Doom 64 for Doom II is a vanilla recreation/re-imagining of the Doom 64 maps. They are made with [mostly] vanilla assets and can run in the original vanilla Doom (and Chocolate Doom). The goal was to recreate the major aspects of the maps while allowing for creative liberties where needed or wanted. There are lots of new graphics, some new textures (like skies), some new music tracks, a couple of new monsters, and minor enhancements for folks who play in advanced ports (like GZDoom).
For more info, you can check out the Doomworld development thread.
At the end of 2019, some players found a nasty few bugs in v1.2. These were fixed in v1.3 and then finally in v1.4. The changelog for both updates can be found HERE.
These fixes will affect anyone using the Eternity source port or players who are using the original DOS executable. If you are playing in a different port (ie. GZDoom), then its very unlikely you'll run into any of the bugs in v1.2.
If you would like to grab v1.4, you can get it at the /idgames link (or at this mirror). The updated readme file can be found HERE.
Also since it has been brought up a few times in various places, I'll address the re-release of Doom 64 with the new map pack. There have been some folks who want to see the new maps converted over to vanilla as an extra for this map pack. I think the idea is really cool and it is something I wouldn't mind doing if I get the chance. However since the game was re-released commercially very recently, I feel like I need to be extra careful and get permission to do such a thing. For the time being, I'm not making in immediate plans to convert the new maps over. But its something I'll keep in mind for the future.
Take care and thanks for playing!
This is /idgames release version of Doom 64 for Doom II that was released on August 4th, 2018. This is the final archived version.
THIS VERSION IS OLD, BE SURE TO DOWNLOAD THE LATEST FOR FULL MOD COMPATIBILITY AND BUG-FREE GAMEPLAY! ...
THIS VERSION IS OLD, BE SURE TO DOWNLOAD THE LATEST FOR FULL MOD COMPATIBILITY AND BUG-FREE GAMEPLAY! ...
THIS VERSION IS OLD, BE SURE TO DOWNLOAD THE LATEST FOR FULL MOD COMPATIBILITY AND BUG-FREE GAMEPLAY! ...
Kinda late to say this, since 2022 marks the 25th anniversary of Doom 64, many thanks for this.
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Because I find the mapset to be too easy, at least in its first half, I tried using Doom Builder to enable multiplayer mode's extra encounters on single player's Ultra Violence. For the most part, it worked well, but MAP02B started spawning the player inside a plain closed-off room with other Marines. I tried deleting all the extra Player 1 Start things in Doom Builder, but now I cannot get far into the level, as pressing the button that reveals the Mega Armor does nothing.
The only workaround I have found so far is to noclip my way back to the starting room and ignore the other player-character there.
I would like to mention one bug (or rather 2 bugs):
In the map 11: Cat and Mouse, exit door does not open after killing the cyberdemon, noclip is necessary to exit the level.
Same problem in the map 18: Hardcore, without noclip, the bars don't lift.
And one more thing (not a bug, but rather a question): How can I replace the annoying MIDI's with music files in skins folder (making a BAT file does not work)?
Thanks.
Can you make a mod like this but it dose not change any sprites or textures just leaves the hud and the gun reload and shot animation etc?
Yea! That’s exactly what I was hoping to see.
Do you have that lasergun thing in the game?
I too wish for that lasergun or Unmaker to be in D64 For D2, but I think your only hope is to have them experiment with the Steam version of Doom 64 to allow for that.
Since this is a vanilla Doom 2 mod, adding any weapons of any kind is next to impossible without outright replacing any of the existing weapons. There are probably mods out there that you can likely load with this that can add the Unmaker (check ZDoom forums).