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.

Post news Report RSS DOOM CE 2.1.0 - Release highlights

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.

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The UnMaking

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.

Screenshot of The UnMaking

Screenshot of The UnMaking

The UnMaking screenshot

The UnMaking screenshot

The UnMaking screenshot

The UnMaking screenshot

New, more faithful brightness model for gradients

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.

Comparison of brightness models

(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.

New brightness options in CE 2.1.0


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.

Screenshot of the game with maxed brightness

Bug fixes

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.

Sneak peek

A preview of what might come in the future, using the upcoming GZDoom 4.8.0 support for lightmaps...

Preview of lightmaps, an upcoming gzdoom feature


Preview of lightmaps, an upcoming gzdoom feature


Preview of lightmaps, an upcoming gzdoom feature


Preview of lightmaps, an upcoming gzdoom feature


A preview of lightmaps, an upcoming gzdoom feature


A preview of lightmaps, an upcoming gzdoom feature

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Kabootis
Kabootis - - 34 comments

didnt know whats coming for 4.8.0 for GZDoom, the build isnt released yet, but damn, lightmaps are FRICKEN AWESOME

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IDDQD_1337
IDDQD_1337 - - 314 comments

Use dev build

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