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The DOOM 64 (rerelease) thread


Chip

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I thought I could dedicate a whole topic to the DOOM 64 re release, since a lot of mappers are making great WADs for it, and since it is getting a physical release (for $25). There is a lot to discuss about this great game, and I have to say, even if you have the original game, you should buy this (it's only $5 to download). It adds several new levels called The Lost Levels that connect the original game to the new ones. 

 

DOOM 64, in my opinion, is one of the best, and most beautiful games ever created. There might only be 2 new monsters to the series (Mother Demon, Nightmare Imp), but it adds so much more to the table. there are the puzzle-like spikes, that shoot out at sequences which you must memorize. There is the Unmaker, which is the first weapon in the series which you can upgrade, with the hard to find demon keys. The monitors that allow you to spy on the evil demons. There is even the small things that make the game so much better. There are the double plasma guns on the arachnotrons, the lowered health and higher aggression in the Lost soul, and the scare with not knowing whether or not you're facing a zombieman, or shotgun dude. You should play it if you haven't already, and get ready for one of the greatest experiences of all time.

 

Talk about the new stuff with the rerelease, whether that is WADs, mods, the physical copy, or anything relating to this beautiful masterpiece! 

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This thread could help those mappers that are making maps for this rerelease to promote their work, as, seriously, i thought it didn't allow for new maps like the old doom engine did.

Edited by P41R47

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On 9/19/2020 at 6:54 PM, P41R47 said:

This thread could help those mappers that are making maps for this rerelease to promote their work, as, seriously, i thought it didn't allow for new maps like the old doom engine did.


Ya, not many people know that this engine is particularly moddable for maps! Here's a spreadsheet I keep shilling around (sorry if this is peep's 10th time seeing it) where I am trying to keep track of all of the Doom 64 maps being released:

https://docs.google.com/spreadsheets/d/1kgPXUDuxEaCN6nxVsWiY2lBy9XM-e9er2Z2D67azgC0/

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I am playing it for the first time (Steam version), midway through it, and having a blast !

The port using the Kex engine is indeed excellent.

I think it looks better with filtering disabled (r_filtering 0) even if that's probably heresy since the original on the N64 did use filtering.

Edited by bobbie424242

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Something I wish that could be fixed among other issues/nitpicks I have with this version is a few of the music tracks don't play properly as they did in the N64 original as shown here, not leaving Use mapped to L-trigger which caused an annoying problem with running through doors that causes them to shut themselves when I try to run through them, and apparently exclusive fullscreen mode breaks Steam overlay. Other than those issues that we'll probably never see fixed thanks to Bethesda, this is a nice port and I definitely looking to finishing this after revisiting Doom II.

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3 hours ago, AmethystViper said:

and apparently exclusive fullscreen mode breaks Steam overlay.

That's DirectX11, and Steam's problem.

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I’ve played the original back in the mid 2000s when I was a wee child, never finished it. The farthest I think I reached back then was probably MAP17 or MAP18? Who knows, it’s been a long time, and one of the reasons why I never finished it because Doom 64 lost in favor of Super Mario 64 and the other few N64 games I had. Roughly 15 years later, I now beat it. If I were to rank it w/ each commercial release of Doom I have played it would be like so:

Plutonia>Doom 64> Ultimate Doom> Doom II


It’s a shame my fav enemy never made it to the N64, that bonehead, the Revenant. The developers could’ve swapped out the pain elemental for him, that would’ve been a more cool idea.

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I wonder if there are plans to release Doom 64 for iOS and Android. I’m really enjoying the Unity re-releases on my iPad and I’d love to give Doom 64 a spin on here as well. 

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Maybe with the new owners. Current Zenimax seems to have treated Doom64 as a preorder thing to throw out then never support after, like most preorder pack-in games. The PC version should at LEAST be as modding friendly as the regular games. Was hoping editing for D64 would take off after the PC release, but the port problems make it difficult.

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Hey, it is just me or on xbox if you play with ''always run'' on you slowly strafe to the right? it's not my controller because if i try it in the other re-releases it doesn't happen

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1 hour ago, Devalaous said:

Maybe with the new owners. Current Zenimax seems to have treated Doom64 as a preorder thing to throw out then never support after, like most preorder pack-in games. The PC version should at LEAST be as modding friendly as the regular games. Was hoping editing for D64 would take off after the PC release, but the port problems make it difficult.


We've been able to get it close to EX in terms of modding. We can now swap in maps,textures, sounds, sprites, and music (as long as they replace existing D64 ones). It's music support is better than EX actually. But in terms of custom weapons/enemies, it's hard to beat ZDoom ports in terms of that (since it is decades of work to get them to this point).

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6 hours ago, TenenteZashu said:

Hey, it is just me or on xbox if you play with ''always run'' on you slowly strafe to the right? it's not my controller because if i try it in the other re-releases it doesn't happen

It's your controller, the sticks don't rest at zero and toggling autorun is exposing it. You may have set the Min Deadzone L too low, or if it's at default your stick is drifting and it will need to be repaired or replaced.

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Don't know if anyone else has seen this?

Limited Run Games are doing a physical re-release of Doom 64 for PS4 and Switch with various bundles including a full size classic DoomGuy helmet.

My wallet is screaming.

 

Check it out.

 

EDIT: Sorry the OP did mention the re-release. My bad. 
 

EDIT EDIT: Theres even a thread for this. I’m just going to fuck off now.

 

 

https://limitedrungames.com/products/doom-64-mega-bundle

 

Edited by Eurisko

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2 minutes ago, Eurisko said:

My wallet is screaming

I know why. image.png.0d70d53fbfbbf5ff7d5321cc4d7dd254.png

That's so expensive. But, still believable. Cool that they have trading cards. 

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1 minute ago, LiT_gam3r said:

I know why. image.png.0d70d53fbfbbf5ff7d5321cc4d7dd254.png

That's so expensive. But, still believable. Cool that they have trading cards. 

Yeah, it’s expensive. Costs more than the Doom Eternal SE did.

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  • 4 weeks later...
On 9/22/2020 at 12:25 PM, Immorpher said:


Ya, not many people know that this engine is particularly moddable for maps! Here's a spreadsheet I keep shilling around (sorry if this is peep's 10th time seeing it) where I am trying to keep track of all of the Doom 64 maps being released:

https://docs.google.com/spreadsheets/d/1kgPXUDuxEaCN6nxVsWiY2lBy9XM-e9er2Z2D67azgC0/

Holy cow!

There are a lot of custom maps!

And i didn't even know it!
Amazing!
Thanks for that list, pal!
I was thinking, do you think its possible to make a custom megawad with all those stand alone maps?
Just compiling them for everyone to play :)

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20 hours ago, P41R47 said:

Just compiling them for everyone to play :)


Indeed it is possible, as long as they don't accidentally overlap in differing custom assets. A mapper could even make a hub so a player could choose which to play first. I may even know of a mapper who might be willing to put that together. It can be tricky though if you want to get proper permission from the author.

Doom 64 EX ones are older, so a few of the mappers might be hard to get ahold of.

But for the Doom 64 Remaster, since all their maps were finished this year, it would be easier to find them and see if a collection could be put together.

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7 minutes ago, Immorpher said:


Indeed it is possible, as long as they don't accidentally overlap in differing custom assets. A mapper could even make a hub so a player could choose which to play first. I may even know of a mapper who might be willing to put that together. It can be tricky though if you want to get proper permission from the author.

Doom 64 EX ones are older, so a few of the mappers might be hard to get ahold of.

But for the Doom 64 Remaster, since all their maps were finished this year, it would be easier to find them and see if a collection could be put together.

Yeah, aiming Ex and the Remaster port would be awesome.

I will compile them for my own amusement, and to not have to load like thirty separate maps hahaha.

Hope there is enough diverisity for episodic progression. :)

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15 minutes ago, P41R47 said:

 

Yeah, aiming Ex and the Remaster port would be awesome.

I will compile them for my own amusement, and to not have to load like thirty separate maps hahaha.

Hope there is enough diverisity for episodic progression. :)


It could be possible! A lot of the Doom 64 maps arent very polished. But the new ones are good. And for older ones, Permutations of Hell from 2012 is quite good.

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  • 2 months later...

Hey, @Edward850.

I was wondering, since the Doomity port is getting a lot of community made add-ons, could it be possible that the rerelease of Doom 64 gets some, too?

@Ryath just released a complete set of maps, by now only compatible with D64Ex, but he is aiming to make it compatible with this re-release.
It would be cool to see more maps for D64, too.

...
Now i realice that Ryath worked with the old DoomBuilder64, do you guys at Nightdive made a new map editor to make the new ''Lost Levels'' Episode, or you also use the DoomBuilder64?

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2 hours ago, P41R47 said:

I was wondering, since the Doomity port is getting a lot of community made add-ons, could it be possible that the rerelease of Doom 64 gets some, too?

Make about 27 years worth of maps, mods and tools for Doom64 and it might be worth pitching.

 

2 hours ago, P41R47 said:

Now i realice that Ryath worked with the old DoomBuilder64, do you guys at Nightdive made a new map editor to make the new ''Lost Levels'' Episode, or you also use the DoomBuilder64?

Nope. Kaiser used the same editor completely unaltered.

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  • 2 weeks later...

I made a few maps for the Doom 64 Community project that sadly didn't get much attention due to the project's creator abandoning it midway. My maps were unfortunately a touch too cryptic, but the engine is a delight to work with. The simple macro scripting system has a lot of flexibility and lighting can get very atmospheric and complex. Only issue I have really, is that UDMF features I find particularly useful (slopes, 3D floors, portals, etc.) are absent.

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17 minutes ago, GoatLord said:

I made a few maps for the Doom 64 Community project that sadly didn't get much attention due to the project's creator abandoning it midway. My maps were unfortunately a touch too cryptic, but the engine is a delight to work with. The simple macro scripting system has a lot of flexibility and lighting can get very atmospheric and complex. Only issue I have really, is that UDMF features I find particularly useful (slopes, 3D floors, portals, etc.) are absent.


I know DMPhobos has re-released a map from that project after getting it compatible with the Remaster, so that may be a way to go to get your maps seen again. Since then we have figured out how to add custom music as well. So if you ever go that way there's things we can do to justify a re-release. :)

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4 hours ago, GoatLord said:

is that UDMF features I find particularly useful (slopes, 3D floors, portals, etc.) are absent.

None of those are UDMF features. They aren't defined in the UDMF spec and don't require UDMF to use. 

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