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

That's right, Doom launched without a deathmatch mode. I don't get it either.

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.


As lead news writer during ‘merican hours, Andy covers the day-to-day events that keep PC gaming so interesting, exciting, and occasionally maddening. He’s fond of RPGs, FPSs, dungeons, Myst, and the glorious irony of his parents buying him a TRS-80 instead of an Atari so he wouldn't end up wasting his life on videogames.
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