Doom 64 is a not so well known port of Doom for the Nintendo 64. Unlike the ports for other consoles, it's not exactly a port, but a completely new game, featuring completely new levels, textures, sprites, enemies, and a new plot that takes place right after the events of Doom 2, and it's plot strongly suggests to be the prequel to "Doom 2016" as it be considered a reasonable explanation of how the Doom Marine stayed in Hell and became known as the "Doom Slayer" (thus being considered canonical to the series by many fan theories, and being the TRUE Doom 3). In 2003, Samuel "Kaiser" Villarreal was able to extract all textures, sprites and sounds from the N64 ROM and faithfully recreate the levels in the Doomsday engine, thus creating the Doom 64 Absolution TC, and later making Doom 64 EX (an emulator for the ROM for PC). The Doomsday engine is today considered obsolete, and a Doomworld user called Nightside successfully ported all maps to work on GZDoom, but has given up the project.
Brutal Doom 64 aims to continue this project of "porting" (actually recreating from scratch) Doom 64 to GZDoom and Zandronum engines. Unlike Doom 64 EX or Doom 64 Absolution the goal of this project is not to make a 1:1 port of Doom 64 for PC, but to enhance it in every possible way, bringing the satisfying gore and gunplay of Brutal Doom, new sounds and special effects that greatly enhances the oppressive atmosphere of D64, and attempting to include all the content cut from the original game due the cartridge space of the N64.
What it includes:
- All weapons revamped to feature new sounds, animations, and have greater feedback.
- Several stuff that were removed from the final game, such as Revenants, Masterminds, a weapon that was shown in an old magazine featuring an interview with the D64 devs that never got added into the final game, and an enemy called Hellhound which was also cut due the N64's cartridge space.
- New gore featuring dismemberments, gibs, new blood splashes, blood decals on the walls, floor, and ceiling.
- Brightmaps (such as monsters eyes glowing in the dark).
- Multiplayer support through the Zandronum sourceport ( up to 64 players, either Co-Op, Survival Co-Op, and Deathmatch).
- Revamped levels featuring new decorations, lightning system, fog, light shafts, etc. Techbase levels were optimised to have better navigation, new ambient sounds, more security cameras to remove the need of "switch hunting", and having some parts of the levels remade to look like a more plausible place. The Hell levels were also upgraded with new ambient sounds, and more disturbing imagery.
- Option to play with the Brutal Doom 64 weapons and enemies on regular Doom 2 levels, or with custom maps. Or play the Brutal Dooom 64 levels with other gameplay mods.
Frequently Asked Questions
Q: Is this a modification of a Rom? Can I play it on the Nintendo 64? Is this Doom 64 Ex?
A: Neither of above. This is a total conversion made for GZDoom/Zandronum for PC. No, you can't play it on the N64 (its hardware couldn't even render the effects being used here to start with). You require GZDoom or Zandronum installed, and you need to own Doom 2 to play it. It doesn't matter if you got it from Steam, GOG, or even if you got the BFG Edition. Any iwad will work. If you don't have it, Steam sells it for $5 Store.steampowered.com
Get the sourceport from here:
Get Doom 2 from here:
Store.steampowered.com
Q: Does this support multiplayer?
A: Yes. Up to 64 players on Zandronum 3.0. Co-Op, survival co-op, and deathmatch. Zandronum 2.1 will not be suported.
Q: Can I run with on software mode?
A: This mod is made for OpenGL and makes heavy use of additive translucency and dynamic lights. It is playable on software mode, but it will honestly look terrible.
Q: But I have a potato computer and cant run these new effects because my fps drops too much.
A: I will add a CVAR that allows you to disable the fog and reflection effects.
Q: Will the Revenant, Mastermind, Chaingunguy, and Archvile return?
A: You can already see the Revenant and the Chaingunguy (now Zombie Marine) on this video. The Mastermind still uses a placeholder sprite (just a pallete swap of the Arachnotron) but it will soon get its own sprites.
I am not sure about adding the Archvile, since its a very complex enemy (he forces the player to run away and take cover or would cause extreme damage with its unavoidable attack) and there would be no places designed for an Archvile fight in this game, and it would end up being just a very annoying enemy that adds nothing to the game's experience.
Q: Will there be fatalities and executions?
A: No, unlike the original Brutal Doom, this version is focused on making it as much as disturbing, horror and survival-oriented possible and a much more serious tone, So there won't be such over-the-top stuff.
Q: Will there be weapon reloads, assault rifle, etc?
A: I will make two player classes that can be choosen at the New Game menu. The player will be able to choose the "Classic" class for oldschool gameplay, or the "Tactical" class, that has an assault rifle, and weapons that deals more damage, but needs to be reloaded, and probably sprinting.
I am still not sure if I will include this on the initial release.
Q: Any way to contribute to your work?
A: Yes, I have a Patreon and a Paypal account (Paypal adress on my Patreon page).
Patreon.com
Version 2.0 of Brutal Doom 64 has been released. This version includes a new weapon, the ability to perform kick attacks, allows you to choose the "Tactical Class" (weapons have to reload, added recoil, you have limited sprinting), adds deathmatch maps that can be played with bots, improves Revenant's sprites, and more.
Your save games from version 1 will no longer work, so to resume your game, you will need to use the IDCLEV cheat.
Huge update featuring more death animations, headshot hitboxes on zombies, and many tweaks.
Brutal Doom 64 gets it's first trailer and a release date, and it's not far away.
You can also see some new gore and sound effects...
With this release, we bring Map 7, the Power Ambiation Hub to the table. Plus, we've got a slew of balance, polish, and QoL fixes.
Full version 1C installer packed with Zandronum v3.0 alpha. Changelog included on file.
This mod change all musics to all levels of doom 1 and you have three options, you have: e1m1, e2m1 and e1m9, have fun.
A packaged version of Brutal Doom 64 that will work on Linux systems. Contains Zandronum 3.2 Alpha and a compatible version of FModex.
This is M4cron's music pack for Doom 64 fixed. He released the soundtracks, but forgot to rename them. I also added these tracks to Doom 1 as well so...
this is a remake of DOOM 64 Absolution TC compatible with Brutal DOOM 64 !
This mod will fix the Issues bd64 is having with certain maps (i.e map 08 of the Eviternity megwad). Actually it is not much of a mod. It just removes...
hello and thx you for this awsome mods but i had just one question does this game have its extension as well called "doom 64 the lost levels"?
Hello Mike,
For the moment the lost levels are not ported to Brutal Doom 64. There is a rework of standard levels underway by Styd051. The lost levels are on his to do list for the future.
thx you for the answer i will gladly wait for him to add them as well so i can have the full brutal doom 64 experience .
Why can't the revenant punch?
In BD64 v2.5 the Revenant can do melee attacks (punching)
Can somebody make this compatible with the lost levels?
How to get this working with delta touch on the zandrunom
I just gave delta touch a whirl for the first time. I found it quite easy to get the mod running.
The way I did this was to use a cable and transferred the necessary files into the correct folders. Here are my steps but you probably don't need some.
1. Add doom2.wad or freedoom2.wad to the folder OpenTouch/Delta.
2. Add the mod pk3 files to the folder OpenTouch/Delta/mods.
3. Now you just need to select your mods to load. I am not sure how to describe the interface icons for you so I have found a youtube video for you to follow. At about 1:00 it shows setting up delta touch:
Youtube.com
Credit to "YT GAMER INDO" for uploading the video.
I have 2 final questions and I apologize for such noobish questions.
1. Is there a console command to switch resolutions? In the display menu the maximum resolution I see is 2560x1600 but would like to set it to 3840x2160.
2. Since I set the game to Hardware render (OpenGL), there is a 1 in 3 chance for it to launch with the correct colors. 2 out of the 3 times it launches in a negative-like color, including the menu this time (unlike with software render), but the interesting thing is that when trying to take a screenshot, it captures it with correct colors, and when exiting the game, the brief pre-exit pause reverts back to normal colors. It's not a big issue, just a mild inconvenience having to relaunch it a few times, I don't mind it too much if there's no immediate solution.
It maybe worth trying editing your Zandronum config file. It will have the name zandronum-yourusername.ini. Open this file with a text editor such as notepad. Search for vid_defheight= and vid_defwidth= and set your desired resolution values.
If this doesn't work then my other suggestion is to try the mod with GZDoom where you can set a custom resolution from within the game.
I am not sure about your second issue. Quick question, have you installed the latest display drivers.
Im having some kind of texture issue. After the intro mission which works splendid, the Vanilla first mission and afterwards are very dark, some area's black and white at the spawn point, very muddy textures, pixelated fog.. I obviously checked gameplay footages and yeah mine looks as if broken.. Any suggestions? Couldn't find anything worthy to help in the video options menu.
Here's a screenshot: Ibb.co
It looks like the video renderer is set to Software instead of OpenGL.
Goto, Options / Video Mode then change the renderer to OpenGL and restart Zandronum.