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Found 15 results

  1. Doomkid

    The Remote Complex

    Skulltag hasn’t been maintained for over 10 years, there’s no reason to complain about a wad not running in a long abandoned port. It’s the wrong wad anyway, link provides Doom64 for Doom2.
  2. Zalewa

    Doom II: Purgatory

    Anything that uses Doom64 audio promises insanity and this WAD does not disappoint. Expect corridors long to THE EXTREME as you listen to the unplugged toilet drain pipe that is Doom64 music. Wonder and ponder why some sounds are replaced with Doom64 moans but others are not. Marvel at disgusting texturing that pays tribute to the worst level design like Dark Forces or that Bethesda Terminator games. Ambitious architecture shows author's strive for good maps, but fun is NULL. Poor, poor, poor!
  3. Zalewa

    Umbra of Fate

    Even though I agree with other reviewers that this map is not flawless, it still gets plenty of stuff exactly right. The truly dark and gloomy atmosphere (instead of Doom64 crap), the architecture, the dynamic lighting, the journey, the story bits, the action packed gameplay that still does fit the theme of the level and the great soundtrack. I've went through the map on normal difficulty and I think that it's fair. It's not exactly easy, but except for the second cyberdemon fight (in the moving lava room) I rarely had problems. I can agree with other reviewers that the map could offer a bit more rocket ammunition, but I exploited the respawning ammo during the fight with the first cyberdemon to stockpile. Anyway, this now becomes one of my most favourite WADs. I would use it to show a non-doomer what the GZDoom engine and the mappers are capable of.
  4. Zalewa

    Innocence X

    Doom 64 was never my stuff. Heavy mood with lightning difficult on the eyes that doesn't mesh well with Doom 2 textures. Level design itself is not bad. If Doom64 stuff was removed from this WAD I'd probably give it 4* (or at least 3* with a positive comment).
  5. Zalewa

    Ring of fire

    Well, the scripting is done perfectly - almost flawlessly. If only the cutscenes were scriptable. But, apart from the scripting schmongo, the entire WAD is plainly bad. Gameplay is a chore; you're constantly interrupted by cutscenes; the music changes to the same INTENSE DOO DOO DOO DOO on several occasions, otherwise it's Doom64 toilet pipe music; levels are straight-forward and fights are mind-numbing. Work on gameplay basics!
  6. Version

    342 downloads

    Welcome to Doomed in SPACE! The year is 2088. The UAC's current goal is to remove the line that separates men from machines. Certain undesirables are sacrificed, analyzed and experimented on for the sake of progress. The promise to integrate more effective weaponry directly into the human body keeps the research funds flowing in. You are one of the UAC's victims - a genetically modified bounty hunter. You were stolen from your home colony as a child but proved harder to control than most of their young test subjects. Using your increased speed and strength, you managed to kill the men guarding your cell and escape in a stolen shuttlecraft. That was 18 years ago. Crime is the only means of survival you have ever known. Once again, you find yourself locked in a cell, at the mercy of the UAC. An armed medic comes through the door and into your cell. As he checks your vitals, you quickly grab his head and snap his neck. His body lies on the floor and the gun is now in your hand - It's time to escape. Important notes: You MUST play with freelook ON. Jumping and crouching must be turned OFF. You must also turn the 'infinitely tall actors' flag OFF, as there are several 3D bridges used throughout. Difficulty levels have been very thoroughly implemented, so if you're finding the maps too hard or too easy, simply adjust accordingly. Levels designed by: Doomkid, Crunchynut44, Pinchy, Nevander, Bootleg Guy, Angry Saint, Fred512, Empyre, UberGewei and Mosshopper Graphic resources: Obake (Wavegunner), Doom64, Duke Nukem 3D, Strife, Wolf3D, Star Wars: Dark Forces, area51.wad, equinox.wad, anubis.wad, skulltag.wad, Complex Doom, ChaosCore CTF (Map10 sky), Xaser ~ Special Info ~ Since you actually bothered to read the text file, I'll let you in on a couple secrets. In multiplayer, if you select the 'easy' or 'medium' difficulty levels, you will be faced with an entirely different arrangement of monsters, far more imposing! Hopefully this will allow your survival or co-op sessions to be fresh a second time around. There are also two hidden maps in this wad, at slots 31 and 32. They were created by myself and Joe-ilya. They are not a part of the official campaign and can only be accessed in game by cheating, but they seemed too good to simply discard. Just a little bonus for those of you who dig a tiny bit deeper than the others. If you enjoy Doomed in SPACE, please be sure to let us know on the Doom forum of your choice. Everyone who worked to make this project possible would love to hear your thoughts.
  7. Zalewa

    The Fallen: Dark Ascension

    It uses stupid Doom64 sounds and stupid Doom64 music. Seriously, this music sounds as if someone recorded an unplugged toilet drain. The WAD would've been much better if it used normal Doom audio. Difficulty is way too high. We played this in coop with double-ammo and still didn't have enough! Some map are partially ripped from Doom 1. Only visuals are done properly and are fairly decent.
  8. Guest

    Global Death Ruins of Humanity

    Huh! Interesting wad, the idea of multiple paths was pretty cool, and the doom64 music gives the wad a rather dark feeling which fits the levels somehow, and its quite challenging too! 5/5
  9. Guest

    DOOM: Threshold Of Pain

    This wad manages to misuse PSX/N64 resources so bad it actually made me appreciate more how good the official PSX port and Doom64 are. Gameplay, architecture, looks, atmosphere, everything misses the mark here. Randomly throwing colored lights around is seemingly enough to placate people into thinking anything is a masterpiece, which is slightly depressing. 2/5
  10. Guest

    Doom 64: The Reckoning

    Apparently, above poster doesn't know how to install the Doom64 TC. I enjoyed it and it plays out very well. Only gripe is the lack of scripted events that Doom64 was known for. Overall a good wad notherless.
    Pretty good, I always loved the sounds from Doom64 and now I have them, thanks to you! The only problem with this WAD is that the marine sounds aren't changed and the sounds are a little too quiet. But this is still excellent! Keep up the good work! -Fancy Q
    I feel this wad is OK, but I'm not DooM 1 lover so use a shotgun on most parts in the level is just boring for me, sorry. The atmosphere is good but the lighting just not very fit(music is very fit so it's not bad at all), maybe because I'm use GZDooM. Those DooM64 sounds just weird for reasons. Some traps are unfair because using a shotgun or using rocket launcher in small room and narrow passway...what the hell? Overall, it's not bad, but I guess it's a gameplay wise map... 3.5/5 -playerlin
  11. Guest

    DOOM: Threshold Of Pain

    Version

    128 downloads

    Threshold of Pain is a ZDoom episode which attempts to recreate the look and feel of Midway's famous PSX conversion of Doom whilst maintaining the core elements of the PC versions and a level of difficulty PC players would expect. PSX Doom fans will know that ToP gets its name from the final level of PSX Ultimate Doom. Like many others, my first proper Doom experience was on the Playstation, so when fenderc01 released the PSX TC last year I was excited to get to play these levels again, only this time with PC controls! Whilst he did an amazing job, I found it to be way too easy, even on UV setting. This was not fender's fault, merely a testament to the compromises Midway had to make in bringing such a game to a console. ToP attempts to redress the balance whilst maintaining the brooding atmosphere that Midway brought to the game. It is NOT a PSX TC - many features which were missing from the Playstation remain, so expect to encounter the Archvile! This is my first real attempt at a releasable WAD, so I wasn't too concerned with highly detailed levels, more on decent gameplay, set pieces, and a few puzzles. That said, I have tried to make them look halfway-decent, despite the coloured lights :P New features include: Tons of coloured lighting, but nothing too garish. The infamous PSX burning sky, given a ZDoom makeover. PSX/N64 audio. New Weapons - the Minigun and the Unmaker. The PSX Final Doom SSG. A new powerup - the Doomsphere. New monsters - the nightmare class monsters from PSX Doom and Doom64, a handful from the Realm667 Bestiary and ZDCMP, plus a new final boss... A few other PSX/N64-style gameplay tweaks.
  12. Guest

    Land of the lords

    For a first attemt making a wad it's very nice and promising. BUT -- It has ALOT of ripoffs, like TurboCharged ARCADE! Dehacked lump - everything's 2x speed, and Doom64 sprite ripoff. Not only that, but the gameplay sucked too. It's a big map that takes around 30 minutes completeing. If you like hardcore gameplay then get this. 2/5 -Moti
  13. Guest

    VooDoo Guns

    Version

    52 downloads

    Two levels for 'advanced' MBF compatible ports. YOU HAVE TO USE "-COMPLEVEL 11" WITH GLBOOM-PLUS. DO NOT TRY IT WITH "-COMPLEVEL 9". You need a MBF compatible OpenGL port with support of hi-res textures in wads, MUSINFO lump, tall patches, and music in OGG format. Currently there are only two ports which can handle this wad correctly: GLBoom-Plus 2.5.1.2 and GZDoom SVN build rev. 1266 (http://svn.drdteam.org) or higher. Risen3D will probably be able to handle this wad starting from the next release (2.2.13 or higher). Command line: glboom-plus vg.wad -complevel 11. Textures and sprites: Outlaws, NOLF2, Hexen2, Blood, Pain Killer, Realm667, Doom64, SNtex, Duke3D, American McGee's Alice, Urban Terror, DM-RealManor UT map by Angelheart. Sky on map02 has been taken from the "The Eiger Sanction" film. Horse sprites have been made from free 3D model by animella. Sound: Blood, Doom3. Music: American McGee's Alice, Johnny Cash. Most of the borrowed textures have been reworked, many have been taken from the net & some are self made.
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