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DOOM 64: Unseen Evil Ultra Nightmare

Addon for Doom (1993) and the mod Doom 64: Unseen Evil | Category: New difficulty

Author: styd051 | Curator: Modbadger

Addon for Doom (1993) and the mod Doom 64: Unseen Evil | Category: New difficulty

Author: styd051 | Curator: Modbadger

A brand-new difficulty created based on the Ultra Nightmare difficulty and ported for the Doom 64: Unseen Evil! mod.

Uploaded07.07.2025 14:18
Version1.0.0
Size23.00 kB
Views12
Downloads0

Localizations:

English

The addon is localized into 1 language

(You don’t need to download anything extra to play in these languages)

Installation Instructions addon DOOM 64: Unseen Evil Ultra Nightmare

  1. Download the GZDoom engine.

  2. Place the game file doom.wad or doom2.wad into the engine folder.

  3. Place the mod file D64UnseenEvil-...pk3 into the engine folder.

  4. Place the addon file D64UnseenEvil-Addon-Ultra-Nightmare-...pk3 into the engine folder.

  5. Drag and drop the D64UnseenEvil-...pk3 and D64UnseenEvil-Addon-Ultra-Nightmare-...pk3 files onto the gzdoom.exe shortcut.

  6. Play.

To launch the game from a shortcut, you can use a .bat file.

  1. Create a new text document: Right-click in the folder where GZDoom and your mods are located, select "New" -> "Text Document".

  2. Rename the file: Name it, for example, Doom_Launcher.bat. Make sure you change the extension from .txt to .bat. If you don't see file extensions, you might need to enable "File name extensions" in Windows File Explorer settings.

  3. Edit the BAT file: Right-click on the created Doom_Launcher.bat file and select "Edit". Notepad (or another text editing program) will open.

  4. Enter the content: Insert the following line, adapting the names to your file names:

    gzdoom -file doom.wad -file "D64UnseenEvil-...pk3" -file "D64UnseenEvil-Addon-Ultra-Nightmare-...pk3"

    Done.

In the future, you can use this .bat file to add new mods, in addition to those you already have, simply by appending them with a space in the format -file "Mod Name". The main thing is to add them after the .wad file. The more important a mod is, for example, a map or a global modification, the closer it should be to the .wad file; some mods are incompatible with each other.

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