We just reached 30,000 articles on this wiki! 🥳
If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

User:Infamous/Doom 64 Development

From The Cutting Room Floor
Jump to navigation Jump to search
This cactus is UNDER CONSTRUCTION
This article is a work in progress.
...Well, all the articles here are, in a way. But this one moreso, and the article may contain incomplete information and editor's notes.
Hmmm...
To do:
  • Main sprites for items and whatnot are taken care of. Find graphic changes for map textures.
  • Animate sprites and textures.
  • Compare changes between graphics that were changed from Doom 1/2, and graphics from the final version of Doom 64.

Doom 64's prototype as well as resources were brought to light by 4chan and Argent Strange (@poweredbyidtech) on Twitter/X.

Download

Doom 64 Alpha resources are linked here. Do note: this is likely unplayable, as there are no maps in the WAD. Likely just development resources.

Graphic Changes Between Doom 1/2

Early Graphics

Exclusive Textures

Palettes

POW1

Pre-Alpha Graphics
DevDoom64-PALPOW10.png DevDoom64-PALPOW10.png

A palette for the graphics of POW1(x)0, which is an explosion. No other similar palettes exist in the final. This was likely to test the extended palette that the modified idtech 1 engine (also used in Doom PSX) could handle.

POW2

Pre-Alpha Graphics
DevDoom64-PALPOW20.png DevDoom64-PALPOW20.png

A palette for the graphics of POW2(x)0, which is the same explosion but with more colors. No other similar palettes exist in the final.

Mother Demon

Pre-Alpha Final
DevDoom64-PALRECT0.png Doom64-PALRECT0.png

The Mother Demon's palette is vastly different from the final, as the old palette seems to have been simplified to mostly oranges and browns in the final. Probably likely due to the limitations of the Nintendo 64? Who knows.