DOOM Eternal

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Velser - Konvaz

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Velser

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About this mod

Play CAMPAIGN maps and BATTLEMODE arenas with friends. The playable Archvile is replaced with a Slayer. At least one player should select a Slayer on the left podium slot. Requires an active Internet connection to Bethesda servers. It is not recommended to play single player content with this mod installed.

Requirements
Permissions and credits
Mirrors
Changelogs
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 - 15
Taras Nabad - 16

Nekravol - 17
Urdak - 18
Final Sin - 19
The Blood Swamps -
20

(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.


Join the Modded Multiplayer Discord Server
https://discord.gg/5cYnaCuUKk


Other Multiplayer Mods


Slayer vs Slayer
https://www.nexusmods.com/doometernal/mods/1041
Invasion
https://www.nexusmods.com/doometernal/mods/1103

For DOOM Eternal version 6.66 - rev 2.2

Not Safe for Online Matchmaking

Check Mirrors for Optional Addons

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

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

Mega Random Slaughter Map CO-OP: https://www.nexusmods.com/doometernal/mods/1129


General Information

- Default difficulty is Nightmare. Only the host can change the difficulty through the in-game menu. There is a GUI text in each map to remind players.
- Each Slayer has a fully-upgraded arsenal with a few exceptions.
- Slayers have the Sentinel Hammer equipped. 8 Glory Kills, 8 Weakpoint Breaks, and/or 8 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 unstable or do not fit co-operative play.
- 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. Instead, Slayers have the Tesla Coil weapon mod.
- 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.
- Armored Barons never spawn. They are too unstable for modded multiplayer.
- Clients cannot lock onto Spirits with the Microwave Beam. 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 games with only Demon Players. Their health equals to that of a Revenant.
- If all players on either team dies, all players will instantly respawn at the starting hub. 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. Commands are not case-sensitive.
- 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.

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 not damage players and are instant. These were changed to prevent crashes.
- Fade Teleporters will teleport players to the intro lobby in Urdak & Final Sin. This was changed to alleviate bugs.
- Encounters are more challenging, some featuring DLC AI or mechanics found in master levels. Bosses have much more health.
- The host may activate Fast Travel punchables to skip through parts of the level.
- The host may trigger boss fights prematurely by activating one of the yellow Skull Switches in the starting hub.

General Changes
- Slayers and Demon Players cannot damage each other.
- 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 to health dropped from kills.
- The Tesla Coil weapon mod replaces the Energy Shield on the Chaingun. It requires a brief second to charge up, then it will fire electrical pulses in a wide arc in front of the player. It has limited range, cannot break weakpoints, & slows down the player when firing.
- 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.
- 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 at 50% health if another player on the demon team is still alive. Slayers cannot respawn.
- Cursed Prowlers can be locked onto, faltered, and killed by normal means if a player is 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 client attacks may not register headshot kills properly.
- Pain Elementals do not have spawn FX. This was changed because their spawn FX would aggressively fluctuate on death.
- All enemies have double the normal amount of attack tokens per difficulty. This means 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: Tesla Coil
- 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

Players 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.

Any player may transform into a Demon Player by executing one of the following commands.
trigger doomhunter
trigger dreadknight

trigger mancubus
trigger marauder
trigger painelemental
trigger revenant


Executing one of these commands again will transform the player back into a Slayer and vise-versa. Does not work for client Slayers. Clients must choose a Demon Player prior to map start. When clients transform into a Slayer, they will be missing various weapons and hand models. Execute the same command again to transform back into a Demon Player.

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 5 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 on Ultra Violence & Nightmare difficulties. 45 health on I'm Too Young To Die & Hurt Me Plenty.
- Archvile is not playable due to some of his abilities not working properly.

Doom Hunter
- Requires optional addon. All players must have this addon installed along side Co-operative Mode.

Dread Knight
- Quantum Orb teleport 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 pushes back the player & deals significantly more damage.
- Double jump activates air control.

Marauder
- Summon Wolf will spawn an idle green wolf that will explode after a brief delay, dealing massive damage to nearby enemies & dropping health/ammo for allied Slayers.
- Double jump activates air control.

Pain Elemental
- Start with Fit Meatball upgrade.

Revenant
- Start with Sadist upgrade.


Custom Enemies

- Armored Arachnotron (spawns in Extraction & Celestial)
--- Black & Yellow Arachnotron skin
--- Weak to Full Auto, Microwave Beam, Mobile Turret, & Sentinel Hammer
--- Drops armor & spawn normal Arachnotron on death
--- Cannot be Chainsawed or Glory Killed
- Behemoth (spawns in Forsaken & Stronghold + Taras Nabad & Urdak)
--- Grey & Red Tyrant skin
--- Much more health
--- Takes increased damage from the gut
--- Cannot be Glory Killed
- Screecher Spirit (spawns in Extraction & Torment)
--- Purple Spirit skin
--- Possessed enemies are faster & take less damage
--- Temporarily buffs the speed & damage of all living AI on death
--- Drops Haste powerup on death


Map Issues

- Clients may experience visual inconsistencies regarding AI 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). Entity offsets are fixed for pickups, however, they will always face one direction instead of being uniquely oriented.
- 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.
- Urdak may have performance dips due to issues with the map's visibility layers. There also may be some texture flickering or hidden textures in some parts of the map. If all players stick together, then this should not be noticeable.
- The Khan Maykr and Samur are bugged, so the end bosses of Urdak are a few Behemoths.
- 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.
- The Icon of Sin may respawn after the end cutscene has been activated. Skip the end cutscene to alleviate this issue.
- The Swamp Sac hazards will not display its expulsion animation to clients if triggered by the host in The Blood Swamps. However, it will still deal damage and slow the player.
- The Wolf Torch fog will only damage players when the host is outside of the safe zone in The Blood Swamps.
- The Trial of Maligog will not function for clients, so there is a mini slaughter-map at the end of The Blood Swamps.
- Living AI demons will die if the round ends during an encounter. The last activated encounter will restart, but its trigger volume must be
touched to activate the encounter again.
- Crashes may occur late into a level. Restart the map and use 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 Slayer on the demon team Meathooks onto them.
- Cacodemons may not eat explosives launched from or Glory Killed by Slayers on the demon team.
- DOOM Hunters may not be Glory Killed by Slayer on the demon team.
- DOOM Hunters may visually retain their energy shield even after their sled has been destroyed. They still take normal damage from other weapons.
- 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.
- 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:
Sticky Bombs, Full Auto, Precision Bolt, Micro Missiles, Heat Blast, Lock-on Burst, Meathook Chain, Arbalest, Destroyer Blade, Mobile Turret,
BFG Tendrils.


Other Issues

- 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 show up in the podium intro and victory/lose screens.
- A Slayer on the demon team will not respawn when killed and the dead Slayer cannot spectate its living ally.
- When using the trigger command to transform into another Demon Player when starting as a demon, you will transform into an incomplete Slayer, trigger the same command again to transform into your desired Demon Player.
- Transforming into another Demon Player will not update the player's icon on the top of the HUD.
- Chainsaw fuel pickups will give all players +1 fuel and can be picked-up when at maximum fuel. This was changed because client Slayers cannot pickup chainsaw fuel normally after collecting at least 2 of them.
- 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.