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Doom 64 for Doom II

   (11 reviews)

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About This File

Doom 64 maps recreated or reimagined with vanilla Doom II assets, and made to run within the original vanilla limits. Not all maps are perfect recreations; the goal was to recreate the major aspects of the maps while allowing for creative liberties where needed or wanted.

In addition to the maps, there are some new graphics, new sky textures, a few new textures where needed, some new music tracks, and a few new monsters.

This project was a community effort and was started by Death Egg in May 2013. Sometime later the project was handed off to BaronOfStuff but was abandoned not too long after that. In February 2017, Death Egg stepped back in to hand the project's leadership over to Mechadon, and it was finished a year and a half later.


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Doomkid

  

Download the REAL file here (rd1.zip is NOT correct) https://www.doomworld.com/idgames/levels/doom2/megawads/d64d2

 

Shocked to see so many negative reviews. I had an absolute blast with this one, and I'm not sure what Nems was talking about with the Boom stuff as this runs in Doom2.exe with no trouble. In fact, there is a TON of impressive vanilla stuff going on here. I guess it was so well done that it tricked him.

 

This deserves a high score. It's a lot of fun.

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CountArchvile

  

the map looks good visually but what does the have to do with doom 64? and how do I kill an archvile with a pistol? and a cyberdemon with a chain gun?

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NuMetalManiak

  

it should be obvious to those who are playing this that this is NOT another Doom 64 TC. it's recreating the levels of Doom 64 as Doom II levels, which is why you see other monsters and a few changes to layout as well.

 

i'm not gonna give this a good score though. but this may be because I just don't like Doom 64's levels in general. even when you cut out the atmosphere and enhance the gameplay and layout of the maps here there's still some bashful puzzles to solve and well, the levels are longer than they really are. my Doom 64 opinion of course.

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tempdecal.wad

  

It's bad because it's hard.

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Nems

·

  

Should have been called "Doom 64 for Boom".

 

I really wanted to like this more. I mean, I do like it but I feel like the gripes I have regarding it just bring my overall rating for it down too much.

 

It was interesting to see how, at first, the authors recreated the Doom 64 levels in Doom 2 with just vanilla assets. You can still see some of that in the Boom levels like how revenants and arch-viles are used in place of where traps where. That was an interesting touch and I liked that.

 

As I got further into it though and more of the Boom tricks were used my thoughts wandered from "hey this is a nice vanilla interpretation" to "man I could be playing Doom 64 EX or Doom 64 Retribution". I really wish they would have stuck with vanilla constraints for this reinterpretation. I would have liked to see how they would have handed nightmare monster placement (would a nightmare imp be worth two imps or three, for example). I feel like using Boom and DeHacked cheapened the experience, like they were trying to replicate Doom 64 as close as possible rather than doing a vanilla Doom (2) interpretation.

 

Additionally, map 30 can fuck right the hell off with that puzzle bullshit.

 

Anyway, if you don't mind any of the complaints I made, you'll likely have fun with this. I got some fun out of this as well but to me it feels like it's trying to be exactly like Doom 64 rather than simply a vanilla Doom 2 interpretation of Doom 64. In trying to be exactly like Doom 64, it just makes me want to play that more than this.

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hardcore_gamer

  

I agree with BChricton78. Rather than being fun to play, this remake just highlights how massive of a difference good lightning and texturing makes to a level/game. I know this isn't the fault of the makers of this mod since they were merely remaking the original Doom 64 levels, but these levels frankly aren't very great when stripped of the improved Doom 64 graphics. So much in fact that it makes me wonder how important level layouts even are compared to other aspects of the visual presentation such as texturing, lightning and rendering.

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silentzorah

  

Good stuff.  Only giving it four stars because though the new music was good, I just wish there was more of it.  Still, this wad is absolutely worth your time.

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BChricton78

  

Umm... From the brief snippet I played, I'd definitely give them an A for effort... But this just feels... wrong to me. I'm sorry but playing Doom 64, without the lighting, atmosphere, redone sprites and ambient music? No thanks. It just takes away the things that make Doom 64 so special. Still a nice little attempt at recapturing Doom 64, but I'm better off with Doom 64 EX, for my fix.

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seed

· Edited by Agent6

  

And thus, oh you know what I'm going to say already, Doom 64 for Doom II has been finished, played through GlBoom+ 2.5.1.5 on UV.

 

So for an introduction, as the name implies D64D2 is a recreation of the classic Doom 64 originally released as a console exclusive for the N64. It aims to recreate the levels along with their gameplay using mostly vanilla Doom II resources. It features a new menu background, ENDOOM screen, new music, a few new enemies, namely the Nightmare Imp and Cacodemon as well as the final boss the Mother Demon, a few new textures, new intermission messages, a new end level screen, but no custom sounds or weapons, meaning that the unique and iconic Unmaker was not recreated in any way.

 

For a recreation, I must say that the levels and their gameplay come quite close to the original Doom 64, nonetheless various liberties have been taken in different forms, ranging from new takes on various puzzles to completely new levels, as well as the usage of the enemies who were absent from the original due to memory limitations. The usage of enemies who were absent from the original game comes with mixed results as it doesn't always work, probably one of the most obvious flaws in the game. This is most noticeable primarily in the levels that came closest to their D64 counterpart as the environment was clearly not designed with them in mind. For instance, you'll encounter Revenants on narrow corridors quite often, and sometimes even Arch-Viles. This isn't a problem in larger areas where it's usually quite fun to fight them, but not in those particular areas. Chaingunners do seem to work quite well however since they can easily blend with the rest of the hitscanners.

 

Compared to the original D64, a major difference is the tone and atmosphere of the game. D64 was slower paced and more atmospheric, whereas D64D2 is faster paced and puts less emphasis of that element, supported by the amazing but more action/fun oriented soundtrack. Perhaps the darker, much more hellish levels such as Unholy Temple are the most atmospheric levels in the entire game, and also the best looking. Unholy Temple is definitely my favorite level in D64D2.

 

While on the subject of changes, some of them are very interesting. In the Void is probably the most surprising for me. The original map featured a light blue sky and a rather foggy atmosphere while the level itself was pretty bright, how does this map look like in D64D2? Well, it seems to literally take place in a void now. Indeed, the sky is now pitch black but luckily poor visibility in the level itself was avoided, at least for the most part, so there's no difficulty in seeing the enemies and where they are. It's a change that works quite well, unlike others. The most drastic changes were probably done to The Absolution where you can now locate 3 skulls, but in order to reach them you need to complete their own puzzles first, and they're not the exciting or fun type. The room with the yellow skull was probably the only one that was fun, the others? Well, for the red skull you have to go through an awkward platforming section where everything, including the enemies are... cloaked in darkness, while the room with the blue skull features a puzzle similar to the one seen in the room with the red key (Demon Key on the original D64) on Outpost Omega, except that it's longer, more complex, and more tedious. Not exactly changes done for the better. I don't know how exactly they impact the level though, but in my playthrough I didn't even fight the Mother Demon after aquiring all skulls, I just heard her screaming once while I was fighting the teleporting enemies thinking that she finally showed up to the battle, only for the end level screen to appear immediately afterwards, so I assume she died somehow.

 

D64D2 also comes with some exclusive levels that were not part of the original D64, and I personally think they're little more than filler maps. They're not awful but nowhere near great either, and I'm unable to find any valid reason for their existence. This is primarily due to their nature. Their gameplay style and tone is very different from all the other levels and in consequence, they feel out of place, not mixing well with the rest of the maps. Still, at least they're very short and straightforward so you don't waste much time with them. And while on the subject, some of the secret levels from the original have been turned into regular maps, meaning that you don't have to search for secret exits to access them anymore. One such example is the previously mentioned Outpost Omega.

 

All things considered, D64D2 manages to capture the spirit of D64 while also making plenty of changes, yet generally remaining faithful to the original. Some changes might have been done for the worse, but there's plenty done for the better as well. It's pretty short and easy, just like the original, so it can be finished in a day, you can't go wrong with it. A collective effort for an ambitious project that should be well worth your time if you like Doom 64 and want to see a different take on it.

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kfpopeye

· Edited by kfpopeye

  

Download from the legacy site to get the correct file.

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RedoLane

  

Doom 64 for Doom II is something I expected to happen for many years.
It captures the essence of vanilla Doom II, while covering it all with layers of Doom 64 content.
Alongside new monster variants, great music, and the minor changes here and there, going through every map entirely was a great experience.
For the record, I played this mappack in GZDoom g3.4.1 with Final Doomer+ v2.4, using the optional hellbar(widescreen).
Hoping to see more stuff like this one in the future!

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  • File Reviews

    • By seed · Posted
      "In Aeternum in triumpho tenebrarum... " (Forever in dark triumph)   Over the wad, what else? Aeternum has been finished, played through ZDoom 2.8.1 on UV difficulty. A rather short, 3-level wad.   So what's this... Aeternum is a short wad with skill-based gameplay, heavily inspired by the classic Alien Vendetta. It comes with new textures and energizing, action-oriented music. The first 2 maps appear to take place on Earth, while the final one exclusively in Hell.   The difficulty is not high, and it would be somewhere around the end of the first half of AV, with tricky traps but nothing too intense, therefore it's pretty accessible. It's also short, being easy to beat in one sitting as it takes little over an hour or so, depending on your speed. The second map however is the longest, being noticeably lengthier than the other 2, but it doesn't necessarily drag on as it gets better as you progress, and more fun. Although the first half of the map might be a bit underwhelming. Everything culminates with a short but more intense final level with slight slaughter tendencies, and an IoS awaits at the end.   There isn't much else to add, and it isn't as impressive as skillsaw's other works such as Valiant, Ancient Aliens, Vanguard, or Lunatic. His style is unmistakable but here it doesn't do a whole lot to catch anyone's attention. Thus, Aeternum can be seen as a sign of things to come, primarily due to its gameplay which would further evolve in the author's subsequent releases, in addition to his maps becoming much more impressive visually. It's a fun little wad to try out when you want to play a Doom map or two.
    • By seed · Posted
      "Get out of the way!"   So that you can watch me kill your brethren before I get to you. You can't stop the killing. Newgothic Movement 2 has been finished, played through GlBoom+ 2.5.1.5 on HMP difficulty. Or is that HMP? I'll get back to you in a moment.   First things first, Newgothic Movement 2 is the sequel of the short slaughter megawad with the same name. It features a new menu background, end level stats picture, textures, and music. The gameplay is pretty much identical to the original, with large enemy counts, enemies placed in strategic positions, and emphasizing skill. This is pretty much all it has in common with the original, as the maps are generally very different and exploring more themes and locations, on Earth, Hell, and space, however, various ideas from the original have been recycled into the sequel, such as the tunnel sequence with the Cyberdemons underground, now taking place in a pyramid and more difficult, as it plays a much more important role as opposed being and area you could simply ignore by going straight to the right drop point. Additionally, there are no more levels that do not serve any real purpose in the megawad, unlike the original did with MAP03 and its Cyberdemon fest in the middle of nowhere. The progression between levels is also much more logical so it feels like a more coherent package and "actual" megawad, as opposed to just a collection of random slaughter maps.   Compared to its predecessor, the sequel has much higher difficulty, emphasizing foreknowledge in many of its maps in order to get the full, enjoyable experience than just jumping into it and hoping everything goes well for the most part. Therefore, it involved quite a bit of trial and error in some of its maps to avoid making crucial mistakes than could bring your progression to a half. Moreover, items, such as Invulnerability spheres, are now sometimes put in secrets, some of them being mandatory if you plan on making the enraged wave of enemies calm down quicker, and with much less frustration. The difficulty curve is nonexistent as almost all levels start somewhat easy (apart from MAP02 and a few others) and the difficulty increases dramatically as you progress, but the following map with not be necessarily easier or more difficult as you'd normally expect. There are also crazy parts in some of the levels, particularly on the aforementioned MAP02, which has a really rough start with lots and lots of mandatory damage (no wonder there's health potions at every step), with waves of Imps at both ends of the tunnel and Chaingunners shooting you from their alcoves. This is going to be the only map I did not like in the entire megawad, simply because it's all about damage and challenge, but zero fun. It's best to try to speedrun this map instead of maxing it out as that needlessly complicates everything (as if it wasn't already complicated). Due to the drastically increased difficulty going in blind like I did will prove to be a challenge in itself as traps and ambushes are much less forgiving than they are in the original. I would not say you need to know the maps inside out, but it will absolutely make your life much easier in some of them if you have some knowledge before playing them, so that you at least know where the nuttier parts are. There are also no difficulty settings, so despite choosing HMP, what I actually got was UV, so you either deal with its difficulty the way it is, or skip it.   When it comes to locations, it unfortunately does not explore cities. MAP13 was easily the one map that really stood out from the crowd in the original, despite not doing anything particularly mind-blowing. But it had an amazing grim atmosphere, and it was impressive both visually and gameplay-wise.   All in all, Newgothic Movement 2 is a definite improvement in all areas over its predecessor, but also a significant departure, as while still preserving the core essence of the original and being much more coherent with its design, it places much more focus on difficulty and foreknowledge, something the original did not do, therefore it is going to be more challenging than it, and more frustrating in parts. As a result, it is good for veterans and demo recorders who have the time to analyze the maps carefully and fully, but not a very good candidate for more casual players who just want to play some slaughter. It's also not a good introduction to the genre for newcomers due to its high difficulty and lack of skill levels, so it's best to check this out only after you have familiarized yourself with the genre and have some experience. Otherwise, you might get your ass kicked on many occasions.
    • By Doomkid · Posted
      The monkey on a trike will always be Krawa to me
    • By Roofi · Posted
      One of my favourite Ultimate Doom map from the Doom community. The Room Below has a very linear progression and gather all TOD's gimmicks' but has a insane number of awesome tricks and really creative themes and textures usage. the small underwater area was one of the best part.   French detailed review : http://doomfrance.forumactif.com/t3832p50-boom-eternal-slumber-party#139129
    • By Roofi · Posted
      A very tough but impressive BRPD-inspired speedmap made by Death-Destiny. You have to explore a strange mining facility surrounded by a sort of harmless acid rain. I loved the atmosphere of this level, it was indeed quiet, magic but also quite creepy.   My usual french detailed review : http://doomfrance.forumactif.com/t4688-review-maps-de-death-destiny#140845   My saveless demo done on UV : DEMO
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