It absolutely had to have happened. I'm just mad it wasn't me. Being 39, I had countless DOOM and Mario dreams, but never doom in mario 64. My dumb brain just couldn't put it together. I'm doom marine green with envy.
@kayziix9618 that reminds me, sometimes my doom dreams were super cool, and sometimes super terrifying. Especially around when DOOM64 came out, that started influencing thr doom dreams further, in terms of sound and aesthetic. I'd be in the dream, hiding somewhere thinking about the concept of being 1 lone survivor I'm such in awful circumstance, while hearing the demons grunting and hissing in the distance. I'd think shit like "how am I gonna survive this?"
Custom monsters. Custom weapons, altered mechanics, and a game which took inspiration from mario 64 but became two fully fleshed out games with a 3rd on the way is mid compared to a map which of sort of resembles mario 64 and sounds like it and that's it? Smh.
@@soundsparkthe composer used Roland SC-55 as synth for the soundtracks, but that thing happens to be the base for Windows generic midi soundfont since Windows 98.
DOOM had no soundfont. Back then music support in games were chaotic. Most popular was OPL2 and OPL3 FM Synths found in Adlib, Sound Blasters and their clones. Some games were using Amiga MOD music with software mixing (or hardware on GUS). There was also General MIDI getting popular with add-ons for sound cards like Wave Blaster. These add-ons had often fixed ROMs with General Midi instruments. Sound Fonts were never a thing in PC gaming, since there was no hardware support for them early and later games started using 3rd party music libraries that could use hardware audio mixing (many Windows 9x sound cards could mix 32+ channels in hardware) or do the software mixing. DOOM soundtrack was both composed using General MIDI instruments and it also followed the limitations of OPL2 FM Synth hardware. Though it never utilized OPL2 or OPL3 fully since it just used them as a MIDI playback devices with preset instruments. In a way DOOM has predefined instruments for FM Synths, but not for General MIDI. Ironically most people back then experienced DOOM without music (no sound cards in school and office computers) while others had only FM Synth capable hardware. General MIDI with wave blasters become mainstream two years after DOOM release.
@@Dargonhuman in fact I think they're more everywhere than ever now that the Doom engine has been dissected in 50 different ways... best you would get in the early 00s was a fancy mappack with (hopefully) some good midis to back it up
Hearing the juxtaposition of the Mario 64 tunes right after or before the darker, moodier tones of the Doom 2 OST made me laugh more than it probably should have.
i'm waiting for someone to make a full remake of Deus Ex in Doom Engine. Room-over-Room issues can be bypassed by making separate stage instance or invisible teleporters (besides the lack of "Room-Over-Room" capability in Doom actually is in favor of Doom itself, people can design intricate maps around the limitation)
I am not a big map maker nor modder nor know if you plan making it a vanilla-compatible, Boom-compatible or even GZDoom mod (with decorate) but I wanna give you some small advices: ● I don't know if you can make a Strife-like hub system but that'd be cool to not have the level end each time you go in a level. ● Making the coins less vertically teared. ● Having the painting being a "fake wall" (aka go through) while having a "next level" sector trigger behind it to give the illusion of going inside it like in the actual game. ● You can make it so only the coins do the coin sound via DeHacked. ● The Chain Chomp could be a normal monster with limited range via sector to simulate the chain he has.
I'm conflicted. On the one hand, I'm thinking, "How could you do this to the sweet, wholesome world of Mario?" On the other hand I'm thinking, "THIS IS TOTALLY EPIC! How come no one's ever done anything like this before?"
No way, looks really good! I've thought about this idea before, simply because of the many low-power devices that can run Doom but not Mario 64 (e.g. GBA or PS1)
Did a short run on UV using GZDoom. Attempted to use PRBoom+ and Crispy Doom, and it wouldn't launch with either. So for starters, the door to Dire Dire Docks is openable when it probably isn't supposed to be, and the room is super bugged out behind it. Also is blocked by an invisible wall behind the door. As for Bob-Omb Battlefield, noticed some missing textures around the lowering platform where the bridge was. But as you said, it's pretty unfinished, so it's whatever. I was pleasantly surprised it was a little challenging. Thought it'd be really easy from the video, and was preparing to ask in the comments to add another Baron, only to see there's three on UV. So that was pretty fun, got through it with 100% kills and a shred of health and ammo remaining. Good time, hope you expand on it
Welp. Looks like banjo kazooie ain't the only one receiving the doom love 1:20 *watching that chain chomp fly overhead* i thought i was done with shotgun mario 64
“Hey Doom Guy! Itsa me, Mario! I was wondering if you could do me a favor. I need to save-a Peach again, but I’m just a little pressed for time. How about you get half the stars, and I get half? We can make a game of it! Meet me at Peach’s Castle, thanks a lot!”
Impressive. I imagine you had to get pretty creative with the level design, since Doom doesn't have jumping and Mario's whole thing is that he like to jump, man, and the levels in Mario 64 are built around that kind of vertical mobility. I've only played a bit of Mario 64, so I don't know if the flying power up is necessary in the game, but I'd be interested to see how you handle that. Maybe mix of speeding up through scripted commands and the Wings of Wrath from Hexen?
put the chain chomps in a circle they cant leave with a post n make them invulnerable to most weapons (use "custom damagetypes") and i think a hub map might be very good for de effect of travel from the castle to maps
Someone... somewhere... had a dream about this in the 1990's.
It absolutely had to have happened. I'm just mad it wasn't me. Being 39, I had countless DOOM and Mario dreams, but never doom in mario 64. My dumb brain just couldn't put it together. I'm doom marine green with envy.
That would be me.
@@T26OG.My brain assembled some SM64 and BG&E footage back then, shit traumatized me so much i still think about it to this day, 20 years later
@kayziix9618 that reminds me, sometimes my doom dreams were super cool, and sometimes super terrifying. Especially around when DOOM64 came out, that started influencing thr doom dreams further, in terms of sound and aesthetic. I'd be in the dream, hiding somewhere thinking about the concept of being 1 lone survivor I'm such in awful circumstance, while hearing the demons grunting and hissing in the distance. I'd think shit like "how am I gonna survive this?"
Me, but not in the 1990's
Super DOOM 64: 😇
DOOM 64: 💀
Brutal DOOM 64: 🦉
@@YeprilesteR Brutal Super DOOM 64 😈
doom 64 soundtrack my beloved
@@FauchardLV9doom 999999999999:💀
Mario couldn’t get the job done so he called some help
"here's my first attempt to make a doom mod!"
Proceeds to make the best thing to ever exist.
Have you ever heard about "Golden Souls"?
If only more game developers aired out finished products like these lol.
@@nomakhthunder3754mid compared to this
Custom monsters. Custom weapons, altered mechanics, and a game which took inspiration from mario 64 but became two fully fleshed out games with a 3rd on the way is mid compared to a map which of sort of resembles mario 64 and sounds like it and that's it?
Smh.
0:20 DoomGuy stops at the painting wondering why it changed to bowser's face.
DoomGuy: 🤨
Doomguy: 👀😕👀🤨
*You're too late, Mario! I already stole the ceiling of Peach's castle!*
Doomguy: ... _who?_
Doom guy: thankfully, I just opened a roofing business!
I love how the music stops at 1:57, right after Doomguy gets the Super Shotgun lol
The best thing about mods like Brutal DOOM and Project Brutality is that you can just play them with any map, like this one
Everybody says “Can it run doom?” But nobody says “Can it run Brutal Doom?” or “Can it run Project Brutality?”
Y'know, the DOOM MIDI soundfont can do a pretty good M64 impression.
Awesome job!
Does DOOM even have a soundfont or is this using Windows MIDI?
@@soundsparkthe composer used Roland SC-55 as synth for the soundtracks, but that thing happens to be the base for Windows generic midi soundfont since Windows 98.
DOOM had no soundfont. Back then music support in games were chaotic. Most popular was OPL2 and OPL3 FM Synths found in Adlib, Sound Blasters and their clones. Some games were using Amiga MOD music with software mixing (or hardware on GUS). There was also General MIDI getting popular with add-ons for sound cards like Wave Blaster. These add-ons had often fixed ROMs with General Midi instruments.
Sound Fonts were never a thing in PC gaming, since there was no hardware support for them early and later games started using 3rd party music libraries that could use hardware audio mixing (many Windows 9x sound cards could mix 32+ channels in hardware) or do the software mixing.
DOOM soundtrack was both composed using General MIDI instruments and it also followed the limitations of OPL2 FM Synth hardware. Though it never utilized OPL2 or OPL3 fully since it just used them as a MIDI playback devices with preset instruments.
In a way DOOM has predefined instruments for FM Synths, but not for General MIDI.
Ironically most people back then experienced DOOM without music (no sound cards in school and office computers) while others had only FM Synth capable hardware.
General MIDI with wave blasters become mainstream two years after DOOM release.
Every gaming news site: "Someone remade Mario64 in Doom"
Gives off some early 2000s vibes when Doom mods were everywhere.
They're still everywhere, you just stopped looking.
@@Dargonhuman in fact I think they're more everywhere than ever now that the Doom engine has been dissected in 50 different ways... best you would get in the early 00s was a fancy mappack with (hopefully) some good midis to back it up
@@ghiacio2809 you're not wrong.
@@ghiacio2809yeah, like that one game in developement since 98 that uses this engine (legacy engine)..
Or Selaco, which is the closest thing to old doom that's still using a semblance of the resurrected remains of the everlasting doom engine
This feels like one of those mods you would find on RUclips around 2010 by searching "Mario doom". Probably not the intention but still awesome.
There was a duck doom.
The chain chomp and explosion gif png is a combination that i truly needed
you've blended the two most pivotal games of my childhood. thank you.
Hearing the juxtaposition of the Mario 64 tunes right after or before the darker, moodier tones of the Doom 2 OST made me laugh more than it probably should have.
Since the forced of Hell invade multiple universes, this might as well be canon
finally, the REAL doom 64
The M64 pause sound + the Doom pistol shot is like a knee to the jaw
Peaches castle music + the Doom door soundfx is ascetic whiplash
What someone who's never heard of Doom 64 might imagine if you ask them if they know about that game
0:53 love this banjo ❤
I love the mix between the two games, excellent work man. Congratulations on your first mod. 👍
“It a me” *demonic voice* “Doomguy”
I love that timing at 1:57 to where the loop ends and restarts when you pick up the SSG.
Hearing the demons growl with the super happy upbeat Mario music is f-cking hilarious and awesome 😂😂😂🔥🔥
i'm waiting for someone to make a full remake of Deus Ex in Doom Engine. Room-over-Room issues can be bypassed by making separate stage instance or invisible teleporters (besides the lack of "Room-Over-Room" capability in Doom actually is in favor of Doom itself, people can design intricate maps around the limitation)
Every second you are not moving, the Chain Chomp is only getting closer.
Stone Toad Steve Austin should be a secret easter egg.
According to Hugo Martin, this is canon.
I am not a big map maker nor modder nor know if you plan making it a vanilla-compatible, Boom-compatible or even GZDoom mod (with decorate) but I wanna give you some small advices:
● I don't know if you can make a Strife-like hub system but that'd be cool to not have the level end each time you go in a level.
● Making the coins less vertically teared.
● Having the painting being a "fake wall" (aka go through) while having a "next level" sector trigger behind it to give the illusion of going inside it like in the actual game.
● You can make it so only the coins do the coin sound via DeHacked.
● The Chain Chomp could be a normal monster with limited range via sector to simulate the chain he has.
You know it's good when you can't figure out what engine it's in from the video alone
If Mario had a little more Mafioso heritage and plumbing was his side job.
"Do you want to play Mario 64 or Doom?"
"Yes."
One of the best first attempts ever.
In the unknown age...
At the Mushroom kingdom...
One stood..
I had this idea floating in my head for at least a year! Nice to see someone make it!
Bowser has called upon hell itself and mario as called upon the slayer himself lol
This is wonderful.
Making the Chain Chomp a Lost Soul was a genius idea.
Telling my kids this is doom 64
I love how authentic you kept it by keeping the original doom pixelation.👍🏼
I'm conflicted. On the one hand, I'm thinking, "How could you do this to the sweet, wholesome world of Mario?" On the other hand I'm thinking, "THIS IS TOTALLY EPIC! How come no one's ever done anything like this before?"
These doors slide up are so cursed
No way, looks really good! I've thought about this idea before, simply because of the many low-power devices that can run Doom but not Mario 64 (e.g. GBA or PS1)
This is what Doom 64 should have been.
No, that's Golden Souls
Oh look, if Golden Souls was just Mario 64 in Doom.
In case you didnt know - you can also place skybox tiles on walls!
I know this isnt finished and you may already know, but if you didnt, now you do :3
@@xythrr when I tried to do that, it didn’t work :/
Very interesting! This reminds me of the massive fervor of Doom modding back in the 2000s to 2010s. Looking forward to seeing more videos.
Such jaunty tunes while blasting demons. Reminds me of roaming the Wasteland in Fallout while listening to the radio.
Now THIS is the REAL DOOM 64. I love these types of crossovers, like Mario 64 & DOOM.
Nice DOOM mod! I love how accurate it is!
This is the best idea I didn’t know the world needed to have
Bowser: why do I hear heavy metal music?
*Doomguy speedrunning the game at 57 mph while carrying a super shotgun*
this is just beautiful man, I don't have more words to say
keep building this up, level by level, and never stop
Did a short run on UV using GZDoom. Attempted to use PRBoom+ and Crispy Doom, and it wouldn't launch with either.
So for starters, the door to Dire Dire Docks is openable when it probably isn't supposed to be, and the room is super bugged out behind it. Also is blocked by an invisible wall behind the door.
As for Bob-Omb Battlefield, noticed some missing textures around the lowering platform where the bridge was. But as you said, it's pretty unfinished, so it's whatever. I was pleasantly surprised it was a little challenging. Thought it'd be really easy from the video, and was preparing to ask in the comments to add another Baron, only to see there's three on UV. So that was pretty fun, got through it with 100% kills and a shred of health and ammo remaining. Good time, hope you expand on it
This is amazing. I tried uploading it to the new official mods library in the newly updated DOOM 1+2, but it failed for some reason.
So... i guess the Mario shotgun mod is fully realized :)
This is one of the greatest things I've witnessed in a while
a typical dream on mushrooms
Something has gone wrong in the happy go lucky world of super mario. *The turtles - happy together plays in the background*
"The Doom Slayer though doing acid before the next battle was going to be a good idea"
"Lord Bowser!.....Err.....We've got a huge problem!" 😰
(Combat sounds in the distance)
this shows so much promise. I cant wait.
Neat! My two favorite franchises mashed together! The music sounds close to the original Super Mario 64.
Welp. Looks like banjo kazooie ain't the only one receiving the doom love
1:20 *watching that chain chomp fly overhead* i thought i was done with shotgun mario 64
“Hey Doom Guy! Itsa me, Mario! I was wondering if you could do me a favor. I need to save-a Peach again, but I’m just a little pressed for time. How about you get half the stars, and I get half? We can make a game of it! Meet me at Peach’s Castle, thanks a lot!”
Normally I don’t like texture filtering in Doom, but for this mod it would make it look a lot more like Mario 64.
Vanilla Doom’s textures are a work of pixel art. They shouldn’t be filtered in my opinion
okay, one thing: making the pinkie a chain chomp instead of a lost soul would've been even better
I actually thought about making something like this in quake! Very cool!
Mario with a shotgun looking a bit too different from what I remember.
No GZDoom? I am surprised. In a good way of course. Good job mate 👍
That's pretty awesome! Nice work!
This is incredible! Great work!
thank you :D
My friend just said that this looks like what hangover feels like😂
Damn this is top for a first doom mod
Me in the 90s: Damn wish Mario had a gun!
Me in 2024: Close enough
Kind of disappointed that the demons and soldiers weren't replaced with goombas and turtles.
I too, am now a very confused creature.
Why is this satisfying.
I'd honestly want to see the Doom 64 reworked to be Super Mario 64
But this is so *Satisfying*
genius replacing the lost souls with chain chomps
edit, we need koopas with shotguns and goombas with pistols
amazing just amazing ❤ I'm adding this video to my playlist of videos on Mario 64
Mario is such a evil sicko, he probably invited Doom guy over for kicks.
the midis... THEY'RE BEAUTIFUL
finally... Doom The Golden Souls 4
I feel like not using the iconic Mario64 face in place of Doomguy was kinda a missed opportunity but otherwise beautifully done
Impressive. I imagine you had to get pretty creative with the level design, since Doom doesn't have jumping and Mario's whole thing is that he like to jump, man, and the levels in Mario 64 are built around that kind of vertical mobility. I've only played a bit of Mario 64, so I don't know if the flying power up is necessary in the game, but I'd be interested to see how you handle that. Maybe mix of speeding up through scripted commands and the Wings of Wrath from Hexen?
Surprisingly, the graphics are not a lot worse than Mario 64.
the story: peach invites doom guy to eat cake, but she was kidnapped, and as mario is lazy doom guy will have to save her
I can hear Bowser sweating over here.
I see Bowser has enlisted Hell this time
0:06 my on hey not too rough too
Nice work. Though, I think you should change the item pickup description to match SM64. You can do this by using dehacked.
Bless Dehacked.
Bro, te quedó increíble, maravilloso trabajo, felicidades.
Bowser: "Dafuq is goin' on here?"
diet golden souls
(this is hilarious though.)
Mario hired Doomguy
Great job!!!, now you will be make imp to bomb or zombie to goomba 👌
Someone could port over Doom Guy and his arsenal to Mario 64 and both N64 Zelda games since they have been recompiled.
uhhh the music. is very happy. For this kind of game
This is a true got damn work of art right here.
put the chain chomps in a circle they cant leave with a post n make them invulnerable to most weapons (use "custom damagetypes") and i think a hub map might be very good for de effect of travel from the castle to maps