![]() ![]() This is more of an attrition level than anything as far as difficulty goes. I dig the toxic trench, accessed early on, and the architecture of the northwestern area is cool. The architecture is wicked cool and I'm sure that more fun stuff will come given how intimately Kaiser must know the engine's capabilities. It's a complex outing, though, whose navigable layers must be explored via teleporters while the many apertures allow the imp varieties to harry the player. Some of the visuals offer thematic echoes of "Staging Area" and it even shares the same sort of long, winding pathway that links everything together. You have done a very good job with this project and I look forward to playing this when I get the time for it.The first thing that hits me upon seeing this techbase level is how cool it is having more "modern" level design tropes rendered in Doom 64. Bah.)īut as I said, overall I am very pleased. ![]() I know you aren’t running N64 hardware emulation so it won’t come out looking exactly the same, but there’s still something that is making such textures more obtrusive, and I can’t eliminate it by adjusting my settings (unless I use nearest neighbor filtering. I can compare it to how it runs on my 64, and they look smooth from a reasonable distance, and close up only one direction gets jagged (weird, I know) and it looks smooth overall. If you look at the cages right next to where you start in the first level, the corners are rough and jagged and slightly thicker than the original. It would be so much more professional if the game could apply those changes upon command.Īlso, anisotropic doesn’t seem to do anything.Īnd finally, some of the transparency renderings are off. But for that initial setup it was very annoying to make a change, exit, load it up again, and then see if the change did what I wanted. This isn’t exactly critical, because once I have everything set up I don’t intend to change settings all the time. ![]() Third, I’d really like to see an option to restart the game (or rather, the renderer) when I make changes to the display settings. It’s hard to get a good sampling between the faulty controls on the 64 and lack of walking on my PC, but it feels just a little off. If autorun is on, then it would make sense for the full control stick to give me full running speed, but if it isn’t on, I want the run button to mean something.Īnd second to that, the player seems to run faster in Ex than in the original. Ideally, if autorun is off, pushing the control stick all the way should give me full-speed walking, and holding the run button at the same time should give me running. The game is taking the speed directly from how much I am pushing my sticks, and it completely ignores autorun. One, running with a controller is a little borked. But they are issues, so I’ll bring them up. ![]() Honestly, the only negative things I have to comment on seem trivial. And even if this isn’t an official port, I’m still all over this!Īnd I must say, I am very impressed by what I see here! Right off the bat it properly supports my gamepad, the aspect ratio is handled correctly, and overall, the game looks and feels amazing! I have been wanting to see someone port Doom 64 to a new system for ages just so I can get proper controls for it. Hi, I just came across this project and I am ecstatic! I love Doom but Doom 64 has been basically unplayable because the controls are bad. This is a heavily modified Doom engine which will eventually be used as a base to create original games and remakes of other classic console games that were never ported to the PC Kex is the codename for the engine that’s being used by Doom 64 EX. Doom 64 EX is also aimed to be 100% accurate to the original game as close as possible and offer some PC-specific features that can enhance the game. In addition to that, Doom 64 EX will also feature mod support to allow users to create custom levels, textures and sprites. What is Doom 64 EX?ĭoom 64 EX is a faithful recreation of the original game using the Doom source code as the base with the benefit from newer control methods like mouse look, high resolutions and color depth. No graphics or sounds from Doom II have been reused in Doom 64 instead, it features completely new sprites, textures, levels and sounds and features a completely different art style. In addition to the completely revamped rendering engine, Doom 64 went through numerous changes and improvements from that of Doom II. Based on the Jaguar and Playstation code base, Doom 64 is considered the most technically advanced Doom game of its time. Developed by Midway – San Diego, Doom 64 is a unofficial sequel to Doom II developed for the Nintendo 64 and was released in March ’97. ![]()
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