update 1 to 5: Multiplayer Added new game mode, Infernal Run Teams fight to obtain the ball and score in the opponent’s goal Added Bots for multiplayer Bots are available on original multiplayer maps in Team Deathmatch and Deathmatch game modes Increased the maximum level cap to Echelon 11, level 50 Added the DOOM Marine Armor (Praetor Suit) as unlockable perk for achieving maximum multiplayer level cap Resolved an issue where rapid controller input caused unusually high shotgun damage. SnapMap You can now play as the DOOM Marine in Praetor Suit Armor Added over 30 Lazarus Lab–themed modules Added Lazarus Lab–themed props Improved Object Limits Persistent Integer variables that can be passed between missions within a campaign Save and restore your health/armor/ammo/weapons/equipment/max weapon slots/inventory Added the ability to Get and Set Score You can now access the Leaderboard Score in the HUD Added new (first-person view) Player Camera Entity Added camera rumble FX and sounds Added new player modifiers Ledge grab time, power-up time, barrel damage, equipment cool down Plasma weapon mastery Additional single-player Interactables New single-player styled Objective HUD Added single-player Compass General single-player consistency pass on HUD Added more POI options Show distance, show on compass Updated victory and post-match summary screens More interactable and customizable GUI Added animated Echo Events Added new FX/hazards Added % encounter complete listener to encounters Ability to remove AI from finished encounters and events Ability to remove unspawned AI from the AIC Added ability to turn off bobbing on pickups to place them however you want Editor improvement to hide/show types of objects Editor improvement to lock rotation when moving objects Editor improvement to disable snapping of objects to the floor Added armor Customizations and Taunts Update 4: 2 New Modes Possession – New team-based Prowler vs. Marine multiplayer mode. Bloodrush – New free-for-all multiplayer mode. Region selection in MP, allowing folks to matchmaker based on their preference Entitlements are now shared at the lobby level instead of by invite, so you won't need to send an invite every match to players who do not own the DLC content. General matchmaking improvements to Multiplayer Added new voting system in playlists for multiplayer modes and maps SnapMap New DOOM Classic Campaign Added Feature Pack Campaign mission, including new classic DOOM levels Classic DOOM Content New classic DOOM modules, props, interactable items, lifts, pickups, sounds, classic player deaths, and music. Community Support Community Curation system enables newly published maps to be reviewed and recommended by the community Community HUB overhauled, which makes finding your favorite content easier SnapFeed support, allows users to subscribe to authors, players, and maps to get up-to-the-minute details on new content Custom Environment Creation Detailed hotspot and tiling textured blocking volumes can be used to create custom environments Decal Tool to add blood, numbers, demonic symbols, grime, corrosion, and more to your maps Massive update of new Hell and UAC environment props Added new container object models Additional Logic Tools Copy content and logic from one map to Paste into another Created multi-level campaign using Next Map Logic Added Hazard and FX as a category of Spawners Set color input added for all volumes and hazards Snap Grid Offsets added to editor settings to allow authors to offset in XYZ coordinate space POI can now be set on spawner items Authors can get precise camera position by previewing the camera view within the editor Added set environment and fade to camera properties Authors can set their editor view to ignore current module environment settings Cylinder volumes can be used as shootable triggers Added support for silent (no VO announcements) lockdowns No longer need to set a DOOM ID to post to map leaderboards Additional DOOM Single Player Consistency Additional DOOM weapon upgrades from Campaign – mastery versions of the HAR and Combat Shotgun Campaign-styled communication HUD elements Editable interactable GUI Additional FX and Hazards Added Rune Tablet interactable Publish maps with Campaign intro screen and lobby Additional equipment pickup items Add Static keycard and weapons props Added setting to disable hit feedback sounds Added setting to disable damage indicators Added setting to disable AI teleport FX Added Berserk power-up Miscellaneous Fixes and Additions Added additional armor and weapon customization skins Added Revenant player demon Usable volumes will now work in the front of doors Blocking Volumes (previously called Player Blocking Volumes) now default to static and visible when placed AI can now be affected by Blocking Volumes Some props can have their FX toggled on and off Update 3: 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 Update 2: Single Player Fixes and Optimizations Fixed an issue where performance gradually decreased in the Polar Core level Fixed an issue where the Gauss Cannon’s charged mod alt-fire did less damage than the base fire damage Fixed an issue where players were unable to unlock the Argent Overload achievement/trophy if they began their progress after the release of Update 1 Fixed an issue where players were unable to unlock the Tinkering trophy if they began their progress after the release of Update 1 (PS4) Fixed an issue where some users were not able to progress weapon and rune masteries after the release of Update 1. The “What Else Ya Got” achievement/trophy no longer is blocked for those who have not completed the “Double take” challenge. Fixed an issue which prevented users from using Combat Shotgun mods when out of shells, with “Rich Get Richer” enabled. Multiplayer damage indicators have been removed from the single player mode. Fixed an issue where users experienced a crash to desktop while using current NVIDIA drivers. (PC) Fixed an issue which prevented users from assigning menu-specific actions to the Steam controller. (PC) Multiplayer New Features Added two new multiplayer game modes Sector – Capture and Hold Exodus – Capture the Flag Improvements to Matchmaking Fixed several cases of party invites not working after the host leaves. Improved host migration success rate. Fixed issues with network connectivity loss resulting in being unable to join future matches when connectivity was restored. Improved handling of party peers in the game lobby. Fixes Fixed several third-person weapon issues (animation shaking, customization not appearing). Fixed an issue with the magnetism hack module where power-items would not return to their original position if the player died while in transition. Fixed an issue where taunting many times in a row could cause the player’s third-person animation to be stuck in one pose. Fixed cases of loading screen tooltips not showing up correctly. Fixed issue with Clan Arena and Freeze Tag showing the incorrect amount of player icons on the HUD (top-left player indicators). Fixed issue with level up rewards, including level up rewards not being awarded properly). Fixed presentation issue in the Intro sequence (disabling weapon GUI being displayed early). First person hands customization fixes (fixed some cases where first person hands customization meshes weren't being shown correctly). Fixed duplicate selection boxes in the Challenges screen. Fixed issue where the previously played map could be loaded into the playlist again. Fixed issue with PS+ offer being shown at an inappropriate time (PS4). SnapMap Community HUB Improvements Added Find Open Match, a public match browser displaying all available public lobbies Added a Recently Played Maps list Added ability to Subscribe to maps and browse them from the new Subscribed Maps list Improved the Map Browser with additional sorting options Added new unlockable images for customizing published maps (11 new backgrounds, 10 new mode icons, 20 new miscellaneous images) Added icons on the Map Browser to identify Cloud/Local maps Editor Functionality Improvements Added God Mode and Infinite Ammo as testing settings for map authors Added Movement Speed settings in the editor Content Additions Added a customizable Weapon Wheel that allows the player to hold any number of weapons Added 30 new Hell themed Modules including indoor and outdoor environments Increased the number of weapons available by adding the Pistol, the Chainsaw and the Static Rifle Added Skull Keys, and Hell Barrel Added The Unwilling to the available AI Added the Mancubus as a selectable Player Demon Added new Interactables including the Gore Nest, Hell Tablet, and Tripod Panel, a customizable touch screen panel Added weapon-specific ammo to Pickups and AI drop tables Added all new Hell Props including a giant demon skull, altars, cauldrons and more Added construction props such stone blocks, rocks, columns, and arches for customizing Hell environments Added Launch Pads with logic to control distance, speed, direction, and destination Added new FX to accompany the Launch Pads Added new Demonic and Origin Hell Voice Speakers Updated Speakers to include new instrument sounds Added a Switch object which triggers only one output based on a specified index Added a Custom Event object which triggers all instances of an event when any instance of it is signaled Added three new Filters including Equipment, Weapon, and Cached Entity Filters Improvements to Logic and Object Functionality Weapons now have a property that allows players to pick up weapons when touched AI have two new properties to Set Stagger Percentage, and Enable/Disable Stagger Players now have the On Health Percentage Reached output New style properties have been added to Light objects to create light FX such as blinking, strobe, rotating, and more Props and Player Blocking Volumes now have a Static property that will return their Network budget value, but will disable all inputs (show, hide, etc) during a match Updated the Inventory entity to manage multiple weapons Updated Player Loadout object to include Demon Player race selection The AI Conductor behavior can now be altered when entering a module AI spawning can be inhibited in a module through logic Module Environments can be changed during a match with logic Friendly AI health bars and POIs can be hidden or shown Hazard damage can be set to a Variable Color properties are now shown in a color swatch A large health bar is now available as an Objective Use Alternative AI Drop Table that simulates Campaign drops from demon kills Fixes Fixed the Spend input to result in a Spend Failure if it causes a Player/Team Resource to fall below zero Fixed Player Demon hand jittering Fixed the Network cost of Lights. This may result in previous maps having a maxed network budget. Map authors may need to remove other networked objects or use the Static property on Props or Player Blocking Volumes that aren't altered using logic. Update 1: General Added Classic DOOM weapon placement/view model option (all modes) Campaign Added Photo Mode (You’ll find the new Photo Mode toggle in the game settings. It is available through the pause menu once you are loaded into a map via Mission Select) MP Updated weapon balance (live as of June 10, 2016) Clan Arena and Freeze Tag now require the winning team to complete 5 rounds in order to win the match. (live as of June 10, 2016) Customization UI has been implemented to show all possible unlocks Cross Style option has been added to settings for MP. SnapMap Added Original Author to the map info page Added a timeout for AFK in Lobby Added a property to allow map authors to choose if SnapMap will auto-manage (hide/show) hand-placed AI Added Enable/Disable to Shootable Trigger Added Sky/Window props Added an auto-rollback to previous version for corrupted maps Improved sorting algorithms for Most Popular map searches Fixes Single Player Fixed Steam Friends’ Ultra-Nightmare Helmets not populating the map Fixed freeze when opening weapon wheel at more than 142 FPS (PC) Fixed quit to desktop when clicking campaign after initiating Dev Mode (PC) Fixed “IDKFA” Trophy/Achievement not properly unlocking (all versions) Fixed PS4 crash when reloading checkpoint in Foundry Fixed some occurrences of the “Every Nook and Cranny” Trophy not unlocking after collecting all Doomguys (PS4) Fixed an issue where the game required Internet access (Xbox One) Multiplayer Fixed crash while experiencing server connection issues (PS4) Fixed crash when a client suspends the game while a lobby loads into a match (PS4) Various cosmetic and gameplay fixes Matchmaking improvements Fix for restrictive NAT types being chosen as dedicated server lobby host Fix for larger lobbies having longer matchmaking times Fix for Player getting left behind if they join a friend as the lobby countdown finishes Bug and stability fixes SnapMap Fixed Asian language font issues Fixed AI pathing error with certain types of props Fixed error where multiple maps share the same Map ID Various map error fixes Various logic fixes Various stability fixes PC-Only Fixed Dev Mode incorrectly triggering when the user retrieves their own save data from Steam Cloud