This mod builds on the existing total conversions of PlayStation DOOM and DOOM 64 for GZDoom, PSX DOOM TC and DOOM 64 Retribution, to take advantage of the latest GZDoom versions and adds many features that make them more faithful but were impossible to implement at their time of release. To achieve this, a large amount of the code has been adapted from GEC Master Edition (also known as DZDoom), while looking at the reverse engineered code and existing source ports of these games for reference.
In addition to that, the mod is highly modular and contains many optional "enhancements" that deviate from the original experience. Depending on your preference, you can choose to play as close to vanilla as possible, or experiment and play with upscaled textures, PBR materials, flashy particle effects and other features that are common in other GZDoom mods.
Since it runs on the latest GZDoom, that means that it is compatible with other mods, though they have not been fully tested.
Additional mapsets are also available in ModDB's addons tab.
Since almost every feature is optional, the mod contains four presets for different levels of enabled "enhancements": Faithful, Faithful Enhanced, Modern (default) and Experimental.
They can be selected by going into the Features Menu and choosing Choose Defaults Preset. It is recommended to choose one before you start a new game.
There's two download flavors: Lite and Full.
Lite is just the base mod and brightmaps for those who don't want any additional features other than those built inside the mod.
Full is a massive ~1GB download because it bundles several addon pk3s that get automatically loaded when starting the mod. Each can be safely deleted or moved to a different folder to skip auto-loading them if you prefer not using it.
I am not associated with any of the authors of the total conversions or any other mod included in this package. All credit belongs to them! If you enjoy a specific feature, make sure to try out their individual, separate mods.
While special care has been taken to be respectful to the originals, this mod does not aim for total accuracy. For that, please check out source ports such as PsyDoom or the official DOOM 64 remaster.
Best DOOM yet!
- Someone on the Internet
Logo credits: Immorpher
No. I only bundled it for convenience, its source code has not been modified.
A lot of the internals are different and work much closer to the original games. Instead of being an approximation based on what the author felt right, a lot has been adapted from reverse engineered source code into ZScript.
Maps that come from Retribution and the PSX TC have been modified to better match the originals, for example correcting sector colors and light specials. Things such as editor numbers and unique textures have been carried over, so custom maps designed for them should also be compatible. The Retribution version of the Doomsday Levels and Redemption Denied were used instead of making new conversions from scratch because they contain small quality of life improvements that are almost unanimously preferred.
Go to the Features menu, and change the preset to Faithful. Play the Lite version of the game (or remove all addon pk3s) so that upscales, extra music and other optional stuff doesn't get loaded.
If you want to take it even further, enable the Low Resolution Shader in the Features menu, then enable GZDoom's Full Options Menu, go to Set Video Mode, disable Rendering Interpolation, change Force Aspect Ratio to 4:3 and set Forced Ratio Style to Letterbox.
Ideally only Vulkan or OpenGL should be used. OpenGL ES is only partially supported because it disables shader based effects which this mod relies heavily upon, even on its most faithful settings. It should only be used as a compromise if your hardware has problems running on the other backends.
The defaults are compatflags = 0 and compatflags2 = 256. Resetting them to Default is also fine. Be careful with changing them to Strict, as they will cause some map triggers to not work.
I suggest you choose one of the existing presets and go from there if you want additional tweaks.
Most require reloading the level to take effect. You'll need to complete the current level or restart the game.
There is an Overall Brightness slider in the Features menu. I recommend you use this instead of GZDoom's gamma settings because it preserves the colors better.
GZDoom sets the default UI scale to match your current resolution. If you wish to enlarge it, go to Options > Scaling Options and change the User Interface Scale.
GZDoom has an option called HUD preserves aspect ratio, make sure it is disabled. That option is only intended for PC Doom and will make the HUD scale incorrectly with these mods.
In the Features menu, go to Audio Features and change the Music Type.
Voxel Doom II is compatible with PSX DOOM, but you must make a small edit to its file. You must open cheello_voxels_v2_1.pk3 (make a backup copy first), and rename the directory filter/doom.id to filter/doom.ce. Then you can load it on top of CE, but you must disable Smooth Monsters for it to work properly. A caveat is that monsters will revert back to their Doom II timings and behavior instead of how they are in Psx Doom.
Since the mod runs on the latest GZDoom (4.10+, currently), that means that it is compatible with other mods. It's been tested with Corruption Cards, Project Brutality, QC:DE, Death Foretold, Embers of Armageddon, Guncaster, Trailblazer, GMOTA, Russian Overkill, Complex Doom, Legendoom Lite, Pandemonia, and many others. NOTE: Support is more limited in Doom 64 because most mods assume Doom 2 textures and actor heights.
Yes, as long as their upstream GZDoom version is compatible with this mod (4.10+). Though I haven't tested them personally, many others have reported playing in mobile or VR without problems.
Yes, but using GZDoom's peer-to-peer support (Wiki). PSX maps are coop-friendly. DOOM 64 does not support coop, but if you download the Retribution maps addon there is partial support (there may be softlocks since they haven't been thoroughly tested).
I removed them from the Full download because I wasn't satisfied with how they were. You can still download them separately from the Addons tab.
They were just placeholders and not true efforts to make them in the same style as the other PSX maps. I hope to include them again after GEC Master Edition leaves beta, since that mod includes proper conversions.
You need to beat the secret level Hectic to unlock the Bonus Maps episode.
The Red Artifact consumes player health to slow down all enemies for a short period of time. The Green Artifact is used to spawn platforms that slowly levitate upwards.
There is no specific meaning, but I've seen it called Custom Edition, Complete Edition, Console Edition, Compilation Edition, Console Enhanced, etc.
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Dear molecicco, the levels are too dark and increasing brightness in the features menu does not help at all and just increasing GZDoom's gamma helps to increase brightness. Other Doom 64 ports (Remastered, EX+, Retribution, ...) have ok brightness, but Doom CE has terrible brightness. Please release a Brightness Patch or something like that. Thanks for youe efforts.
You need to remove the PBR addon or revert to 3.8.2. It will be fixed in a later update.
I left a note in the download page:
NOTE: There is a known issue the PBR addon (*.CE.Addon.GFX.PBR). If active, it won't work and the game won't look as intended (wrong colors, etc). This will be fixed in a 3.9.1 release. Until then, please delete that addon.
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Can you help me with something Molecicco? Can I add you on discord to explain it? I want to incorporate some stuff from PSX CE into my wadsmoosh, So I'd like if you could help me with that. I mainly just want to have the Level select menu, the startup, the changing music, the cutscenes/intermissions, and I want a menu that goes to "Select game" and then Select Episode. So like "Doom 1" "Knee-Deep In The Dead"
If you are too busy for this I understand of course. But the code already exists. I just dont know how to convert it to be used in wadsmoosh :C
Is there a way to have only this mod show up in the list? Right now I get it twice:
DOOM 64 (DOOM64.CE)
DOOM 64 (Steam/Unsupported) (DOOM64)
I uninstalled it on Steam so it's only picking up the IWAD and the ipk3, I'd like to get rid of the Steam one on the list if possible though.
Not possible, that entry is needed in order to load this mod.
Noticed that the Level names are broken. Doom 1 levels have the doom 2 names. Please fix this
They don't. You may be loading a mod that is overriding the mapinfo.
Even when I put your load order, I still get the level names for doom 1 as the doom 2 levels.
please fix this Media.discordapp.net
OH nevermind, I figured out what was causing this. LOADING the Game Support GZDoom files causes this
im not. i showed you my load order