How To Play

One player (the host) should create a private match and invite 1 or 2 other players (the clients).
One player should select a normal Slayer and another a Slayer on the demon team (replaces the playable Archvile).
If there are 3 players in the lobby, the host should select a Spectator (playable Pain Elemental), so they do not interfere with the fight.
The host must 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 - 21
Cultist Base - 22
DOOM Hunter Base (Chapel) - 23
DOOM Hunter Base (Ruins) - 24
Arc Complex - 25
Sentinel Prime - 26
UAC Atlantica Facility - 27
The Holt - 28

The World Spear - 29
The Dark Lord - 30

+10 for Endless Mode

(replace # with a number)

All players should have the same Deathmatch version and addon installed,
and no other gameplay-affecting mods.

Need someone to play against?
Join Riggio's Bar and Lounge Discord server.
Discord.gg

Other Multiplayer Mods

Co-op
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

DOOM Fonts: Fontspace.com

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

Most Optimal Way to Play

Due to modding limitations, some compromises have been made.
The following steps will show players how to play this mod in the most fair way possible.

- Create a full lobby with 3 players.
- All players install the DEATHMATCH ADDON - 3 Player Optimization mod in addition to either Classic Deathmatch or Eternal Deathmatch.
- All players have fast Internet and the host is geographically located between the other 2 players.
- The host chooses Pain Elemental Spectator.
- The 2 clients choose Slayer.
- When all players are ready, the host executes a "loadDevMenuOption" command based on map preference.

General Information

- Any playable demon (including Spectators) will instantly respawn when killed. Slayers cannot respawn during a round.
- If the host leaves a match, all players will be kicked out of the game.
- The Resource Drain upgrade is removed it applied to all players even if the other player does not select it.
- The Dashing upgrade is removed because players who do not choose it are under a severe disadvantage. It is applied to all Slayers by default.
- The Endless Rage power upgrade is removed because the damage buff it applied would be inconsistent for some weapons.
- The Fists of Fury power upgrade is removed because Blood Punch is bugged and will not consume a charge when striking a Slayer.
- The Master Carve upgrade has been replaced with Speed Demon. This increases the Chainsaw & Glory Kill animation speed.
- Added the Sentinel Hammer as a standard upgrade. Requires 2 Chainsaw or Glory Kills to charge, does not give ammo.
- Added the Unmaykr as a power upgrade. Consumes 2 argent ammo per shot.
- Players can obtain BFG/Unmaykr ammo by Blood Punching fodder demons.

Changes

Menu Changes:
- The playable Archvile character is replaced by a playable Slayer.
- The playable Pain Elemental character is changed to a Spectator. The Pain Elemental is much smaller, has 1 health, cannot deal damage, or use its demon card decks. Attacking will instantly kill the Spectator. The Spectator should attack to kill themself if the Slayer on the demon team is killed.
- Most BATTLEMODE strings in the UI are replaced with DEATHMATCH.
- Slayer City light 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.

Map Changes:
- The Microwave Beam and Destroyer Blade weapon mods are available to any Slayer. Microwave Beam is fully mastered, Destroyer Blade does not have the Incremental Blade mastery. The Energy Shield mod is not available because it will crash clients.
- Heavy music based on the map's campaign equivalent plays on round start.
- Starting spawn positions for each Player are father apart.
- Portals & Jump Pads do not trigger a cooldown after use.
- 5 Zombies & 4 Imps spawn and will infinitely respawn when killed (instead of 4 Zombies and 3 Imps).
- No Slayers have outlines. They were removed because the host could not see them.
- Only 2 players are required to start a game (once the map has loaded).

General Changes:
- Many of the Slayer's arsenal have received damage scaling that only affect an enemy Slayer.
- All Slayer are 15% larger and 150% brighter with a green tint.
- Start with 160 bullets (from 128).
- The Combat Shotgun has reduces spread and will stagger fodder mid-range to point-blank.
- The Full Auto mod has reduced spread, increased range, no change in mouse sensitivity, and no FOV zoom.
- The Heavy Cannon base fire is hitscan.
- The Precision Bolt mod requires 10 bullets to fire (from 8). This was changed to balance out the increased maximum bullet count.
- The Microwave Beam mod no longer reduces movement speed.
- The Rocket Launcher projectile speed is 33% faster.
- The Super Shotgun spread has been greatly reduced. This was changed because most pellets would miss a Slayer at close range.
- The Arbalest mod FOV zoom is much less extreme.
- The Mobile Turret mod no longer reduces mouse sensitivity or movement speed.
- The BFG projectile speed is 25% faster. BFG ammo can be obtained by Blood Punching fodder.
- 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.
- Chainsaw kills will automatically give the player ammo (instead of spawning loot drops). This was changed to prevent other players from stealing loot. This cannot be done for health and armor loot drops.
- The loot drop pickup delay and pickup radius has been reduced. This was changed to mitigate loot stealing.
- All PVP loot drops last 3.5 seconds before despawning.
- The UI low health indicator occurs when the player reaches 79 health or below. This was changed because players can die quickly in Deathmatch.


Classic Mode

- Hostile AI do not spawn. Instead health, armor, and ammo pickups will spawn throughout each map. Each pickup will respawn after 8 seconds. BFG ammo pickups will respawn after 60 seconds.
- Health and Armor pickups restore 50 vitals. Ammo pickups restore full ammo of their type.
- All Slayers have the UAC Firepower, Double Down, and Sentinel Infused end-of-round upgrades unlocked from the start.
- Slayers do not have Blood Punch, Chainsaw, or Flame Belch. Melee deals 20 damage.
- Slayers start with 50% regular ammo and 0 BFG ammo.

Endless Mode

- There are an "endless" number of rounds.
- All Slayers have every Deathmatch end-of-round upgrade, except Bonus Boom, unlocked from the start (the upgrade menu is skipped).
- Applicable for both Standard and Classic mode. Add 10 to the first numerical value of the loaddevmenuoption commands to activate.


Damage Scaling to Slayers

Combat Shotgun - 35 (point blank)
Sticky Bombs - 20 (direct) + 40 (splash) = 60
Full Auto - 35 (point blank)

Heavy Cannon - 8 (direct) + 2 (splash) = 10
Precision Bolt - 30
Micro Missiles - 1 (direct) + 7 (splash), 9 (primary charger) * 12 = 96, 120

Plasma Rifle - 5, 6 (power surge) + 1 (uac firepower) = 6, 7
Heat Blast - 30 (1 charge), 50 (2 charge), 70 (3 charge)
Microwave Beam - 2 (per tick), 50 (explosion)

Rocket Launcher - 25 (direct) + 45 (splash) = 70
Lock On Burst - 25 * 3 = 75
Remote Detonate - 40 (close range)

Super Shotgun - 80 (point blank)

Ballista - 40
Arbalest - 40 (direct) + 60 (splash) = 100
Destroyer Blade - 80

Chaingun - 2
Mobile Turret - 3

BFG - 70 (direct) + 80 (splash) = 150
Unmaykr - 10 * 3 = 30 (point blank)
Sentinel Hammer - 40

Frag Grenade - 8 (direct) + 50 (splash) = 58
Blood Punch - 20 (direct or splash)
Melee - 1


Client-Host 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.
- Loot drops from the host's sync kills may be delayed. This increases the chance for clients to steal their loot. There is no known method to prevent loot stealing.
- 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 dynamic player outlines. Because of this, player outlines have been removed and replaced with bright green light rigs.
- Clients cannot see 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.
- Blood Punch does not consume a charge or show a visual indicator when striking a Slayer. To compensate, Blood Punch deals low damage against a Slayer.
- The end-of-round upgrades are still present in Endless Mode but they will not give upgrades.

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Akumajou_The_3rd
Akumajou_The_3rd

Nice mod 👍

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