Bethesda just keeps making the original DOOM and its sequel DOOM II better and better with regular little updates. The latest one is perhaps the best yet - slighting improving the game, making some changes here and there, and even fixing a few things.
The highlight in this particular update is the addition of gyro aiming and widescreen support. Yep, you can now move your controller about to aim and play the game at 16:9 for the first time ever in an official port. You can even play Add-Ons like this!
Here are the full patch notes from the Slayers Club page, which cover all platforms - including Nintendo's system.
New Additions
PC: Added Steam Support
Anyone who already owns either The Ultimate DOOM or DOOM II: Hell On Earth on Steam will automatically receive the new re-releases in their libraries. The original DOS versions are still available as a separate launch option from within Steam, and the original DOS IWAD files are in their original location on disk. Please note: if you have modified the files in the Steam install folder directly, some files may be overwritten. You should not modify files in the Steam folder directly, as this may cause issues. Anyone who purchases Steam copies of DOOM or DOOM II: Hell On Earth in the future; it will default to the re-releases but can access the original DOS versions as a separate launch option from within Steam.
Added widescreen rendering support
For the first time in an official port, the original DOOM renderer has been modified to natively render 16:9 without any letterboxing. The FOV has been increased to reveal more image on the side instead of chopping off the top and bottom. All new 16:9 versions of the titlescreen, intermission, and ending screens have been added. Many of our Add-Ons have also had widescreen support added, so download the latest version from the Add-Ons listing to check it out!
DeHackEd support
The engine now can load DeHackEd patches, a popular tool for the original release that modified the game in order to support more advanced behavior. Add-Ons can now use new weapons, change enemy behavior, and more!
Deathmatch 3.0 in split-screen multiplayer
Split screen deathmatch has been changed to what is commonly known in the community as "Deathmatch 3.0." Weapons will stay in the world after being picked up in order to account for the extreme lethality of DOOM's weapons, and the weakness of the starting pistol, while all items and ammo respawn on a 30 second timer. Invulnerability and Invisibility will never respawn after being picked up for the first time.
Added optional crosshair
A crosshair, which can be disabled in Gameplay Options, will also change colors when targeting an enemy. This means less guessing if firing a rocket is going to aim at the enemy above you, or fire directly into your face, bringing about an untimely death. Enabling the crosshair may also help reduce motion sickness by giving you a fixed point to focus on.
PC/Switch/PS4: Added Gyro Aim
Gyro Aim, enabled by default, allows you to look left and right by either turning the controller, or rolling the controller left or right. This allows for an additional amount of precision by enabling fine corrections to turning in order to track moving enemies, while still using the right analog stick for large turning movements. Gyro Aim can be set to either use the controller's yaw, or pitch, or disabled entirely, along with a separate sensitivity slider. Please note: On the PC version, Gyro Aiming is only supported when using a DualShock 4 controller.
iOS: New touch controls
A new, more precise touch control scheme has been implemented. The previous system that required gestures and double tapping has been changed in favor of onscreen buttons. Looking around while holding down the fire button lets you track enemies and fire during protracted encounters, while momentum on turning has been disabled for better precision and more predictable turns. A fire button has been added to both sides of the screen allowing you to better react to being unexpectedly hit from behind.
iOS: Added controller support
If touch controls aren't your thing, we now support MFi controllers fully. PS4 and Xbox One controllers that are supported by iOS 13 will also now work for input and have the same controller mappings as all the other platforms.
Android/iOS/PC: Added FPS Limiter
On iOS, 30, 60, and 120FPS has been added for devices that have 120hz refresh rate screens. On Android, 30, 60, 90 and 120FPS are available. Finally on PC, you can set it to 30, 60, 120, 144, 165, 240, and unlimited FPS.
Added millisecond accurate timer
A millisecond accurate timer has been added to the minimap, and to the end of level intermission, for anyone looking to speedrun levels.
PC: Keyboard entry of cheat codes
iddqd, idkfa, idclip, and all of their friends can now be entered from the keyboard, in addition to the Cheats menu, as in the original 1993 release.
Added secret area notification
A message and notification is now displayed when you enter into a secret area for the first time.
Added Ultra-Violence+ Skill Level
Ultra-Violence+ is a twist on our existing Ultra-Violence skill level. Deathmatch/Co-op only weapons will spawn in, and enemies are fast like in Nightmare mode. In DOOM II, this means you get the BFG and Rocket Launcher right from the start, but in Final DOOM: Plutonia you'll have a Spider Mastermind staring you down as soon as you spawn in on the first level. It cuts both ways.
BTSX Episode 1 and Episode 2 are now available in both games
Previously available for DOOM II, both parts of this amazing community Add-On set are now available for owners of either title.
Fixes
Nightmare behavior has been fully restored to the original 1993 release by making enemies move twice as fast.
In honor of double speed enemies returning, the warning when selecting Nightmare difficulty has been restored.
Resolved an issue where lighting in split screen was not accurate compared to single player.
Improved behavior of additional lighting option to increase light levels more accurately across walls and floors.
PC/Switch: Reduced input latency by disabling rendering extra frames in advance.
Reduced delay in starting certain MIDI music in Add-On levels.
Resolved an issue from the original 1993 release where the Super Shotgun blast will linger for an extra frame.
Resolved an issue from the original 1993 release where the Former Human would not light up when firing.
Resolved a rendering issue from the original 1993 release where certain textures wouldn't tile vertically, commonly known as the "Tutti-Frutti Effect"
Changes
Restored original attract loop to the original 1993 release. The original title screen and credits screen are now visible between demo playback.
Restored cut message from the original 1993 release when picking up a medkit, while having with less than 25 health.
Restored cut "ouch face" from the original 1993 release for when a lot of damage is taken in a single hit.
Intermission screen is now shown after boss levels, instead of cutting immediately to the ending screens in order to see level completion stats and time. Par times have been added to E1M8, E2M8, and E3M8.
Random SFX pitch is now disabled for chainsaw sounds to allow for better looping. Random pitch variation has been reduced for other sounds.
Pickup sounds and player voices will no longer interrupt weapon firing sounds.
PS4/XB1/PC: VSync option in Video Settings to minimize input latency, at the cost of potential screen tearing.
Add-Ons will now use their intended custom graphics during intermission and level loading screens.
Latest Add-Ons appear on the top of the Downloaded list.
Have you tried out this new update yet? Notice anything else? Comment below.
[source slayersclub.bethesda.net, via gonintendo.com]
Comments (63)
Wow, now that’s a patch and a half. Bethesda have been great to the DOOM series, now let’s see them treat their other properties with such care!
Now this is you treat retro games.
Brilliant news.
All that needs added now is online multiplayer.
Just played a few minutes of Doom 2 there and the motion controls work great and the small colour changing crosshair is very handy. That will save me from wasting a lot of bullets. I remember saying to an NL member a few months go that motion controls weren't needed for Classic Doom but it seems I was wrong. I'll definitely be using them from now on.
The widescreen looks great too. 54 best community maps to play as well.Superb update.
IDDQD and IDKFA is forever branded in my brain
Dude, this game just never stops with the updates! Its insane!
Absolutely fantastic.
These games have been an absolute steal from the very start.
Also brilliant to see them use the gyro controls on the PS4 controller which has been a bafflingly underused feature of the dualshock 4 this gen.
@JaxonH I know one person who's gonna be happy about this.
What a happy update indeed. Can’t wait to get home and test these new bits and bobs out.
This is awesome. Can't wait to revisit DOOM on my Switch and see how the gyro support improves it.
I started playing Doom 1 a few weeks ago and it's really a blast. I'm not a fan of shooters,but I love simple shooters like this or Goldeneye 64. I'm glad they are still making updates
Awesome news! Surprised by the amount of support they're giving these classics, especially considering the low price.
Now if only they were to add gyro-aiming to Doom 3
Wow. This is definitely how you treat a beloved retro game! Well done ID/Bethesda
@Isaix Doom 64 and Duke Nukem 3D are highly recommended if you haven't played them.
16:9 widescreen, re-instated title cards, implementation of Nightmare! difficulty, and GYRO controls.
The disastrous DOOM ports from a year ago are now almost perfect.
I was wondering why I've been hooked on Doom 2 for the past couple days... I've been thinking, "This feels good like when I used to play on the PC when I was a kid." These are some very nice QoL improvements.
I tried out the update and it's pretty solid.
One nitpick I have though is that the add-on packs have their results screens stuck in 4:3 fullscreen and the text corresponding to it slightly overlaps into the border, either suggesting the text may be formatted to widescreen or that the results screen has been cropped somehow.
I downloaded this on sale, played for an hour once or twice, and then never played it again. This might just be the push I needed to play through both all the way through.
I've definitely come around on my stance on motion controls since the topic last popped up around these parts.
@OorWullie Yeah I got them when they were on sale,can't wait to try them out. And what about Doom 2, I hear it's not as good,so I was afraid to pick it up.Is it really not as good?
excellent support with 16: 9!
Only thing I had to download all the Add-ons again, did it happen to you too?
@Isaix Doom II is better than the first, IMO.
@Isaix That's a matter of debate. I personally like DOOM II more than the original due to the greater enemy variety, super shotgun, and more creative level arrangements. But the level design can be all over the place at times as well.
And DOOM 64 is better than any of the games released before it.
Finally, some good news lol.
But, what's BTSX? Never heard of that. 16:9 will be great!
Good work! Thanks developers!
To think that these ports were an absolute laughing stock not too long ago and are now almost THE best way to play these games...
All i'm wondering now is when the Steam versions are going to drop in Europe (GER).
As of yet, Doom 2 is still missing (The DOS version was never put on Steam due to being indexed at the time) and Doom 1 is still the DOS Ultimate Doom version published by id themselves.
But yeah, kudos. These ports, especially for their asking price, feel like a steal. They keep on getting better and better.
@Einherjar maybe its just germany it is available in steam i own both of the dooms and they just got the update to the same version as the switch with all the addon download options https://store.steampowered.com/app/2300/DOOM_II/
Just when I think I’m out, they drag me back in.
@wummle Yup, the link is dead over here.
So they just use the same store entries that already existed (The ones where id is shown as the publisher) and simply updated them?
Weird... Would have expected these releases to get their own store ID...
Whelp, no DOOM II on Steam for us then sigh
@Isaix Not sure where you heard that, but Doom 2 is widely regarded as the better game. To be fair, it honestly more of an expansion of the first game than a full blown sequel, but it has more enemies and the beloved super shotgun, and the maps are larger and more detailed. I do prefer the music in the original though.
Literally completed Doom yesterday and started Astral Chain, but at least experience this wonderful update with Doom II.
Hey where's doom eternal
Bethesda have just kept on improving these ports since release. Another reason to go back and play Doom again is fine by me 😀
The gift that keeps on giving!
@nessisonett It's amazing how they've managed to add wide screen support to a game that was originally designed with 4:3, and didn't need to charge £50. And they aren't limited availability. After yesterday, you'd believe this would be impossible.
Bethesda have messed a lot things lately, but these Doom ports are no longer one of them.
The Doom releases reeked of hot garbage. Bethesda's redemption is nothing short of brilliant..
Bethesda have been great to us with the consistant Doom updates. For the price too, it's the best bang for your buck you can get on the eShop.
Insane upgrades considering they were released dirt cheap in the first place, and later were almost free on sale.
ADD GYRO TO DOOM 3 FOR THE LOVE OF PETE!
@Quarth
I am indeed
Waiting for local wireless play so I can host a doom lan party
At this point I'll just pretend that Doom Eternal never existed as I still enjoy these older Doom games way more.
@JaxonH Great, my friend!
@Yanina Same, fam
@Yanina What about idspispod?
Wait, why would you need the gyro aiming? You can't look up and down in Doom, can you.
@pinta_vodki
Still nicer with gyro for left/right, if you've become accustomed to it.
Same way that people who like using dual analog wouldn't want to use the d-pad.
I will* now buy your game!
*Unless the gyro aim is as uselessly implemented as the case is with Duke Nukem 3D.
@Isaix
Oh, Doom 2 is fantastic. It's just not as consistent as the original Doom, which is a perfect jewel. But the sequel reaches heights its predecessor can't match. The level design is wild and experimental, and sometimes it doesn't really work. But when it does, it's amazing. I'd say both are some of the best games ever made, and I bundle them together in my personal list of favorites. Doom 64 is wonderful, too, but it feels more grounded compared to the abstraction favored (partly by necessity) in the first two games.
Now Doom 3 needs motion controls this article made me play more of Doom 1 and the first level of Doom 3's expansion pack. Love the doom games and am still waiting for Eternal.
Doom 3 needs gyro more than 1 and 2!
@TG16_IS_BAE BTSX is another add-on mod. Loads of levels (at least 25 levels in the first episode) and a different skin for the HUD.
Oh neat. With gyro I may actually boot this one up again, see if I enjoy it more.
@Isaix Like others have said, Doom 2 is fantastic. @Beaucine described it perfectly. It's more experimental in its level design and it doesn't always work but when it does, it's superb. It has some really memorable stages that I think stand out more than original's.One of my favourite stages being the huge Downtown map, which funnily enough seems to be one of the most disliked stages in the game,at least from what I've read online.
@OorWullie
Yeah, that's what you get with Doom 2: a lot of disagreement over the levels. I mean, I love The Chasm — and that one makes some Doom players hyperventilate with barely-conceiled rage. I assume all those little ledges must've been far more infuriating in the 90s, especially in keyboard-only runs. But I "discovered" Doom 2 on the Switch, so...
Widescreen on an official Doom port is awesome in itself. UV+ is interesting though surprised fast monsters itself isnt a game play option.
My only problems personally is that i have a hard time seeing the red crosshair when fixed on a target. The yellow is bright and noticeable but the much smaller red reticle blends in with almost all targets. Its not entirely useless but its a bit of a shame since it essentially disappears from from sight.
@OorWullie
what 54 best community maps are you referring to?
i was wondering if you were talking about the btsx series, as there are 63 maps/levels total for btsx 1-btsx 2...
@Richnj To be fair the PC source ports have done widescreen for years now. It is a very welcome addition though and a big improvement over the semi-widescreen with the image stretched out garbage mode that these versions originally had.
Wonderful news! I never got into Doom at the time, probably because it was Doom 2 I was playing and I couldn't adjust to the keyboard and mouse controls, nor did l like the "find a key" repetitive gameplay. Since I bought these two about 6 months ago when they were 70% off, I've put in 50 hours combined. I've defeated Doom and halfway through Doom 2. After recently getting Doom 64 and noticing it is in widescreen, I did wonder why Doom and Doom 2 didn't get the same treatment. Anyway, that's to the devs for bringing these classics to a revived audience. Remember kiddies, the future of gaming is in the past!
@ogo79 I was meaning the BTSX 1&2 maps. I thought it was 2 packs of 27 maps. 63 is even better then!
I don't really know much about them, I just got some info off of Reddit about them being a selection of the best community maps.
@TheFullAndy I am here just to drop this video. Everyone, just watch it. https://youtu.be/binPB4YbWmM
@OorWullie
I got my info off a doom wiki myself lol
@Beaucine It's funny you mention the Chasm map. I've never made it that far yet myself but I'm familiar with the map as a video about it, popped up on my recommended feed a few weeks ago. It was discussing a long running World record speed run battle between 2 guys before a 3rd guy appeared on the scene and absolutely smashed it.
@OorWullie
I think it irks some people because, unless you're a true master, it's a map best taken slowly. You can't run-and-gun it as quickly as other levels. The narrow ledges shouldn't give you much grief, but you need to look out for (and eliminate) potential enemies before you cross the, well, chasm. Otherwise you will fall, a lot. There's usually a teleporting square at the bottom to save you, except in the next-to-last room. Which is the sort of trolling designers could get away with back in the 90s. Still, all in all, it's a very memorable level. Tons of variety and "Doom moments." But also not for everyone.
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