[Release] Doom 64 for Doom II - /idgames link is up
Posted: Sat Jul 14, 2018 10:05 pm
by Mechadon
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 engine (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).
Anyways, I thought it would be a good idea to post a release thread here as well to ensure as many people as possible see it. There are some extra enhancements for (G)ZDoom players
Check out the release trailer by DeXiaZ and friends!
Map Name | Author(s)
----------------------------------------------------------------------
MAP01: Staging Area | Death Egg & DILDOMASTER666
MAP02: The Terraformer | Blastfrog & Mechadon
MAP03: Main Engineering | Mechadon
MAP04: Holding Area | Da Werecat
MAP05: Tech Center | Z86 & Mechadon
MAP06: Outpost Omega | dt_
MAP07: Even Simpler | DeXiaZ & Mechadon
MAP08: Alpha Quadrant | ArchvileHunter & Da Werecat
MAP09: Research Lab | Da Werecat
MAP10: Final Outpost | Da Werecat
MAP11: Cat and Mouse | BaronOfStuff & Mechadon
MAP12: The Bleeding | Saint_Guy
MAP13: Terror Core | MinerOfWorlds & Mechadon
MAP14: The Lair | Death Egg & DILDOMASTER666 & Da Werecat
MAP15: Altar of Pain | Pedro VC & Mechadon
MAP16: Dark Citadel | Nevander & DeXiaZ & Mechadon
MAP17: Eye of the Storm | Nevander & Mechadon
MAP18: Dark Entries | Megalyth
MAP19: Blood Keep | BaronOfStuff & Mechadon & DILDOMASTER666
MAP20: Hardcore | BaronOfStuff & Mechadon
MAP21: Watch Your Step | _bruce_ & C30N9
MAP22: Spawned Fear | Pedro VC & Mechadon
MAP23: The Spiral | BaronOfStuff & Mechadon
MAP24: Breakdown | _bruce_
MAP25: Pitfalls | DeXiaZ & Mechadon
MAP26: Playground | BaronOfStuff & Mechadon
MAP27: Burnt Offerings | BaronOfStuff & Mechadon
MAP28: Unholy Temple | _bruce_ & Mechadon & DILDOMASTER666
MAP29: No Escape | DILDOMASTER666 & Mechadon
MAP30: The Absolution | Mechadon
MAP31: Hectic | TwinBeast
MAP32: In the Void | DILDOMASTER666 & Mechadon
MAP33: Title | Nevander & Mechadon
Re: [Release] Doom 64 for Doom II
Posted: Sat Jul 14, 2018 10:32 pm
by Sparktimus
Fucking fantastic work to all involved. Amazing megawad.
Re: [Release] Doom 64 for Doom II
Posted: Sun Jul 15, 2018 4:02 am
by Enjay
This seems really nice so far. I've only played a few levels but I'm seeing very nice mapping and a very faithful interpretation of what D64 might have been like if they'd gone with the original assets and a more traditional engine. Don't get me wrong, D64 is cool and all but I've always found something "off" about its aesthetic for my tastes. This mod addresses that and I actually now have a much clearer mental image of what the maps are like.
Great job.
Re: [Release] Doom 64 for Doom II
Posted: Sun Jul 15, 2018 6:53 am
by RedoLane
Whoa, that's a great project! I might try it eventually, but the dedication you put into that kind of conversion is really admirable
Re: [Release] Doom 64 for Doom II
Posted: Sun Jul 15, 2018 9:46 pm
by Mechadon
Thanks for the kind replies guys! If you spot any bugs, just let me know. There will be a v1.1 release in about a week or so, and then I'll be uploading it to /idgames.
Enjay wrote:This seems really nice so far. I've only played a few levels but I'm seeing very nice mapping and a very faithful interpretation of what D64 might have been like if they'd gone with the original assets and a more traditional engine. Don't get me wrong, D64 is cool and all but I've always found something "off" about its aesthetic for my tastes. This mod addresses that and I actually now have a much clearer mental image of what the maps are like.
Great job.
Yea, I've heard this from a few other people as well. It's partially why I was interested in resurrecting the project; the concept of trying to recreate the Doom 64 maps in a vanilla format seemed like such a cool idea. I think the end result of that came out quite well
Re: [Release] Doom 64 for Doom II
Posted: Mon Jul 16, 2018 9:00 am
by RedoLane
Just noticed that map33 is literally the title "Doom". glad you made that homage to the opening
I'm really curious if it's accessible through a super secret exit, or only with console commands.
Edit: also, the "fun levels" have a catch to reach them, or they are reached normally? In the original, you needed to use the features menu for that.
Re: [Release] Doom 64 for Doom II
Posted: Mon Jul 16, 2018 9:26 pm
by Mechadon
RedoLane wrote:Just noticed that map33 is literally the title "Doom". glad you made that homage to the opening
I'm really curious if it's accessible through a super secret exit, or only with console commands.
Edit: also, the "fun levels" have a catch to reach them, or they are reached normally? In the original, you needed to use the features menu for that.
Yea unfortunately because this is a vanilla-compat project, the only secret exits are on MAP15 and MAP31. So with MAP33 you'll have to warp to it (either via the console, with idclev, or via the command line).
Those extra levels (Cat and Mouse, Hardcore, Playground) were actually integrated as main maps (again because of vanilla limits).
Re: [Release] Doom 64 for Doom II
Posted: Wed Jul 18, 2018 5:57 am
by XLightningStormL
Are you sure this is supposed to be Doom 64? Because it looks like Hellbound Part 2: Overdetail Boogaloo.
Re: [Release] Doom 64 for Doom II
Posted: Wed Jul 18, 2018 9:49 pm
by Mechadon
XLightningStormL wrote:Are you sure this is supposed to be Doom 64? Because it looks like Hellbound Part 2: Overdetail Boogaloo.
Not Doom 64, Doom 64 for Doom II! That's a pretty important distinction
Re: [Release] Doom 64 for Doom II
Posted: Fri Jul 20, 2018 6:17 pm
by Dwailing
How do I access the secret level from Map01? I remember in vanilla Doom 64 it requires you to destroy all the barrels in the level and leg it back to the entrance, but that doesn't seem to do anything in this version of the map. I know the secret exists since I can noclip to it, but I'd rather figure out how to get to it legitimately.
Re: [Release] Doom 64 for Doom II
Posted: Fri Jul 20, 2018 6:18 pm
by Bashe
Dwailing wrote:How do I access the secret level from Map01? I remember in vanilla Doom 64 it requires you to destroy all the barrels in the level and leg it back to the entrance, but that doesn't seem to do anything in this version of the map. I know the secret exists since I can noclip to it, but I'd rather figure out how to get to it legitimately.
Spoiler:
The secret exit is not on map01, as this is a vanilla Doom mod that adheres to the hard-coded behavior of the secret exit being on map15. On that map (Altar of Pain), it's in the same spot as it normally is
Re: [Release] Doom 64 for Doom II
Posted: Sat Jul 21, 2018 12:20 am
by Dwailing
Bashe wrote:
Dwailing wrote:How do I access the secret level from Map01? I remember in vanilla Doom 64 it requires you to destroy all the barrels in the level and leg it back to the entrance, but that doesn't seem to do anything in this version of the map. I know the secret exists since I can noclip to it, but I'd rather figure out how to get to it legitimately.
Spoiler:
The secret exit is not on map01, as this is a vanilla Doom mod that adheres to the hard-coded behavior of the secret exit being on map15. On that map (Altar of Pain), it's in the same spot as it normally is
I suppose that brings me to a new question, then.
Spoiler:
How do I access the rocket launcher that's tucked away in the back of the room with the berserk pack? I feel like there's probably just a switch that I'm missing somewhere but I can't find it.
Re: [Release] Doom 64 for Doom II
Posted: Sat Jul 21, 2018 12:28 pm
by Mechadon
We've finished up making fixes and changes from the previous release, so here's v1.1!
I don't know how many people here are playing in ports like Chocolate Doom. But if you are, be sure to update the .deh patch!
This should be the final version. However if you find a bug, please don't hesitate to report it. Depending on how severe if it, I'll try to get a hotfix up as soon as possible. I'm going to wait a few days before I start the process of getting it on /idgames.
Dwailing wrote:
Spoiler:
How do I access the rocket launcher that's tucked away in the back of the room with the berserk pack? I feel like there's probably just a switch that I'm missing somewhere but I can't find it.
Spoiler:
If you recall one of the other secrets from the original, look along the wall opposite the BK door.
Re: [Release] Doom 64 for Doom II - v1.1 out now!
Posted: Sat Jul 21, 2018 1:19 pm
by Mechadon
Sorry for the super quick double-post here. I just forgot about a couple of things I needed to address in this release, so I had to update it. Sorry about that! Link should be the same, be sure to re-download!
Re: [Release] Doom 64 for Doom II
Posted: Sat Jul 21, 2018 1:54 pm
by Dwailing
Mechadon wrote:We've finished up making fixes and changes from the previous release, so here's v1.1!
I don't know how many people here are playing in ports like Chocolate Doom. But if you are, be sure to update the .deh patch!
This should be the final version. However if you find a bug, please don't hesitate to report it. Depending on how severe if it, I'll try to get a hotfix up as soon as possible. I'm going to wait a few days before I start the process of getting it on /idgames.
Dwailing wrote:
Spoiler:
How do I access the rocket launcher that's tucked away in the back of the room with the berserk pack? I feel like there's probably just a switch that I'm missing somewhere but I can't find it.
Spoiler:
If you recall one of the other secrets from the original, look along the wall opposite the BK door.