Summary
- Doom and Doom 2 update 2 has been released, introducing multiplayer mod support across all platforms.
- Both classic Doom games have received various improvements, including crash and bug fixes.
- On the Nintendo Switch, Doom and Doom 2 now support mod subscriptions across multiple user profiles.
Doom and Doom 2 have received update 2, introducing multiplayer mod support for both games across several platforms, including the Nintendo Switch. Alongside mod support, both classic Doom games are getting numerous improvements and fixes with this update.
Doom first appeared on the video game scene more than 30 years ago, yet its influence still endures, particularly in the FPS genre. Over the years, and thanks to advancements in technology, the Doom franchise has undergone several changes and improvements, enhancing the graphics and refining the frenetic, fun experience of the original title. Even though Doom has evolved, and players can now enjoy modern entries in the franchise, many still gravitate toward the classic titles.
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Fans of the original games will be pleased to know that Doom and Doom 2’s update 2 is already live, bringing significant new additions related to mods. Across all platforms, when players want to use mods in Doom, the game host must activate them before entering the multiplayer menu, and every player in the game must have the same mod installed. They should also keep in mind that mods must be created using Vanilla DOOM, DeHackEd, MBF21, and BOOM.
Among other changes across all platforms, update 2 rectifies an issue with door colors in the automap, fixes multiple crashes that occurred when loading saved games, and more. Regarding Doom’s multiplayer, the update introduces a change that allows all players in co-op missions to pick up items, adds a spectator mode when players die, expands player colors in-game and on scoreboards, and optimizes multiplayer networking code. Additionally, certain animations have been fine-tuned, along with fixes addressing issues where players would lose their weapons upon respawning.
Doom and Doom 2 players on the Nintendo Switch will now see that mod subscriptions work across multiple user profiles. For PC players, mod screenshots with spaces or special characters in their file names should now upload correctly in most cases. Moreover, this patch includes numerous mod compatibility updates. Many issues related to gameplay errors, glitches, bugs, and UI have been resolved, ensuring a smoother experience when using mods.
The classic Doom community continues to thrive—not only by actively playing the games but also by contributing to the modding scene and introducing new additions. A current trend in the community involves Doom players porting the original game to unexpected devices, including an alarm clock, a car stereo, and, most recently, a PDF file. As players dive into update 2, Doom and Doom 2 fans have plenty of new features to enjoy.
DOOM + DOOM 2 Update 2 Patch Notes
Improvements
All Platforms
Multiplayer Mods
- Hosts need to activate the mod before entering the multiplayer menu
- Players will need to subscribe to the same mod before joining a match
- We recommend using room codes to join modified matches
- Mods must be authored with Vanilla DOOM, DeHackEd, MBF21 or BOOM to be compatible
General
- Resolved an issue in which some red doors did not display as red on the automap
- Fixed multiple crashes reported by the community when loading game saves
- Improved text line wrapping legibility for mod descriptions in Asian languages
- Removed map prefix from intermission screen to be consistent with original game behavior
Multiplayer
- Items can now be picked up by all players in co-op mission play
- Added spectator mode when players are dead and waiting to respawn in co-op mission play (it can also be initiated manually from the scoreboard button)
- Fixed an issue in which disabling the crosshair would also turn off player name and co-op respawn text display
- There are now more than 4 player colors available in game and on scoreboards
- Resolved an issue in which players would lose weapons when respawning in co-op using modern rules
- Fixed an issue in which the cross-platform friends menu could not be properly backed out of when no friends were available
- Further optimized multiplayer networking code
- Addressed crosshair centering issue in certain splitscreen configurations
- Intermission animations now run at the correct speed in splitscreen mode
Mods
- The mod downloader can now process more than the first 100 subscribed mods
Nintendo Switch
Mods
- Mod subscriptions will now work between multiple user profiles
For Mod Creators on PC
- Mod screenshots with spaces and other non-alphanumeric characters in their file names will now upload correctly in most cases
Mod Compatibility Updates
- MBF21 instant kill sectors were incorrectly killing non-enemy actors
- MBF21 instant kill sectors will fire immediately when a monster enters them, instead of waiting
- BOOM and MBF21 effects that kill monsters will deal 1 million damage instead of 10000 damage in order to fix mods that used monsters with high HP values to create an invulnerable enemy
- BOOM generic floor actions were not selecting the right neighbor when finding which sector ceiling or floor height they needed to move to
- Players can hurt and shoot projectiles at their own voodoo dolls (aka player model / clone), to be consistent with the original game
- ENTERPIC in UMAPINFO is correctly shown for the map you are entering instead of the map you just left
- DeHackEd strings for BOOM keys can now be replaced through DEH patches
- BOOM line action 242 (Deep water) will now transfer ceiling and floor lighting
- Now avoids crashing for invalid sized demos when playing the demoloop
- Maps using DMAPINFO will print the map name on automap, level select, and savegames
- Changing DeHackEd ammo type will now actually change the ammo type
- Fixed Berzerk Factor not calculating correctly in the A_WeaponMeleeAttack MBF21 codepointer
- Fixed BTSX Episode 1 and Episode 2 demo playback not rendering fullscreen
- Mods that override DOOM (1993) Episodes 1-3 will use the correct intermission screen
- MBF21 A_Lower codepoint now checks for an invalid weapon before changing weapons if out of ammo
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