![]() Cage also graciously volunteered his time and talents to make a brand-new sprite set for the Motherdemon, which was a big deal and a huge time sink. During lulls where there wasn’t any mapping work I could do, I decided to make some graphic replacements. However I ended up having to do a ton of mapping work, mostly in the form of updating, cleaning up, or finishing maps from other authors. The plan was to just be in a leadership capacity in order to keep the project from dying I had only planned on organizing the project, compiling the resources and main wad, and doing some light mapping and graphic work. I partially blame myself for underestimating the amount of work that needed to be done (and how much of it I was going to have to do myself). The project ended up taking much longer to finish than I anticipated when I took over the leadership role. ![]() So a lot of testing and work went into making sure the maps were COOP friendly. COOP was also something that I felt was really important, especially since the original Doom 64 didn’t feature it. There were also some extra features added for enhanced ports such as animated skies, updated monster behavior, some Quality-of-Life changed, and so on. But after some time passed, we decided to go with more of a mix of upbeat tracks mixed with darker, slower stuff (many of which were pulled from Doom and Doom II). A new soundtrack was something that I really wanted, initially as dark and moody ambient midi. I made a bunch of new graphic replacements including two new status bars and a slew of other things. My sky textures were updated by Da Werecat and we added some new variants. We added some new monsters – the Nightmare Imp, the Motherdemon, and a special Nightmare Cacodemon that shows up in COOP games and in a secret map. After taking control, I kept the main goals of the project intact but with some minor additions. I reorganized the project’s assets and created a new project thread on February 14th, 2017. After it looked like the project was going to die, Death Egg stepped back in and gave me control. I had expressed interest in the project on a couple of occasions, but I only had time to contribute some new sky textures early on. The project was in a semi-zombie state with contributors and other people bumping the thread every so often. ![]() Some nice progress was being made, albeit slowly, until BaronOfStuff disappeared from the community. The goal is to have the project be a little bit of Doom II mixed with Doom 64, all running within the original vanilla specifications.ĭeath Egg eventually handed off the original project’s leadership to another user named BaronOfStuff. The maps were to be restricted to stock assets (with a few exceptions liked “fixed” textures and new skies). The original idea was to recreate/re-imagine Doom 64’s maps in vanilla Doom II with mappers using creative ways to get around the limitations imposed by the vanilla mapping format. Doom 64 for Doom II is a community project that started back in May 2013 by Doomworld user Death Egg.
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