A downloadable mod
-This is the 2021 remaster of a 2013-2014 mod-
"A long long time ago... An ancient mansion full of beautiful paintings was discovered..."
Explore magical new lands in Doom: The Golden Souls! The first game of the retro-inspired Doom mod saga!
Find the Golden Souls hidden in magical paintings to unlock new areas in the hub and continue your adventure! Every painting is a different level with unique aesthetics and gimmicks! Stop the demons from obtaining the souls and save the world!
Now the experience is even better with the newRemastered edition!
Better weapons, quality of life changes, new super levels and more await you in this classic adventure with a fresh new coat of paint!
This mod is NOT standalone, DOOM2.wad and Gzdoom are required to play!
Status | Released |
Category | Game mod |
Rating | Rated 4.8 out of 5 stars (67 total ratings) |
Author | Batandy |
Tags | Doom,golden-souls,gzdoom,mod,Singleplayer,super-mario |
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Henlo !
I played this mod and it was awesome ! I encountered a few bugs, and I had to cheat to finish the game :( I played using gzdoom btw
first I don't know why but during the jungle level, falling in some pits didn't kill me and I got confused, but I just ended up either loading my previous save or using fly cheat
and second, the big problem I had is that finishing the main last level didn't give me a golden soul, so even when I finished every secret level, I was missing one golden soul !!!! I ended up noclipping through the locked door to play other levels I couldn't reach. It was veeeery frustrating, I lost hours to this bug because I checked every level multiple times, and I overwrote my saves so I couldn't go back to before the last boss fight.
I also noclipped through a wall to reach the credits level :/ it's a bit sad but hey I was able to play all the levels without restarting everything hehe.
If you read this and you are missing one golden soul, use console and type "fly", "noclip" or both to go through locked doors ;)
it's funny, after i turned off my computer i thought the solution would be.. just what you said! i appreciate the hint.
i wanted to wait until i was finished to say... this is by far my favourite doom mod i've ever played! it's so fun and imaginative. i love love love the regular evil doom so much, but sometimes it's great to go outside of that. i cannot thank you enough for this incredible work!!! easy 10/10 for me. i'm tempted to play 2 and 3 right away but i really want to savour them and spread them out.
I played the Legacy edition in 2020 and I really liked it. But now, with the release of the Remastered edition, you can immediately forget about it! It feels better and more enjoyable to play through. Therefore, I recommend playing the Remastered edition right away! I also wrote a review describing the difference between Legacy and Remastered.
https://dzen.ru/a/ZqKE6FYVFgiYNdPg?share_to=link
But I have a question for Batandy: «Why didn't you add the Super Golden Souls addon for the Legacy edition to the page?»InRemasteredyouadded,but notin theoriginal.
Hi, thank you very much, I'm glad you like the new version!
To answer your question, while the Super Golden Souls levels have been officialized in the remastered (and also slightly altered to match the "original" set of levels), I didn't make the legacy Super Golden Souls addon, so it isn't on this page simply put because it isn't mine.
Yes, I am aware that you did not create that mini-addon, but «salahmander2» (or «salahmander», it does not matter).
But it's weird... If he allowed Super Levels to be added to the Remastered edition, then why didn't he allow it to be added to the Legacy edition? Although, he probably didn't want the page on ZDoom to become less active.
It's actually completely on me, as I said earlier, I didn't make the addon. Yes, I supervised the inclusion of the levels in Remastered and by working with Salahmander we changed them as well so they were consistent with my set of levels, but that's also the reason why, I was personally handling the inclusions of the levels in Remastered.
On the other hand, I had no involvement with Super Golden Souls aside from answering a few questions from Salahmander back when he was working on the set in the first place, so it's not something I'd add, even with permission, to my itch page, since it's the page of projects that I personally worked on.
If you play Super Golden Souls and Remastered's SGS levels, you'll notice a couple of differences, some of those are Salahmander's, some I personally worked on, we actively worked together to put them in officially.
A copy of Doom2.wad and Ultimate Doom Builder is all you need for now, start there, experiment, make some maps, suck at it till you get good.
After you got mapping sorted out, get SLADE editor, check the zdoom wiki (it'll be your best friend throughout your modding journey) and start writing your own custom entities using original ones as a template, the more you learn to wrangle the code, the more you'll know how to make completely custom stuff as you go on.
I also suggest you to join this discord group called "The Entryway" created by James Paddock of Adventures Of Square fame, there's a lot of sections where you can share your work, ask for people to playtest, ask for help in case you're stuck on something. Here's the link:https://discord.gg/Ascc59b
James also has made a tutorial that teaches you how to make a simple doom map:
it says thisSYSTEM INFOOS: Microsoft Windows 10 Home Single LanguageGPU: Intel(R) HD Graphics 3000UDB: R4188Platform: x64
EXCEPTION DETAILSCould not create render device: No OpenGL 3.2 support found (error code 1282)em CodeImp.DoomBuilder.Rendering.RenderDevice.CreateDevice() na c:\build\UltimateDoomBuilder\Source\Core\Rendering\RenderDevice.cs:linha 144em CodeImp.DoomBuilder.Rendering.RenderDevice..ctor(RenderTargetControl rendertarget) na c:\build\UltimateDoomBuilder\Source\Core\Rendering\RenderDevice.cs:linha 50em CodeImp.DoomBuilder.MapManager.InitializeNewMap(MapOptions options) na c:\build\UltimateDoomBuilder\Source\Core\General\MapManager.cs:linha 270em CodeImp.DoomBuilder.General.NewMap() na c:\build\UltimateDoomBuilder\Source\Core\General\General.cs:linha 1141em CodeImp.DoomBuilder.Actions.Action.Begin() na c:\build\UltimateDoomBuilder\Source\Core\Actions\Action.cs:linha 269em CodeImp.DoomBuilder.Actions.ActionManager.InvokeAction(String actionname) na c:\build\UltimateDoomBuilder\Source\Core\Actions\ActionManager.cs:linha 424em CodeImp.DoomBuilder.Windows.MainForm.InvokeTaggedAction(Object sender, EventArgs e) na c:\build\UltimateDoomBuilder\Source\Core\Windows\MainForm.cs:linha 462em System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)em System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)em System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)em System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)em System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)em System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)em System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)em System.Windows.Forms.Control.WndProc(Message& m)em System.Windows.Forms.ToolStrip.WndProc(Message& m)em System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)em System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Congrats to you and your collaborators for making such a quality mod! The weapons are punchy and the map designs are so much fun; each level is packed with gorgeous scenery and exciting new gameplay twists. Laughed my ass off at the giant bouncy section in Starry Night. Looking forward to getting lost in Golden Souls 2!
What a mod! I saw golden souls 3 on twitter. Was really interested in trying out the series. Never played doom 2 before. But I gotta say it holds up today really well. This game actually keeps my attention rather than a lot of boomer shooters out currently. Great job and thanks for getting me into doom 2. I'll definitely be trying out more mods.
Hi there, I've installed the mod but I'm experiencing some annoying bugs.
The game seems not being able to load some textures correctly and some enemies (like the Hell Knight) are invisiible .
I've installed the lastest version of GzDoom and the mod into the folder, here some screenshots of the errors:
Do anyone know what's causing it or how to fix it please?
The fact that you jump too high makes me think that you've got a conflicting addon that replaced the player class and possibly other things, double check that you're not running the game with other mods or addons, if necessary, put gzdoom and doom2.wad in a new folder and let it generate a fresh config and try running the game from there
Both Final Doom and Doom 2 are separate games with their own unique content. To run a specific mod or map, you usually need the corresponding base game wad file. So, if you're interested in playing mods designed for Final Doom, you'll usually need the Final Doom mod. Likewise, if the mod is designed for DOOM 2, you'll need a DOOM 2 wad.
The mod must be matched to the correct base gamepad to ensure compatibility and the desiredgameplay experience.
I've finished The Golden Souls Remastered at almost 100%. I've killed all monsters and collected all big coins, but I didn't collect all normal coins as I couldn't find them. I like this mod very much. Maps, soundtrack, HUD, monsters are great. The only bad thing were those tiny crabs. Hunting them down on that Sorbetto Beach was a chore.
But still this mod is great. I had fun and it's time for me to start The Golden Souls 2.
So thank you for this mod. You are a Super Modder.
Awesome as always thanks for share it !
I will update it in my app at next release.
https://hakros.itch.io/hakros-doom-launcher
Greetings !