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DOOM + DOOM II: 187 Mission Maps, 43 Deathmatch Maps, and 16-Player Online Co-op

DOOM + DOOM II on Windows: official Steam details list 187 mission maps, 43 deathmatch maps, 16-player online co-op, split-screen, mod browser, and KEX engine.

DOOM + DOOM II — official game profile — official store artwork
In this record

The Arsenal: Super Shotgun and Weapon Switching

The Super Shotgun originated in Doom II as a brutal new weapon, encountered when Hell invades Earth and you "battle mightier demons with even more powerful weapons." This double-barreled shotgun quickly became a signature tool, and its inclusion in the original version means players can wield it across the complete 1993 game, its sequel, and Episode IV: Thy Flesh Consumed. The weapon's stopping power is described as part of the "more intense FPS action" that defined the sequel, offering a close-range option that complements the existing arsenal without replacing it.

Switching between the Super Shotgun and other weapons is streamlined by a weapon carousel for faster weapon switching. This mechanic lets players cycle through their arsenal more quickly than traditional number-key selection, which is useful when a room full of demons demands an immediate change from plasma rifle to double-barreled shotgun. The improvement pairs with improved mouse and keyboard controls and modern controller support, ensuring that both input methods benefit from the carousel's speed. Together, these enhancements reduce downtime during combat, letting the Super Shotgun's power be deployed the moment it is needed.

Demons and Bosses: Icon of Sin and Gatekeeper

DOOM II is where the Icon of Sin enters the picture, described as the infamous boss the sequel introduced alongside the Super Shotgun and more intense FPS action. The original Hell-on-Earth premise frames that fight: Hell has invaded Earth, and to save it you battle mightier demons with even more powerful weapons than the 1993 release offered. The documented material ties the Icon directly to DOOM II's Original Version rather than to the 1993 campaign with its official content and Episode IV: Thy Flesh Consumed.

The Plutonia Experiment supplies the Gatekeeper objective. Top scientists attempted to close the seven interdimensional Gates of Hell, but one portal stays open. Alone, you infiltrate the ravaged base, defeat the demon Gatekeeper, and seal that last Hell portal before the undead take over the world. TNT: Evilution supplies the surrounding setup: the UAC moved experiments to a moon of Jupiter, a spaceship mistaken for a supply vessel was granted access, demons poured out, and comrades were slaughtered or zombified, making the Plutonia mission about revenge instead of survival.

DOOM + DOOM II — official gameplay screenshot 1
DOOM + DOOM II — official gameplay screenshot 1

Progression: Campaigns, Episodes, and Master Levels

DOOM + DOOM II assembles a large body of mission content: a total of 187 mission maps and 43 deathmatch maps. Master Levels for DOOM II contributes twenty additional levels, each created by independent designers and supervised by id Software, sharing the base game’s hell-spawned horrors and action. Sigil, an episode-sized mod by John Romero, adds 18 new maps and fits between the timelines of DOOM (1993) and DOOM II, following a narrative in which Baphomet glitched the final teleporter with his hidden sigil. Legacy of Rust, the first official episode since DOOM II to feature new demons and weapons, is a 16-map episode split into two 8-map sections: The Vulcan Abyss and Counterfeit Eden.

Quick Save/Load support is documented for DOOM + DOOM II. The original DOS versions of DOOM (1993) and DOOM II are included on Steam. Navigation through the campaign, episodes, and Master Levels is further supplemented by 43 deathmatch maps and a new Deathmatch map pack featuring 26 maps. These elements—the 187 mission maps, the 43 deathmatch maps, the separate episode structures, and the ability to Quick Save/Load—define the progression boundaries without other host-console features.

DOOM + DOOM II — official gameplay screenshot 2
DOOM + DOOM II — official gameplay screenshot 2

Online Combat: Cross-Platform Co-op and Deathmatch

Online play in DOOM + DOOM II offers cross-platform deathmatch and co-op, each supporting up to 16 players. The new Deathmatch map pack adds 26 maps built specifically for competitive play. Across the package, there are 187 mission maps and 43 deathmatch maps, so a deathmatch session draws opponents from an arena pool assembled from that total. Co-op runs the mission maps with up to 16 participants, and both modes accept players across platforms, so the named mode and its participant count are the documented rules for online sessions.

The 43 deathmatch maps include the 26-map pack alongside the rest of the competitive layouts, giving deathmatch its full documented pool. Co-op uses the 187 mission maps, and the same 16-player ceiling applies there. Cross-platform support covers both deathmatch and co-op, so a session can mix players and still follow the same mode rules. These figures describe online play; the 16-player limit is attached to the online deathmatch and co-op modes, while local split-screen play is a separate mode from those online arrangements.

DOOM + DOOM II — official gameplay screenshot 3
DOOM + DOOM II — official gameplay screenshot 3

Local Play: Split-Screen Co-op and Deathmatch

Local play is built around split-screen, with the game listing 'Local split-screen deathmatch and co-op for up to 4 players' as an existing enhancement. That single setting covers two distinct modes on one shared display: deathmatch, where players fight each other, and co-op, where they team up. The player cap is four, so a full local session occupies one screen divided among four participants. This is separate from the online cross-platform combat covered elsewhere, and no host-console backup, restore, or suspend behavior is part of the original gameplay described here.

The same official description groups the local modes with other named enhancements, including a 'Weapon carousel for faster weapon switching,' 'Modern controller support,' and 'Improved mouse and keyboard controls.' Those control and weapon-switching changes apply to the package that contains split-screen deathmatch and co-op, rather than to a separate local build. Quick Save/Load support is also listed, and 60 FPS with native 16:9 up to 1080p is claimed. The local modes sit alongside these documented settings; independent hands-on verification has not been performed.

Mods and Engine: KEX, BOOM, DeHacked, and Mod Browser

DOOM + DOOM II moves onto the KEX engine, and that foundation brings BOOM source compatibility. The stated result is that hundreds of community-created mods from the past 25 years can be published in-game. Performance is handled with multithreaded rendering supporting up to 4K resolution. DeHacked mod support is also documented, sitting alongside features such as Quick Save/Load support, modern controller support, a weapon carousel for faster weapon switching, 60 FPS, and native 16:9 support up to 1080p. Upgraded visuals, quick save/load, and restored original in-game music using original hardware are listed among the existing enhancements. The engine string ties these capabilities to the same build.

Mod delivery runs through community-published mod support with an in-game mod browser. The profile names featured community mods including REKKR, Revolution!, Syringe, Double Impact, and Arrival, and it says to expect an ever-expanding list of single player mods to be added by the community modders. Alongside that browser sit new enhancements: online, cross-platform deathmatch and co-op for up to 16 players, a new Deathmatch map pack featuring 26 maps, and a total of 187 mission maps and 43 deathmatch maps in DOOM + DOOM II. Accessibility options include a modern font, high contrast mode, text-to-speech, and speech-to-text multiplayer chat.

Provenance

Sources & further reading.

  1. DOOM + DOOM II — official game profile Retrieved Oct 16, 2026
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