
Maps that were absent from the original console release come from the PSX Doom Lost Levels community project. The maps included here are based on conversions made for the PSX Doom TC. Bonus maps: Tech Gone Bad and Phobos Mission Control by BlackxZodiac13, originally created for the PSX Doom TC (based on the maps by John Romero).The maps included here are based on conversions by Dexiaz and Salahmander2 for the PSX Doom TC. No Rest For The Living: A reimagination of the Xbox mapset.Sigil: Same as Sigil 1.2 by John Romero, but with colored lighting.Evil Unleashed/Ultimate DOOM: PSX campaign.Higher quality and more varied sound effects.Integrates Nashgore with slight tweaks and bug fixes.Two new difficulties: Nightmare/Hardcore is UV with fast monsters and no respawns, and Ultra-Nightmare/Doomslayer is a modified version of the difficulty introduced in DOOM 64: Retribution.
#Doom 64 wad manuals#

#Doom 64 wad full#
#Doom 64 wad mod#
The mod is powered by ZScript to make it more accurate to the original.Addons to restore the PSX DOOM aspect ratio and to use the Nintendo 64's 3-Point filter.Can also be enabled in PSX DOOM too to give it a different look. DOOM 64 with gradient and additive lighting.
#Doom 64 wad software#

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.

In addition to that, the mod is highly modular and contains many optional "enhancements" that deviate from the original experience. 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. 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.
