Doom gets deathmatch, private matches, and bug fixes in latest update

It still boggles my mind that Bethesda put Doom out the door without a built-in deathmatch mode. But such is the world we live in, and it doesn't matter quite so much anymore: “Free update 3,” which includes “much requested multiplayer features” including deathmatch and private matches is now live on Steam. The update also makes some tweaks and bug fixes to both the Doom campaign and the SnapMap editor.

Deathmatch, Bethesda explained on Steam, is a free-for-all multiplayer mode, while players creating private matches will have the ability to determine mode of play, maps, match length, and other settings.

The patch notes in full: 

Campaign Fixes and Optimizations

  • Fixed an issue where exiting a Classic Map would cause the user to freeze on the Main Menu
  • Fixed a progression blocking issue when reloading checkpoint in Titan's Realm while picking up yellow skull in crusher room
  • Fixed the Summoner and Pinky models not being visible under the Collectibles menu
  • Fixed a crash which occurred when reloading Security Switches checkpoint with DOOM Classic Weapon Pose enabled in the VEGA Central Processing
  • Fixed cases of the Combat Shotgun Pop Rocket mod not tracking progress towards mastery
  • Fixed an issue where dying at the map transition and restarting the map in next level would put your character in a broken state
  • Fixed an issue where turning on the Classic Weapon Pose during a weapon examination cut scene would cause a broken state
  • Fixed Remote Detonation mastery not incrementing if the player first uses Stun Bomb on enemy targets
  • Fixed an animation issue where the Talisman Guards' legs would not move
  • Fixed an issue where Mission Select does not accurately reflect the in game status of Dead Man Stalking Challenge in Kadingir Sanctum
  • Various instability issues addressed


SnapMap Fixes and Optimizations

  • Improved general stability
  • Undo/Redo no longer causes memory drops
  • Anonymous players now are counted correctly in the map play counts
  • AI Path Points now work properly when set to Sprint
  • Browser sorting and empty browser are improved
  • Weapon switch now has proper key bindings
  • Empty Containers can now be picked up
  • Weapon On Pick Up logic works when set to On Touched
  • Clients are now stopped by Player Blocking Volumes
  • Locked doors now properly display a “Locked” message
  • Skull keys can be added and removed from Inventory
  • Added “Manage by AI Conductor” setting to property settings of additional AI
  • Ammo gained from picking up weapons works properly in all cases
  • Powercore spawns properly when spawned a map start
  • Lost Souls work properly with AI Path points
  • Give Armor works properly in all conditions

Now go forth and kill each other, as the universe intended.

Andy Chalk

Andy has been gaming on PCs from the very beginning, starting as a youngster with text adventures and primitive action games on a cassette-based TRS80. From there he graduated to the glory days of Sierra Online adventures and Microprose sims, ran a local BBS, learned how to build PCs, and developed a longstanding love of RPGs, immersive sims, and shooters. He began writing videogame news in 2007 for The Escapist and somehow managed to avoid getting fired until 2014, when he joined the storied ranks of PC Gamer. He covers all aspects of the industry, from new game announcements and patch notes to legal disputes, Twitch beefs, esports, and Henry Cavill. Lots of Henry Cavill.