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Are you all aware that Doom 64 wads and mods are possible now?


Gougaru

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Had a quick question for everyone here. Now that doom 64 has monsters added back in custom levels and map editor just like classic doom why hasn't it really caught on as much.  What's stopping some of you guys from getting into doom 64 mapping or content creation? 

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The colored lighting system adding an unwanted extra step to my detailing/visuals workflow, as well as the movement feeling much more sluggish for me, especially when turning.

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I think there's one reason on why people doesn't have an interest on making doom 64 maps: this map format isn't as well documented as others. Hell, even FUCKING PSX DOOM FORMAT, with all of his limitations and quirks, has more tutorials on how to make certain things.

This is just my point of view, and maybe i'm wrong. If so, then i would like to hear other people's opinion, like @Immorpher, the biggest doom 64 fan i've seen in this website.

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50 minutes ago, nocisum said:

This isn't really what you were talking about, but saw this today and have been thinking about 64 maps too, thought it was cool what they did to the doom64 maps.

The maps aren't by WorldMachine, this is a showcase of their gameplay mod being used with Doom 64 for Doom 2 which is a separate megawad.

 

Edited by Individualised

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3 hours ago, DankMetal said:

I think there's one reason on why people doesn't have an interest on making doom 64 maps: this map format isn't as well documented as others. Hell, even FUCKING PSX DOOM FORMAT, with all of his limitations and quirks, has more tutorials on how to make certain things.

This is just my point of view, and maybe i'm wrong. If so, then i would like to hear other people's opinion, like @Immorpher, the biggest doom 64 fan i've seen in this website.

Immorpher and other Doom 64 Discord members made this document a while ago. It's still pretty much WIP, what with fellow D64 mappers still experimenting out the engine to make various stuff, but it should be thorough enough for everyone wanting to get started somewhere.

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Will there ever be a Doom 64 version of the D2MaWSpawn.wad test map or Kinsie's Doom test maps?

 

Will there be a Mother Demon slot in addition all the other existing monster slots that regular Doom's version in the "Monster Gallery" section of the map already has?

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37 minutes ago, SealSpace said:

Will there ever be a Doom 64 version of the D2MaWSpawn.wad test map or Kinsie's Doom test maps?

My test map was built for UDMF GZDoom. It would be best to rebuild it for Doom 64 using its map format and features.

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14 hours ago, Gougaru said:

Had a quick question for everyone here. Now that doom 64 has monsters added back in custom levels and map editor just like classic doom why hasn't it really caught on as much.  What's stopping some of you guys from getting into doom 64 mapping or content creation? 

 

Mainly because a friend of mine released this, and thats besides the other mods, and ports out there. D64ifier basically turns any vanilla friendly map into a good comparison to D64 style. Theres also the Zandronum version and the Software render version for PRBoom and other non-ZDoom family. Please note that the Software version is only skin and texture changes. The Zandronum version also works on ZDoom 2.8, and is the most combat accurate.  The D64ifier itself only works GZDoom and has the most accurate and expanded environmental effects going on. 

 

https://www.moddb.com/mods/the-d64ifier/downloads

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22 hours ago, DankMetal said:

I think there's one reason on why people doesn't have an interest on making doom 64 maps: this map format isn't as well documented as others. Hell, even FUCKING PSX DOOM FORMAT, with all of his limitations and quirks, has more tutorials on how to make certain things.

This is just my point of view, and maybe i'm wrong. If so, then i would like to hear other people's opinion, like @Immorpher, the biggest doom 64 fan i've seen in this website.


I think you do make a good point on documentation. To learn Doom 64 mapping I followed chubzdoomer's tutorials on Doom Builder to get the basics, then relied on the few Doom 64 mappers out there to explain to me the quirks. Recently the Doom 64 EX wiki has went down, which is also a big loss in documentation. This week I have been starting a replacement to this resource that will be easier to back up, add to, and allow others to contribute.

I also think there is another factor of "critical mass" too. Doom 64 used to be somewhat obscure in the Doom series, where it was officially restricted to only the Nintendo 64 for the longest time. Despite Doom 64 EX proving to be a fantastic engine, and plenty of maps being released for it, there weren't a lot of new players playing Doom 64. This makes it tricky to have enough people making tutorials and documenting everything.

Now that the Remaster is out and we got some Doom 64 communities growing, things are changing I think. I think now there's more people playing Doom 64 than in 1997. But it probably takes a few years from someone to be a player then get the urge to make custom content.

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23 hours ago, Gougaru said:

What's stopping some of you guys from getting into doom 64 mapping or content creation? 


I'm busy. Maybe when I'm done with Ultimate DOOM for a bit, I may dabble.

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