Title: Doom 64 for Doom II
Filename: levels/doom2/megawads/d64d2.zip
Size: 5.37 MB
Date: 08/04/18
Author: Various (see below for full credits)
Description: 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.
Credits: See below
Base: Some maps directly based off of their Doom 64 counterparts, others are recreated from scratch.
Build time: 5 years & 2 months
Editor(s) used: Doom Builder 2, GZDoom Builder, SLADE, XWE, WhackEd4, GIMP, Photoshop, playscii, DoomWriter, Audacity, Google Docs, FL Studio, Guitar Pro 5.2, Anvil Studio, 3DS Studio Max
Bugs: Voodoo doll setups make use of an exploding object to push the player object. This causes the player to take a small amount of damage, meaning it's possible that a player could be killed out of the blue or put into an undead state. We have tried to mitigate this possiblity as much as possible, but it could still happen.

A few maps have seg overflows in areas, but they should be pretty hard to spot for the most part.

Mouselook may make certain shootable triggers too easy to hit or may break something. Playing with mouselook is discouraged if it allows you to fire weapons in the direction you look.

Some maps make use of instant raise/lower sectors. Because it's possible to do linedef skips accidentally, you may run into areas where the floor may not raise/lower properly. You should still be able to continue with the map when this occurs though.

Saving/Loading may break in some maps because of vanilla limits. This shouldn't be a problem if played in an advanced port.

MAP33's name will show up as 'Congo' in some ports. This is a limitation of the dehacked format, so just ignore it.

The Nightmare Imp will not make a melee attack sound in vanilla. This is a limitation of the dehacked and not a bug. It was given a melee attack sound in (G)ZDoom-based ports as a quality-of-life change.

The wide-screen version of the statusbar may not work in all ports. I don't know if this is a problem with the statusbar, or if it's a lack of support issue.

In the end-game casting call in (G)ZDoom ports, the Motherdemon's sight sound will get cut off as she does her attack animation. This seems to be a limitation with how the engine handles UI sound effects.

For the end-game casting call in certain ports (Vanilla/Chocolate, PrBoom+), the Motherdemon's attack sound is the chaingun. This appears to be hardcoded behavior and thus cannot be changed.

ZDaemon has a few issues: - There are some visual errors that may pop up in some maps (ie. MAP30). - Some music tracks were reported as not playing back correctly. - The end game text won't display. - The warping fire sky textures do not work.
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