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.
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.
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 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 4.12.2...
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 DOOM CE with PBR materials, new sounds and more. Requires DOOM2.WAD (see prerequisites instructions below). Comes bundled with GZDoom 4.11.3...
Is there any way to unlock access to the bonus fun maps in PSX DOOM and PSX Final Doom? I looked into the base files of each other in SLADE and they seem to have their own sets of bonus fun maps.
The hub map gets unlocked when you finish No Rest for the Living and Plutonia respectively, but if that's too much, type "unl_bonus 1" in the console to unlock them.
I would also like to report four small gripes.
- All: Some post-intermission extra pictures don't have widescreen versions. The one that takes place after Phobos Anomaly, specifically, feels kinda out of place compared to the other ones from the rest of Evil Unleashed (The Ultimate DOOM).
- PSX DOOM: At Doom's Gate is missing in the Music Player.
- PSX Final DOOM: Administration Center has no computer music. To make things weirder: [Music D_TOKIO not found]
- DOOM 64: Cloudy skyboxes don't look very good with motion blur turned off for some reason.
Thanks for the report. I've fixed the second and third points for the next version that is coming in the next days.
I can't replicate #4, they look the same to me with and without motion blur. I wonder if this is something that becomes more noticeable depending on the monitor/refresh rate/etc?
As for the intro pictures, I’m not satisfied with them and I’m still not sure how to improve them. The picture at the end of Phobos anomaly comes from doom’s alpha version, it’s hard to find something fitting. For the next update, they will come disabled by default, because I think they clash too much with the rest of the game
Hi Molecicco
I just had an idea on a project that I want to do, it is to make compatible the Megawad Fall of Triton, and Fall of Triton 2, plus extension of Fall of Triton "The Vortex Catastrophe", on your mod PSX DOOM CE, because your PSX DOOM version is the best !
if you didn't know what Fall of Triton is it's a Megawad of 40 new maps for PSX DOOM which are really excellent created by RHG 45
here is more information if you want to see
Fall of Triton (40 new maps) by RHG 45
Doomworld.com
Fall of Triton 2 (this is a remake version of Fall Of Triton the 40 maps are completely redone) by BeeWen
Doomworld.com
The Vortex Catastrophe (this is an expansion for Fall of Triton 12 new maps) by RHG 45
Doomworld.com
if you agree i will start working on the project, and once finished i will publish it in the addon category of your mod
so what do you think?
best regards styd051
This is a good idea, but please wait until I release version 2.0.0 of the mod (very soon) because some foundations are going to change.
I also plan to publish a sample addon sometime soon as an example on how to interact with the main mod (there will be a ZScript Service Interface)
FYI I think the levels should work out the box if you strip all the extra content and just load the maps as an addon... the only adaptations needed are if you want it to be compatible with the Level Select, toggleable music and the rest of crap I added :)
thank you very much Molecicco
I can't wait to start the project
for the episode selection, music, sky ect I will use MAPINFO
more four new demons will appear
-imp nightmare (Fall Of Trion) (The Vortex Catastrophe)
-cyberdemon nightmare (Fall Of Trion) (The Vortex Catastrophe)
-baron nightmare (The Vortex Catastrophe)
-DukeOfHell (Fall Of Trion 2)
Yoooo i would love to see that! Btw the creator of these mods is making three psx doom themed megawads called "psx doom reloaded trilogy" so i would love to see those added too, once they are released ofc... Do you have a youtube channel so that i could follow your progress?
hi Guest
I thank you
of course I have a youtube channel Youtube.com
and for psx doom reloaded trilogy when it comes out I would do the same to make it compatible with PSX DOOM CE ^^
but I would start the project once Molecicco releases version 2.0.0
styd051
I would love to see these too: Doomworld.com
I'm pretty sure it already works if only the maps are loaded, I might do some tests at some point
I could also work on it to make it compatible once Fall Of Trion is finished if you want
This mod is a godsend. Thank you! Just a super small complaint though: For some reason the vanilla fuzzy transparency for spectres doesn't work. I tried changing it in the gzdoom menu as well as vanilla essence menu and it doesn't work. It work without the CE mod but for some reason the normal gzdoom transparency is forced on all the time. But other than that this mod is amazing. Thank you!
I'd say wait until the next version (almost done with it, hopefully for next weekend) because save games are not going to be compatible. I am doing a lot of changes and coincidentally, obeying the fuzzyness config in the GZDoom settings is one of them!
Cool! Also possible bug (not sure if it's this mod specifically) but the map "And Hell Followed" seems to be bugged. For some reason the exit doesn't pop up when I activate the switch. Same with the pillars that are supposed to pop up in the yellow door room that spawns the hell nights
Strange, I played through that level a few weeks ago without problems. I will investigate, thanks for the report