I tried to follow a sort of "Doom 64 the way 'Mid did" philosophy in terms of design, looks, and gameplay, but I've increased the difficulty a bit from the original. To add to that last bit, this is meant to be played in the oldschool way, just as you would on the N64. Requirements: Jumping is not allowed, freelook can potentially break some shooting switch puzzles (but there aren't many), and can break immersion due to the engine limitations and how fake 3d architecture works. Textures: Some minor modifications of my own. And finally, after a lot of really good feedback from the D64EX forums, I'm ready to unleash it here. Doom 64 was officially re-released on PC, Microsoft Xbox One, Sony PlayStation 4, and the Nintendo Switch on March 20, 2020, coinciding with the release of Doom Eternal. The game was developed via cooperation between Bethesda Softworks, id Software, and Nightdive Studios, and uses a new version of the Doom64 EX codebase, re-developed using Nightdive's KEX 3 engine. A. I've been slaving away at this for more than two years now (with some real-life induced gaps). Then I discovered Doom64Ex, and was thrilled to death with how accurate it was, and the ease of using the macro system. But it wasn't quite right- the way things spawned was different, the lighting wasn't the same, and overall it just had a hacky, forced feel to it. I imported all the D64 stuff from the Absolution mod, and made the first 8 levels there. The first iteration was actually on the Jdoom/Doomsday platform back in 08(?). Of course, most of it was garbage, but a lot of the themes and overall designs made it to the final product. I've had that notepad ever since, waiting for a time when I could make these things a reality. So after playing it, I started drawing crude levels of my own on graph paper. I fell in love with Doom 64 before it was even released- the Nintendo Power that featured it hyped me up more than I think I've ever been hyped for a game since: Obviously not as good as if it was able to be run through GZDoom. It looks and runs pretty fine on it's own directly through steam (and it has achievements as well). In Hexen, they contain version control information which is not used by the game but was presumably used by Raven Softwares editing tools. Is it a WAD I could play in GZDoom or something, or is it a totally different exe Doom 64's engine is a modified version of the Doom engine, so it requires its own source ports. I've been working on this megawad since I was 15. The DOOM64.WAD file for Doom 64 EX, converted out of the Nintendo 64 ROM content, contains embedded IWADs in MAPxx lumps.
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