[v1.3] Doom 64: Retribution

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[v1.3] Doom 64: Retribution

Postby Nevander » Sun Jan 22, 2017 7:18 pm


Image

NOTE: Crosspost from Doomworld forums (thread).

This project is a full re-make and "port" of Doom 64 for the Nintendo 64 to the GZDoom engine. 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. Think of this mod as being a remastered or enhanced version of Doom 64 for GZDoom. We have Doom 64 EX, Doom 64 Absolution TC, GZDoom64, and Brutal Doom 64. 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. And thus, this project was born.

DISCLAIMER: This project will NEVER be completely faithful or accurate to the original game. If you absolutely must have accuracy, use Doom 64 EX instead.


DOWNLOADS: http://www.moddb.com/mods/doom-64-retribution/downloads

ModDB HOMEPAGE: http://www.moddb.com/mods/doom-64-retribution

ORIGINAL STARTING THREAD (a good read on the starting up of the project):
https://www.doomworld.com/vb/wads-mods/91409-why-has-no-one-made-a-fan-made-doom-64-sequel/

DOOM 64 TEXTURES ONLY PACK (updated 1-11-17):
http://www.mediafire.com/file/uzy5qx4atw93bzt/d64texturepack_1-11-17.zip

COMPATIBILITY PATCH FOR RUNNING WITH NC HUD (updated 10-1-17):
nchud-patch-doom64retribution-normalhud.pk3
(14.68 KiB) Downloaded 19 times



OVERVIEW:

Features:
  • All original maps ported directly from Doom 64 with accurate texturing in UDMF format (read below on how I am doing the maps!)
  • Remade Doom 64 MAP33 titlemap to be used as the actual TITLEMAP here
  • Custom intermission text screens recreating the originals with text lines that fade instead of type on
  • 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)
  • Fixing obvious bugs and mismatched or unaligned textures present on the original levels
  • 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)
  • Map order is matched to Doom 64's original order exactly
  • Bonus "fun" maps are accessible from a hub style selection map
  • Reward for completing Hectic is a Megasphere (what you would get from the death traps) and some early cells
  • Titlemap has been made into a playable level also accessible from the fun map hub
  • Testing map included where you can see every monster, weapon, item, and prop and pit monsters against each other in a 12v12 arena
  • "Fake sky-hack 3D geometry" recreated by using actual 3D floors
  • Doom 64 style "split doors" recreated using scripts and sound sequences
  • MAP20 Breakdown's "sliding door" effect converted to Polyobjects
  • Scrolling cloud skies made using hires cloud textures, skyboxes and translucent 3D floors
  • All original cloud skies match up to the color and map slot they belong in from the original game
  • Colored sector lighting as close to Doom 64 as possible in GZDoom, will be improved in the future!
  • Freshly written scripts for every map, which accurately recreate original game events and puzzles
  • Toggle option to choose between a fully revamped arsenal with smoother firing animations from Cage and Almonds or the original animations
  • Toggle option to make bullet and shell casings drop from either animation set
  • Original push-back and recoil (purely visual) effects added to most weapons
  • Unmaker has been recreated to function identical to the original and uses cells for ammo
  • Three Demon Keys and upgrades to the Unmaker function as in Doom 64
  • Doom 64 HUD has been remade and incorporated replacing the normal Status Bar
  • G/ZDoom's alternative HUD is left unchanged, and thus still available for use if you prefer the alt hud
  • You can see which Demon Keys you have by checking the Automap
  • Player viewheight and size adjusted to match with Doom 64's larger map and sprite scale
  • Player speed and gravity adjusted to match Doom 64's properties
  • All Doom 64 monsters are remade and adjusted to match Doom 64's original behavior
  • All items, powerups, pickups, keys, weapons, ammo, and props are recreated
  • No additional enemies, gore effects or crazy map effects are added
  • Simple usage of dynamic lights to enhance atmosphere, but don't worry they aren't overbearing
Planned for soon after release:
  • 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 possible
  • Custom brightmaps for many glowing surfaces and areas of sprites that make sense (some will already be included at first release)
  • All 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" episode
  • Bring over all "forgotten" levels, including the Absolution TC exclusive maps, the Outcast levels, and more as time passes


SCREENSHOTS:
http://www.moddb.com/mods/doom-64-retribution/images


VIDEOS AND TRAILERS:

More at http://www.moddb.com/mods/doom-64-retribution/videos


OVERALL PROGRESS:

  • Maps - FINISHED, additional polish as time goes on
  • Weapons - FINISHED, additional polish as time goes on
  • Items - FINISHED, additional polish as time goes on
  • Powerups - FINISHED, additional polish as time goes on
  • Monsters - FINISHED, additional polish as time goes on
  • Props - FINISHED, additional polish as time goes on


MAP PROGRESS (updated 3-30-17 @ 4:14 AM EST):
Spoiler:



REPORTING BUGS:
Spoiler:


CREDITS:

  • Full credits included in zip download and in WAD
  • TheDoctor45 on DeviantArt (for the logo base, I just added text)
    SOURCE: http://thedoctor45.deviantart.com/art/Doom-64-Custom-Icon-364632626
    "I'm glad you like it, you're free to use it as you please btw."
  • D64 WMI is being used as a base for the weapons, items, monsters, etc.
  • Cage on ZDoom forums for some new Doom 64 textures in classic Doom style.
Last edited by Nevander on Sun Oct 01, 2017 2:24 am, edited 47 times in total.
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Re: [WIP] Doom 64: Retribution

Postby Big C » Sun Jan 22, 2017 9:58 pm

FINALLY. Ever since I first played the Absolution TC I had wanted a decent GZDoom take on DooM 64, so this is appreciated.
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Re: [WIP] Doom 64: Retribution

Postby Kinsie » Sun Jan 22, 2017 11:26 pm

YES. This is what I've wanted for a good while! Looking fantastic so far, keep at it!

...this might be more extra work than you're willing to put in, but I'd really appreciate an alternate version without any monster or weapon replacements, so that gameplay mods can roam a new set of official corridors. I might even make such a version myself after you release, should you be cool with it.
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Re: [WIP] Doom 64: Retribution

Postby goanna678 » Mon Jan 23, 2017 12:42 am

I bet one day there will be maps of chaos 64
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Re: [WIP] Doom 64: Retribution

Postby SiFi270 » Mon Jan 23, 2017 1:33 am

Nevander wrote:
  • Bring over all "forgotten" levels, including the Absolution TC exclusive maps, the Outcast levels, and more as time passes

Oh boy I was hoping to see this in particular. Does this mean we'll be seeing Nightmare Cacodemons and Outcast's new Unmaker upgrades as well?
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Re: [WIP] Doom 64: Retribution

Postby Nems » Mon Jan 23, 2017 1:45 am

Spoiler:


As a huge fan of the Absolution TC this pleases me. :D I've been stealthily following this on Doomworld and I look forward to its release.
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Re: [WIP] Doom 64: Retribution

Postby Nevander » Mon Jan 23, 2017 2:24 am

SiFi270 wrote:Does this mean we'll be seeing Nightmare Cacodemons and Outcast's new Unmaker upgrades as well?

Yes. What I plan to do at this time is the new enemies added by the Absolution TC will be featured in the Absolution levels/Outcast levels primarily. They will not appear in the main Doom 64 levels, as they are being kept true to the original experience.

The new Unmaker upgrades will be added, but I need to figure out how they work. May need help on that front since I've read one of them makes monsters get lifted off the ground and the other can slow down time. No idea how to do the time slow downs.
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Re: [WIP] Doom 64: Retribution

Postby Enjay » Mon Jan 23, 2017 1:42 pm

Sounds very interesting indeed. I think that Kaiser's Doom64 port is excellent and it's fantastic that it plays the game directly from the original data but I simply prefer the feel of GZDoom so I'd love to be able to play something as close as possible to the original game in the GZDoom environment.
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Re: [WIP] Doom 64: Retribution

Postby Unholypimpin » Mon Jan 23, 2017 10:06 pm

Looks pretty cool, iv been following this on doomworld since before this project even had its own official thread. Keep up the good work =D
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Re: [WIP] Doom 64: Retribution

Postby GAA1992 » Tue Jan 24, 2017 10:29 pm

boy, i appreciate this a lot. the solution to hectic is very intelligent in my opinion. i've always hated that map. i wish the best of luck to this project!
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Re: [WIP] Doom 64: Retribution

Postby Nevander » Tue Jan 24, 2017 11:15 pm

GAA1992 wrote:boy, i appreciate this a lot. the solution to hectic is very intelligent in my opinion. i've always hated that map. i wish the best of luck to this project!

Brutal Doom 64 actually did it first, Sarge put a Megasphere behind the gates so I am following suit. It's not really copying since it really does make the most sense. You can't have it unlock a cheat menu since you can already do any cheat or command you want at any time. So instead for a legit play of the maps, it makes the most sense to replenish the player's health and armor after handling the map and I threw in some early cell ammo as an added bonus. You'd get 200/200 from the trapped items, so why not reward the player for beating the map with an actual non-trapped 200 fillup. :wink:

EDIT: First trailer posted!
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Re: [WIP] Doom 64: Retribution

Postby Mayhem666 » Wed Jan 25, 2017 3:16 am

Haha, i knew you would end up by making a thread here aswell :P
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Re: [WIP] Doom 64: Retribution

Postby sherberttcat » Sat Jan 28, 2017 7:06 pm

I am so hyped for this. I have a port of GZDoom on my phone, so this way I could play Doom64, without using a janky N64 Emulator!
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Re: [WIP] Doom 64: Retribution

Postby Atendega » Mon Jan 30, 2017 9:45 am

You advertise faithfulness to the original game as the main selling point, so I'm a bit concerned about this:
Nevander wrote:[*]Fully revamped arsenal to include smoother firing animations from Cage
[*]Only minor fixes made to maps (small things that improve the original maps visually or otherwise, but don't worry the maps will not deviate from the originals)
[*]Reward for completing Hectic is a Megasphere (what you would get from the death traps) and some early cells
It seems like you're making quite a few subjective, opinion-based "improvements". I hope that these will be optional.
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Re: [WIP] Doom 64: Retribution

Postby zrrion the insect » Mon Jan 30, 2017 11:10 am

The map changes are removing the "hacks" in the base game (things like fake 3D floors) and re-doing them correctly since the engine can go those sorts of things without hacks. I agree that the improved weapon animations should absolutely be toggle-able, but that sort of thing is pretty easy so it shouldn't be a big deal.
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