What version of GZDoom or other port are you using. This will be the number at the end of the filename. Proper Doom 64 lighting for every map (probably a version 2 update later on) once the lighting system is perfected and all Doom 64 effects are possibleĬustom brightmaps for many glowing surfaces and areas of sprites that make sense (some will already be included at first release)Īll new 9-level episode featuring the cut weapon and maps from alpha and beta screenshots designed to bridge the gap between Doom 64 and DOOM 2016, the "Retribution" episodeīring over all "forgotten" levels, including the Absolution TC exclusive maps, the Outcast levels, and more as time passes Simple usage of dynamic lights to enhance atmosphere, but don't worry they aren't overbearing No additional enemies, gore effects or crazy map effects are added Player speed and gravity adjusted to match Doom 64's propertiesĪll Doom 64 monsters are remade and adjusted to match Doom 64's original behaviorĪll items, powerups, pickups, keys, weapons, ammo, and props are recreated Player viewheight and size adjusted to match with Doom 64's larger map and sprite scale You can see which Demon Keys you have by checking the Automap G/ZDoom's alternative HUD is left unchanged, and thus still available for use if you prefer the alt hud Three Demon Keys and upgrades to the Unmaker function as in Doom 64ĭoom 64 HUD has been remade and incorporated replacing the normal Status Bar Unmaker has been recreated to function identical to the original and uses cells for ammo Original push-back and recoil (purely visual) effects added to most weapons Toggle option to make bullet and shell casings drop from either animation set Toggle option to choose between a fully revamped arsenal with smoother firing animations from Cage and Almonds or the original animations Scrolling cloud skies made using hires cloud textures, skyboxes and translucent 3D floorsĪll original cloud skies match up to the color and map slot they belong in from the original gameĬolored sector lighting as close to Doom 64 as possible in GZDoom, will be improved in the future!įreshly written scripts for every map, which accurately recreate original game events and puzzles MAP20 Breakdown's "sliding door" effect converted to Polyobjects "Fake sky-hack 3D geometry" recreated by using actual 3D floorsĭoom 64 style "split doors" recreated using scripts and sound sequences Testing map included where you can see every monster, weapon, item, and prop and pit monsters against each other in a 12v12 arena Titlemap has been made into a playable level also accessible from the fun map hub Reward for completing Hectic is a Megasphere (what you would get from the death traps) and some early cells Map order is matched to Doom 64's original order exactlyīonus "fun" maps are accessible from a hub style selection map Only minor fixes made to maps (small things that improve the original maps visually or otherwise, but the maps will not deviate from the originals) New introduction text screen which tells the story so far from the game manual (can be skipped at any time to get right into the game)įixing obvious bugs and mismatched or unaligned textures present on the original levels Remade Doom 64 MAP33 titlemap to be used as the actual TITLEMAP hereĬustom intermission text screens recreating the originals with text lines that fade instead of type on ORIGINAL STARTING THREAD (a good read on the starting up of the project):ĭOOM 64 TEXTURES ONLY PACK (updated 1-11-17):Īll original maps ported directly from Doom 64 with accurate texturing in UDMF format Not sure yet, please give me feedback on the spots that have them (MAP01, MAP02, MAP12, might be more but I forgot lol). The next version entails porting the next set of semi-official Absolution TC maps, "The Reckoning." There will also be some improvements that I have in mind to the mod itself, and ambient sounds might get cut. Still dealing with a technical problem but hope to resolve it soon and get to work on 1.6. If you absolutely must have accuracy, use Doom 64 EX instead. This project will NEVER be completely faithful or accurate to the original game. Why you ask? I was personally dissatisfied with the quality of the GZDoom64 project, and Brutal Doom 64 (while it is a great improvement) is along the same lines but changes too much and deviates from the original Doom 64 experience. We have Doom 64 EX, Doom 64 Absolution TC, GZDoom64, and Brutal Doom 64. Think of this mod as being an enhanced version of Doom 64 for GZDoom. The goal of the project is be mostly accurate to the original game as well as add very minor improvements for that extra bit of polish. This project is a fan recreation of Doom 64 for the Nintendo 64 to the GZDoom engine.
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