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