How To Play

One player (the host) should create a private match and invite 1 or 2 other players (the clients).
The host should select a Slayer on the left podium slot and the other player(s) select an Ally on the remaining slots.
Players may ready-up in a full party or the host can execute the following command to load into a map based on the numbered index.

loadDevMenuOption devmenuoption/pvp # 1

Forsaken - 1
Penance - 2
Tundra - 3
Armageddon - 4
Extraction - 5
Celestial - 6
Torment - 7
Corrosion - 8
Stronghold - 9
Fortress of DOOM - 10
Hell on Earth - 11
Cultist Base - 12

DOOM Hunter Base - 13
Super Gore Nest - 14

Arc Complex - (not finished)
Taras Nabad - 16

Nekravol - 17
Urdak - (not finished)
Final Sin - 19
The Blood Swamps - (not finished)


(replace # with a number)


Not all players need the same addon mod installed if chosen.
The host may change the difficulty for all players at any time in the settings menu.

Other Multiplayer Mods

Deathmatch
Nexusmods.com
Invasion
Nexusmods.com
Tenemode
Drive.google.com


For DOOM Eternal version 6.66 - rev 2

Not Safe for Online Matchmaking

Information on how to use and create mods are in the DOOM Eternal Modding Wiki: Wiki.eternalmods.com

French translation by Payoyo.
Simplified Chinese translation by 9K.CNCstar.

Mega Random Slaughter Map CO-OP: Nexusmods.com

General Information

- Each Slayer has a fully-upgraded arsenal with a few exceptions.
- Slayers have a nerfed Sentinel Hammer equipped. 6 Glory Kills, 6 Weakpoint Breaks, & 6 Direct Blood Punch kills will charge the Hammer.
- Slayers have the Savagery, Punch and Reave, Blood Fueled, & Desperate Punch runes equipped (+ Air Control). Players can not change their rune loadout with pvp logic. Other runes were not chosen because they are too buggy or affect players without the rune equipped.
- Slayers do not have Ice Bomb. Instead, they possess a Heal Bomb which will heal Slayers and Demon Players for 25% health when inside its explosion radius.
- Slayers do not have the Chaingun Energy Shield weapon mod. This was removed because activating it would crash the game for all clients.
- Slayers do not have the Health for Blood & Armor for Blood crystal upgrades. These were removed because the client was unable to fill the Blood Punch meter with health or armor pickups, even though they could pick them up at full health or armor.
- Clients cannot see HUD notifications. A sound effect will trigger if either a Buff Totem or Frenzy Knight has spawned.
- Armored Barons never spawn. They are too unstable for modded multiplayer.
- Spirits may not possess other enemies because clients cannot kill them. However, they will possess enemies in campaign maps and the endless randomizer sections.
- Buff Totems can be destroyed by regular damage. This was changed to prevent soft-locks for Demon Players. Their health equals to that of a Revenant.
- If all players on either team dies, each player will be prompted to select a retry option so they may restart the encounter. The host may activate the red skull switch at the start of each campaign map to restart the map.
- If you wish to play a map solo, execute "pvp_skipReadyUp 1" before loading a map. Be sure to execute "pvp_SkipReadyUp 0" or relaunch the game when you wish to play with others.
- To exit a map but stay in your party, the host may execute "exitShellLobby" to return all players to the private lobby.

Changes

Menu Changes
- The playable Archvile character is replaced by a playable Slayer.
- Most BATTLEMODE strings in the UI are replaced with CO-OP.
- Blood Harvester ambient music plays in the lobby (instead of Arc Complex ambient).
- All default Slayer weapon mods are available to choose from in the loadouts section in the lobby menu.

BATTLEMODE Map Changes
- An onslaught of demons will spawn shortly after the announcer says "fight".
- They start with scripted encounters. Each encounter will take around 10 to 20 minutes to complete. An endless randomizer will then activate.
- Music will shift from ambient, to light, to heavy as the scripted encounter progresses.
- Starting spawn positions for each player are closer together.
- Portals and Jump Pads do not trigger a cooldown after use.
- Only 2 players are required to start a game (once the map has loaded).
- The end-of-round upgrade screen has been replaced with a retry screen. Players will not receive upgrades, instead they may select a retry option to respawn.

CAMPAIGN Map Changes
- Start each campaign map and proceed through the level like normal.
- Portals will open up in the starting hub as players progress through the level.
- Fade Teleporters will teleport players to the intro lobby in Final Sin. This was changed to alleviate bugs.
- The encounters have been beefed up greatly. The bosses have much more health.
- Energy Barriers block the path forward and are removed after the encounters have been completed.
- The host may activate Fast Travel portals to skip through parts of the level.
- The host may trigger boss fights prematurely by activating one of the yellow Skull Switches in the Slayer's starting lobby.

General Changes
- Slayers and Demon Players cannot damage each other.
- All Slayer are 15% larger.
- Damage taken scale has been changed per difficulty. ITYTD: 0.5, HMP: 1, UV: 1.5, NM: 2 (from 0.4, 0.7, 1, 2).
- Ambient and Fodder demons will always drop 10 health. Heavy demons will drop 20 health. Super heavy demons will drop 40 health. Glory Kills will spawn 20 health in addition.
- The Flame Belch + Flame Hook armor and Chainsaw + Hammer + Maykr Drone ammo loot drop count has been reduced; however, the quantity of each pickup has been increased to roughly equate to the same amount as in single player.
- All loot drops last for 10 seconds.
- The Chainsaw will recharge every 30 seconds and stop recharging after 3 pips have been filled.
- Chainsaw kills will automatically give the player ammo (instead of spawning loot drops). This was changed to prevent other players from stealing loot.
- Playable demons instantly respawn. This was changed to prevent a bug where if a Spectator dies, a Slayer on the demon team would be unable to move during its death duration.
- Cursed Prowlers can be locked onto, faltered, and killed by normal means if you are cursed. This was changed because the curse resistance rules did not affect clients.
- Maykr Drones will drop health and ammo from any kill type. This was changed because Maykr Drones may not drop resources if a client head-shots them.
- Pain Elementals do not have spawn FX. This was changed because their spawn FX would aggressively fluctuate on death.
- Turrets have reduced death FX. This was changed because if a Turret was damage,the client would see their death FX play repetitively until it is dead.
- All enemies have double the normal amount of attack tokens per difficulty. This means that more enemies will be attacking players simultaneously.


Optional Loadout Addons

Must be injected with any CO-OP mod (Co-operative Mode, Mega Random Co-op, with or without the Air Control addon).
Only 1 loadout can be installed at a time. Allies may have the same loadout, different loadouts, or none at all (default loadout).
The host should install the Sniper loadout because they have Sticky Bombs & Microwave Beam, which can stun Cacodemons & target Spirits.

Bruiser
- Combat Shotgun: Full Auto
- Heavy Cannon: Micro Missiles
- Plasma Rifle: Heat Blast
- Rocket Launcher: Remote Detonate
- Super Shotgun: Meathook
- Ballista: Destroyer Blade
- Chaingun: Mobile Turret
- Unmaykr
- Frag Grenades
- Chainsaw
- Flame Blech
- Sentinel Hammer

Sniper
- Combat Shotgun: Sticky Bombs
- Heavy Cannon: Precision Bolt
- Plasma Rifle: Microwave Beam
- Rocket Launcher: Lock On Burst
- Super Shotgun: Meathook
- Ballista: Arbalest
- Chaingun: Mobile Turret
- BFG
- Heal Bomb
- Chainsaw
- Flame Blech


Allied Demons

Clients are given the option to play as Demon Players allied with the Slayers. All Demon Players are available except for the Archvile. There are notable changes for each Demon Player to better suit a PvE experience and help them navigate campaign maps.

All Demon Players
- Take increased damage.
- Move slightly faster.
- Can pass through destructible walls.
- Can use portals and jump pads. Dark Purple portals are only be visible to Demon Players.
- Loot Block button will spawn a Heal Zone, healing all allies within the zone for 50% health over 10 seconds.
- Power Upgrade button will activate Haste, increasing attack and movement speed by 50% for 8 seconds.
- Blood Punching a Demon Player will drop 30 health.
- Archvile is not playable due to being replaced by a Slayer.

Dread Knight
- Quantum Orb damage is significantly increased.
- Due to modding limitations, Haste cannot increase the Dread Knight's attack speed. The buff will increase his damage instead.
- Double jump activates air control.

Mancubus
- Start with Quick Smoke & Hot Like Fire upgrades.
- Smoke Bomb no longer spawns a cloud, but it knocks back the player and its damage is significantly increased.
- Double jump activates air control.

Marauder
- Summon Wolf will spawn an idle green wolf that will explode after a few seconds, dealing massive damage to nearby enemies.
- Double jump activates air control.
- Dash is aerial.

Pain Elemental
- Start with Fit Meatball upgrade.

Revenant
- Start with Sadist upgrade.
- Dash is aerial.


Custom Enemies

See details here: Nexusmods.com
Video showcase: Youtube.com

- Armored Arachnotron (spawns in Extraction & Celestial)
--- Black & Yellow Arachnotron skin
--- Weak to Full Auto, Microwave Beam, & Mobile Turret
--- Drops armor and regular Arachnotron on death
--- Cannot be Chainsawed or Glory Killed
- Behemoth (spawns in Forsaken & Stronghold)
--- Grey & Red Tyrant skin
--- Much more health
--- Takes increased damage from the gut
--- Cannot be Glory Killed
- Cyber Cacodemon (spawns in Torment & Corrosion)
--- Green & Blue Cacodemon skin
--- Weak to Blood Punch
--- Resistant against Rocket Launcher & Ballista
--- Lobs large toxic hazards on the ground
- Frenzy Knight (spawns in Extraction & Torment)
--- Silver & Red Hell Knight skin
--- Weak to Sentinel Hammer & Blood Punch
--- Triggers a Buff Totem buff when low health or after time has passed
--- Kill Frenzy Knight to remove buff
--- Cannot be Chainsawed or Glory Killed


Map Issues

- Clients may experience visual inconsistencies regarding AI and pickup spawn positions. This is due to positional "entity offsets" for network replicated entities, which only occurs to clients. The entities will appear roughly 5% closer to the world origin (x = 0, y = 0, z = 0). There is no known method to bypass entity offsets.
- Clients may clip below geometry when executing a Chainsaw or Glory Kill in Final Sin. There are invisible teleporters that can be activated, but the client may need to move around a little to find them.
- Clients cannot view cutscenes. The Slayer is invulnerable during this time and will exit the game once completed.
- Clients cannot view boss health bars.
- The Icon of Sin's armor won't appear destroyed for the clients, but its flesh will. Red lightning will flicker around the supposedly destroyed armor pieces.
- Living AI demons will die if the round ends during an encounter. As a workaround, the host may activate the red Restart Map Skull Switch at the starting hub then activate fast travel portals to skip parts of the map and retry the encounter they died at.
- Crashes may occur late into a level. Utilize the fast travel portals to get to where the crashed occurred after starting a new game.

AI & Weapon Issues

- Shield Soldiers may not lower their shield if a client Meathooks onto them.
- Cacodemons may not eat explosives launched from clients and cannot be glory killed by clients.
- DOOM Hunters may visually retain their energy shield even after their sled has been destroyed. They still take normal damage from other weapons.
- DOOM Hunters may not be glory killable by clients.
- Tyrants will not walk, run, or sprint. This was changed because their movement behaviors will crash the game for clients.
- Blood Maykr shields are never visually disabled for clients. Their Cruciform and Javelin animations should be a clear enough vulnerability indicator.
- Loot drops from the host's sync kills may be delayed.
- Client Slayers do not show up in the podium intro and victory/lose screens.
- The Destroyer Blade projectile appears smaller when fired from the host and does not explode. These are side-effects of removing lag caused by the Destroyer Blade and making sure the projectile is visible to all players.
- The Host cannot see player name tags and health bars above their heads.
- Clients cannot see or hear some of the host's weapon projectiles, ribbons, or impact FX (they still function regardless). The following are not visible:
Full Auto, Precision Bolt, Heat Blast, Meathook Chain, Mobile Turret, BFG Tendrils.

Other Issues

- The Slayer's customization menu in the demon team displays cosmetics for the Archvile, and the Archvile is much larger than normal. Any changes here will affect the playable Archvile character. Cosmetic changes to the normal Slayer will affect a Slayer on the demon team.
- If the player's FOV is above 120, chainsawing an enemy will sometimes reduce their FOV and prevent Precision Bolt and Arbalest zoom (the weapons still function none-the-less). Executing a Chainsaw or Glory Kill again may resolve this issue.
- A Slayer on the demon team will not respawn when killed and the dead Slayer cannot spectate its living ally.
- The BATTLEMODE announcer does not announce if a Slayer's or Demon Player's health is critical and the "low health" text warning is not displayed, but the red screen FX remains. These were removed to alleviate a bug where the music would stop playing if every player health values were low.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

Co-op Videos

News

Co-op Final Sin (Host POV)

Co-op Slaughtermaps (Host POV)

Co-op Slaughtermaps (Client POV)

Add file RSS Files
Co-operative Mode v6.2

Co-operative Mode v6.2

Full Version

For DOOM Eternal version 6.66 rev 2 - Fight an onslaught of demons with friends in BATTLEMODE & CAMPAIGN maps.

CO-OP ADDON - No Air Control v6.2

CO-OP ADDON - No Air Control v6.2

Patch

For DOOM Eternal version 6.66 rev 2 - Unequips the Air Control rune from your Slayer's inventory.

CO-OP ADDON - Loadout Sniper v6.2

CO-OP ADDON - Loadout Sniper v6.2

Patch

For DOOM Eternal version 6.66 rev 2 - Applies the Sniper loadout to your Slayer, which focuses on precision weapons and raw damage.

CO-OP ADDON - Loadout Bruiser v6.2

CO-OP ADDON - Loadout Bruiser v6.2

Patch

For DOOM Eternal version 6.66 rev 2 - Applies the Bruiser loadout to your Slayer, which focuses on close-combat weapons and sustainability.

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

Tags

Co-operative Mode has not been tagged yet.