About this mod
Adds the Arachnotron, Baron of Hell, & Doom Hunter as playable characters to BATTLEMODE. Must be played in a private match. Slayer must host.
- Requirements
- Permissions and credits
- Mirrors
- Changelogs
One player (the host) should create a private match and invite 2 other players (the clients).
The host should play as the Slayer due to local hosting issues.
The host may change the arena and all players must ready up to start a match.
For DOOM Eternal version 6.66 - rev 3
Not Safe for Online Matchmaking
Information on how to use and create mods are in the DOOM Eternal Modding Wiki: https://wiki.eternalmods.com/
Keep in mind that the modded playable demons are templates for modders and have not been properly balanced.
If you want to try them out in a balanced gamemode, play Battlemode 3.0 or Invasion Mode.
Abilities
Arachnotron
Shares the same key binds as the Mancubus.
- Health: 2500.
- Single Jump: Jump 3.5 meters.
- Arched Dash: Dash 25 meters in an arch while looking upwards. The dash is affected by gravity.
--- Cooldown: 4.5 seconds.
- Pulse Cannon: (Primary Fire) - Rapidly fire a fast projectile.
--- Damage: 4 direct + 6 splash. 10 maximum damage.
--- Interval: 0.25 seconds.
- Argent Blast: (Secondary Fire) - Fire a large projectile that deals more damage from farther distances.
--- Minimum Damage: 0 direct + 25 splash. 25 maximum damage.
--- Maximum Damage: 40 direct + 25 splash. 65 maximum damage.
--- Cooldown: 10 seconds.
- Electro Mine: (Ability) - Create a land mine below the Arachnotron that deals damage on contact.
--- Damage: 35.
--- Interval: 6 seconds.
--- Priming Time: 1 second.
--- Cooldown: 20 seconds.
Baron of Hell
Shares the same key binds as the Dread Knight.
- Health: 3000.
- Single Jump: Jump 4 meters.
- Hellfire Bolt: (Primary Fire) - Fire a fast projectile.
--- Damage: 10 direct + 8 splash. 18 maximum damage.
--- Interval: 0.8 seconds.
- Charge: (Secondary Fire) - Leap onto a targeted location and deal damage in a wide area on impact.
--- Damage: 0 direct + 20 splash.
--- Cooldown: 4 seconds.
- Infernal Smash: (Ability 1) - Smash the ground, erupting magma spikes in a line.
--- Damage: 20 * 4 intervals. 80 maximum damage if the Slayer remains in the fire for Infernal Smash's full duration.
--- Interval: 0.25 seconds.
--- Cooldown: 12 seconds.
- Burning Claws: (Ability 2) - Modify Hellfire Bolt into a slow, but powerful melee attack for a short duration.
--- Damage: 25 * 3 intervals. 75 maximum damage if all 3 strikes land.
--- Interval: 0.7 seconds.
--- Duration: 3 seconds.
--- Cooldown: 18 seconds.
Doom Hunter
Shares the same key binds as the Mancubus.
- Health: 3500.
- Single Jump: Jump 5 meters.
- Aerial Dash: Dash 28 meters in any direction.
--- Cooldown: 1.5 seconds upon touching the ground.
- Scatter Cannon: (Primary Fire) - Fire 4 projectiles in a spread pattern. Firing this weapon will charge fuel for Rocket Volley.
6 shots will fully charge Rocket Volley.
--- Damage: 3 direct + 2 splash per projectile. 20 maximum damage if all projectiles are direct.
--- Interval: 1 second.
- Rocket Volley: (Secondary Fire) - Hold to launch a volley of rockets that rapidly drains fuel. 2 projectiles are launched per volley from the Sled.
There is a short re-firing cooldown after Rocket Volley has finished firing.
--- Damage: 0 direct + 10 splash per projectile * 2 projectiles per volley. A maximum of 12 volleys can be launched before needing to refuel.
240 maximum damage if all projectiles are direct.
--- Interval: 0.25 seconds.
--- Cooldown: 1 second.
- Cyber Chainsaw: (Ability) - Perform 3 melee slashes after a brief delay. Gives a 50% speed buff during its priming time. The Doom Hunter has an audio queue when he slashes.
--- Damage: 20 direct * 3 slashes. 60 maximum damage if all slashes land.
--- Interval: 0.2 seconds.
--- Priming Time: 0.25 seconds.
--- Cooldown: 20 seconds.
Upgrades
Arachnotron
In addition to the base demon upgrades.
- Argent Filters: Reduces the cooldown of Argent Blast from 10 to 8 seconds.
- Swift Recharge: Reduces the cooldown of Electro Mine from 20 to 15 seconds.
Baron of Hell
In addition to the base demon upgrades.
- Enraged: Striking the Slayer with Hellfire Bolt will reduces the remaining cooldown of Burning Claws by 3 seconds.
(No 2nd upgrade because the Dread Knight inheritance has very little malleability)
Doom Hunter
In addition to the base demon upgrades.
- Sustained Fire: Decreases the fuel consumption rate of Rocket Volley by 33%, allowing a total of 16 shots to fire before needing to refuel.
- Cultist Blades: Reduces the cooldown of Cyber Chainsaw from 20 to 15 seconds.
Demon Card Decks
Arachnotron
Offensive
- Summon Carcass
- Summon Hell Knight
- Haste
- Noxious Hazard
Defensive
- Summon Prowler
- Summon Cacodemon
- Haste
- Healing Zone
Baron of Hell
Ranged
- Summon Carcass
- Summon Arachnotron
- Armored
- Noxious Hazard
Pressure
- Summon Maykr Drone
- Summon Hell Knight
- Armored
- Healing Zone
Doom Hunter
Ranged
- Summon Carcass
- Summon Arachnotron
- Armored
- Noxious Hazard
Pressure
- Summon Maykr Drone
- Summon Hell Knight
- Armored
- Healing Zone
Cosmetics
- No character skins. Replacing the AI demon textures and effects will affect the playable demon.
- Start with 1 idle animation. No intro or victory animations because they cause asset failure.
Limitations / Issues
General
- Loadouts for other demon players may reset upon installing this mod. Be sure to check them if they have.
- Podium skins for the new playable demons will not show up to other players and will reset upon re-installing this mod.
- Health values on the player HUD might be inaccurate to the actual health value on the top of the screen.
- After uninstalling this mod with the playable Marauder, Pain Elemental, or Revenant previously selected, your game will crash when trying to select a demon player in a lobby. The game crashes because it does not see that you had a demon player selected since the last game. To fix this issue, select "Loadouts" before creating or joining a private lobby, then select a playable character. There will be a check mark next to character text.
Arachnotron
- There are no mantling animations after a successful mantle.
- The dash ability functions differently from normal dashes. It is affected by gravity and intended to be used as a multi-directional "arched leap". Always look at an upward angle before using to launch yourself forward, or look at a downward angle and dash backwards to launch in a backwards arch.
- Argent Blast appears to launch 2 projectiles side-by-side when viewed in 3rd person. This is a visual bug, only 1 projectile between the 2 visible orbs is doing damage.
Baron of Hell
- There are no hand models for the playable Baron. Instead, the fire blades will serve as visual queues for his abilities.
- The Baron of Hell inherits the playable Dread Knight, which has the least amount of malleability compared to the other playable demons. This is why many of the Baron of Hell's abilities are very similar to him.
Doom Hunter
- There are no mantling animations and after a successful mantle. You may see the Doom Hunter's head briefly clip through the camera when he mantles.
- Rocket Volley projectiles are have an offset to the right when fired from the third person model.
- The Cyber Chainsaw's priming SFX is global and not bound to the Doom Hunter himself.
- The Doom Hunter inherits the playable Mancubus, but he does not have a double jump because it cancelled out Rocket Volley and adds a firing delay to Scatter Cannon. His dash ability is omnidirectional like the Pain Elemental, which can be used to traverse large vertical heights.