Doom 64 Wad Project [GZDoom] Version 1.0 released!

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insightguy
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Re: Doom 64 Wad Project [GZDoom] Version 1.0 released!

Post by insightguy »

sorry of the late reply:
several edited doom 64 weapons found on this forum:
http://forum.zdoom.org/viewtopic.php?f= ... 80#p644340
http://forum.zdoom.org/viewtopic.php?f= ... it=doom+64
http://forum.zdoom.org/viewtopic.php?f= ... 64#p675551

credit to them for making/ripping them
PFL
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Re: Doom 64 Wad Project [GZDoom] Version 1.0 released!

Post by PFL »

Seems like a spot for trouble. At least this is a Soulsphere one :-) I like the Doom64 outside areas with this sky. Before Hell ...
DOOMMER182
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Re: Doom 64 Wad Project [GZDoom] Version 1.0 released!

Post by DOOMMER182 »

awesome man i love so much doom 64 is my favorite doom i m trying a doom 64 wad too using a redemption denied levels
Last edited by DOOMMER182 on Sun Apr 28, 2013 8:06 am, edited 1 time in total.
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Unholypimpin
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Re: Doom 64 Wad Project [GZDoom] Version 1.0 released!

Post by Unholypimpin »

DOOMMER182 wrote:awesome man i love so much doom 64 is my favorite doom i m trying a doom 64 wad too using a redemption denied levels this is what done now
OHMYSHIT2.png
Same here I absolutely love doom64, its just a shame it had some missing monsters or else I would consider it an upgrade do the classic dooms.
Dont get me wrong i still love classic doom, but doom64 makes all the monsters look more evil and realistic. Its like what doom3 should of been like except ID went for a horror fest type game which didnt even capture the game style of doom at all.

Progress so far...
===========================
-map02 completely remade
-added map 04 05 06
-fixed many monsters and weapons
-added more map changing events to all maps
-adding more colored sectors

Things to be done
==========================
-add more colored sectors to map01 and 03
-populate maps 4-6
-populate map 2
-add more secrets
-balance the new weapons
-add the titlemap doom64 style
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Enjay
 
 
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Re: Doom 64 Wad Project [GZDoom] Version 1.0 released!

Post by Enjay »

AlwaysDoomed wrote: but doom64 makes all the monsters look more evil and realistic.
Surely you mean more silly and cartoony? Don't get me wrong, I quite like D64 but the cacodemons always make me laugh and the big smiley demons giving out "big hugs" are quite silly. Let's not forget about how the resizing of most of the monsters made them quite blurry and indistinct despite being relatively large sprites (barons/hell knights in particular). I know that the original PC graphics are low resolution and very brightly coloured in some cases, but at least they don't look like a bunch of extras from a modelling clay stop-motion cartoon.
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Unholypimpin
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Re: Doom 64 Wad Project [GZDoom] Version 1.0 released!

Post by Unholypimpin »

I actually like the doom64 cacodemon more than the classic one because of its arms. Im talking about the style more than the graphics, and mainly on the arachnotron. I still love the classic monsters to death, but doom64 makes them look more evil imo. Id like to add that I perfer the classic and doom64 monsters to the doom3 ones. Doom3 made them look more like aliens than demons.
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Enjay
 
 
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Re: Doom 64 Wad Project [GZDoom] Version 1.0 released!

Post by Enjay »

I'm not bothered about the caco having arms or not really. I guess in the PC version he's pretty "armless". I do think that the chains on the arms in D64 look silly and cartoony though. I definitely agree about the Doom3 monsters.
DOOMMER182
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Re: Doom 64 Wad Project [GZDoom] Version 1.0 released!

Post by DOOMMER182 »

AlwaysDoomed wrote:
DOOMMER182 wrote:awesome man i love so much doom 64 is my favorite doom i m trying a doom 64 wad too using a redemption denied levels this is what done now
The attachment OHMYSHIT2.png is no longer available
Same here I absolutely love doom64, its just a shame it had some missing monsters or else I would consider it an upgrade do the classic dooms.
Dont get me wrong i still love classic doom, but doom64 makes all the monsters look more evil and realistic. Its like what doom3 should of been like except ID went for a horror fest type game which didnt even capture the game style of doom at all.

Progress so far...
===========================
-map02 completely remade
-added map 04 05 06
-fixed many monsters and weapons
-added more map changing events to all maps
-adding more colored sectors

Things to be done
==========================
-add more colored sectors to map01 and 03
-populate maps 4-6
-populate map 2
-add more secrets
-balance the new weapons
-add the titlemap doom64 style
awesome bro hey if you we can make a project together if u want of course
i have a lot of new monster created
superdemon.png
superdemon.png (10.35 KiB) Viewed 3322 times
and some others created by other peoples that i didnt remeber their usernames but the sprites r awesome
DMLSA1.png
DMLSA1.png (4.37 KiB) Viewed 3322 times
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Unholypimpin
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Re: Doom 64 Wad Project [GZDoom] Version 1.0 released!

Post by Unholypimpin »

DOOMMER182 wrote:
awesome bro hey if you we can make a project together if u want of course
i have a lot of new monster created
Wait you want to start a whole new project or help with this one? I am a bit confused in what you just said.

Those sprites arnt bad, do they have a full sprite sheet?
DOOMMER182
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Re: Doom 64 Wad Project [GZDoom] Version 1.0 released!

Post by DOOMMER182 »

AlwaysDoomed wrote:
DOOMMER182 wrote:
awesome bro hey if you we can make a project together if u want of course
i have a lot of new monster created
Wait you want to start a whole new project or help with this one? I am a bit confused in what you just said.

Those sprites arnt bad, do they have a full sprite sheet?
the arachnotron is complette but the cybers not
and no i no want to start a new project cause u progreess so much in your wad so start a new project will take a lot of time
and i no want to ruin your project i said this becuase was cool to find somebody that wants to make a doom 64
Last edited by DOOMMER182 on Sun Apr 28, 2013 8:05 am, edited 2 times in total.
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Unholypimpin
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Re: Doom 64 Wad Project [GZDoom] Version 1.0 released!

Post by Unholypimpin »

ok um please dont advertise you're wad in my wads thread!! If anything you can pm me what you have done with you're project, but dont put it in here because people will get confused and think it is part of mine. Now I Want you to remove those pictures of you're projects maps from this thread, however if you wish to contribute those enemy sprites then you may leave them in here. Its nothing personal its just im pretty sure you wouldnt like it if myself and others promoted their projects in your project thread.

Thanks in advance!!!

However i do wish you luck on you're project, it looks cool.
DOOMMER182
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Re: Doom 64 Wad Project [GZDoom] Version 1.0 released!

Post by DOOMMER182 »

AlwaysDoomed wrote:ok um please dont advertise you're wad in my wads thread!! If anything you can pm me what you have done with you're project, but dont put it in here because people will get confused and think it is part of mine. Now I Want you to remove those pictures of you're projects maps from this thread, however if you wish to contribute those enemy sprites then you may leave them in here. Its nothing personal its just im pretty sure you wouldnt like it if myself and others promoted their projects in your project thread.

Thanks in advance!!!

However i do wish you luck on you're project, it looks cool.

of course and sorry for put this on your thread i just excited to some other one that doom 64 project too
i removed the pictures all of them
and i wish luck on your project too let me know when u will released the second beta of the your wad
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Unholypimpin
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Re: Doom 64 Wad Project [GZDoom] Version 1.0 released!

Post by Unholypimpin »

DOOMMER182 wrote:

of course and sorry for put this on your thread i just excited to some other one that doom 64 project too
i removed the pictures all of them
and i wish luck on your project too let me know when u will released the second beta of the your wad
I will and thank you very much =D
PFL
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Re: Doom 64 Wad Project [GZDoom] Version 1.0 released!

Post by PFL »

Damn! Doom 64 everywhere. This is almost an orgasm. I said almost.

You are Usain Bolt in mapping. Can't wait to see the changes and the new maps.

For my part, every Doom is a masterpiece. May I prefer 64 is my thing. I feel the lighting and the soundtrack gives it the mood and helps much in finding this game evil/creepy/etc. The monsters are more modern than their predecessors and I think that they look nastier ... and all versions have their share of cartoonish.
Last edited by PFL on Sat May 04, 2013 11:02 pm, edited 1 time in total.
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Re: Doom 64 Wad Project [GZDoom] Version 1.0 released!

Post by Unholypimpin »

Atm all the maps are fully functional and playable, but I am still tweaking with the sector lighting, dynamic sector changing and monsters to make the maps feel more like doom64 maps and less like a classic doom wad with a doom64 mod plugin.

The archvile placeholder sprite will be the diabloist and the attack is changed from the classic archvile attack. Instead of doing damage all at once, the archviles fire does damage the longer its on the player, getting out of the archviles line of sight still cancels its damage.

The spidermastermind Uses a bfg as her weapon instead of a chaingun. She has the same bfg channel time as the players bfg. The damage of the bfg will kill the player in 2 shots with 200 armor and 200 health. Basically you dont want to be anywhere near the impact of the bfg bolt because the spray does more damage to you the closer you are to it. Best thing to do is line of sight the bfg ball to avoid spray damage. Spidermasterminds will be used more in maps now since it seems like cyberdemons are used the most now in modern maps.

The cyberdemons rockets now have a slight homing effect which makes them more accurate at long range and in large rooms, circle strafing at short range is uneffected since the rockets wont have enough time to seek you. So basically the cyberdemon is more effective at long range where as the mastermind is better in smaller spaces.
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