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How to Install Doom 3 and Join a Server

Doom 3 shipped with a torch you could not hold at the same time as a gun, and twenty years later people are still arguing about it.

SweetMask · 9 min read

Doom 3 shipped with a torch you could not hold at the same time as a gun, and twenty years later people are still arguing about it. One camp says it is the whole design — a horror game where you choose between seeing and shooting. The other camp made a mod that taped the torch to the shotgun, and that mod was downloaded an enormous number of times.

Both camps are right about something, and which one you belong to will be obvious within ten minutes of starting the game.

What is less obvious is that Doom 3 has multiplayer at all. It does. It always did. And it is a stranger and smaller thing than the game's reputation suggests. Listings collect on the Doom 3 hub. This guide covers getting it installed, getting the console open — which is fiddlier here than in id's other games — and getting into a game with other people.

Set expectations about the multiplayer

Be clear about this before you spend an evening on it.

Doom 3's multiplayer was not the point of Doom 3. The single-player campaign was the product and the technology demonstration, and it was the reason the game sold at all. Multiplayer was built for very small numbers of players — a handful in a match rather than a server full — on a short list of purpose-built maps. The expansion that followed raised the player cap and added a flag-capture mode, which tells you roughly how modest the original was.

That is a description rather than a criticism. What is there is fast and close and mean. Small vertical arenas, id's weapon feel, and few enough players that everybody is in contact all the time.

But nobody should install this expecting the population of a Quake game. This is a game whose multiplayer runs on arrangement rather than on a busy public browser.

Which version you own matters

There are two Doom 3s, and they are separate products rather than one game with a patch.

The original 2004 release is the one with the torch argument, the one whose engine source was later released, and the one with the community modding history attached to it.

The re-release from years later reworked several things, most famously mounting the light on your armour so the whole debate goes away. It is a different executable with different files, and it does not share a multiplayer population with the original. A server for one is not a server for the other.

There is also the expansion pack, which is its own content and its own multiplayer additions.

None of this is signposted well on any storefront. Check what a listing contains before buying, and check which one a group is playing before you spend a download on it.

Installing it

It is a paid game and it has been sold in various packages over two decades.New to Steam? Our Steam guide covers the account and the settings worth changing on day one.

Hardware is not worth discussing. This game was a benchmark in 2004 and it is trivial now.

Two things do come up on modern machines. Frame rate limits and refresh-rate handling in engines of this age can behave oddly on high-refresh monitors, and the mouse input predates the conventions every shooter now shares. Both are worth ten minutes in the options before you conclude something is wrong.

The console, which is not where you expect

id's engines all have a console and they all take connect followed by an address. Doom 3 has one too. It is just not bound the way you would guess.

The plain tilde key does not open it on a default install. The combination that does involves holding modifier keys alongside tilde, and there is a setting you can pass to the game at launch that re-enables the simple key. Both routes are documented in the game's own configuration rather than being a secret, and if you have used any id game before, the first thing to try is the modifier-plus-tilde combination.

Once it is open, connecting to a specific machine is the same as every other game descended from the Quake lineage:

connect 203.0.113.51:27666

The address and the port together, always. A host running several game servers on one machine has moved most of them off whatever the default is, and an address without a port is half an address. Copy what the listing gives you rather than typing the part you recognise.

There is also an in-game server browser under the multiplayer menu. It works. On a game with this population it is not going to fill your screen.

What a match actually plays like

Worth knowing before you arrange one, because it is not what the campaign prepares you for.

The maps are small industrial boxes with vertical connections and short sightlines. There is no long-range duelling. You come around a corner and somebody is already there, and the exchange is decided in under a second.

The weapon set carries over from the campaign and the balance is not the finely tuned arena balance that Quake III spent years arriving at. The shotgun is brutally strong at contact range and close to useless a few metres further out, which is a famous complaint about the campaign and an even sharper one with a human on the other end. The rocket launcher does what rocket launchers have always done in id games. The plasma weapon is the reliable middle option that people underrate.

Item pickups and their respawn timers matter here the way they matter in every arena shooter of this family. A player who knows when the armour comes back is playing a different game from one who wanders past it.

And the darkness is a mechanic in multiplayer too. The maps have unlit sections, the torch gives you away, and somebody standing still in a dark corner is genuinely hard to see. Whether that is tense or irritating depends on the same instinct that decided the torch argument for you at the start of this article.

Playing with three or four friends

For a game of this size, this is the realistic route, and it is the one worth setting up properly.

The game will host a match from inside itself, which makes your machine both a player and the server. That is fine for an evening. It has the usual two limits: people outside your network need a route to your machine, and everything ends when you close the game.

id also shipped the game in an era when dedicated server binaries were standard, and a dedicated instance is the better option for anything you want to exist when you are not at the keyboard. If you get that far, the practical decisions are about where the machine sits rather than how fast it is — where to host a game server covers why the region matters more than the specification for a small game like this, and how many slots a game server needs is worth reading before you pay for capacity nobody will use.

Small is fine here. A game built for a handful of players does not need a big box.

Mods, and the reason this engine still matters

id released the engine's source code, and that single decision is why Doom 3 has a second life that most 2004 games do not.

Community engine builds exist that fix the things two decades of hardware change broke — display handling, high resolutions, modern operating system behaviour. If you are having trouble getting the retail game to behave on a current machine, that is the direction people go, and it is a well-trodden path rather than an experiment.

The mod scene split roughly three ways. There are visual overhauls that rework the lighting and textures. There are gameplay mods, including the famous one that solved the torch problem with adhesive tape. And there are co-operative campaign mods, which matter because the game shipped without any way to play the campaign together and a lot of people wanted one.

That last category is the most interesting reason to install this game with friends today. The campaign is a horror game built around isolation, and playing it with three other people changes it completely — much less frightening, considerably more entertaining.

Custom multiplayer maps exist as well, and they solve the base game's most obvious shortage. A shooter that shipped with a short map list gets stale quickly with the same four people, and community maps are the reason a group can keep at it for more than a weekend. The catch is the usual one for a game this old: everybody in the match needs the same files, installed the same way, before anybody connects. Sort that out before the evening rather than during it.

Problems

The console will not open. Try the modifier-key combination rather than tilde alone, and look for the launch setting that enables the plain key.

You connect and are immediately dropped. Version mismatch is the usual cause. The base game and the expansion and the later re-release are three different products, and community engine builds add another axis to it. Everybody needs to be running the same thing.

The game runs at a strange speed or the mouse feels wrong. Engines of this generation tied things to frame rate that modern ones do not. Look for a frame rate cap setting, and turn off mouse smoothing and acceleration in both the game and the operating system.

Everything is too dark to see. That is the design. There is a brightness setting and using it is not cheating, though the game is a different experience with it turned up.

The server browser is empty. Small population, and the population is scheduled rather than continuous. The hub is where listings collect, and our communities section is the better starting point for a game at this size, because you are looking for a group rather than a machine.

Where to go next

If it was the id engine feel that appealed rather than the horror, the arena games are the obvious neighbours. Quake III Arena is the one this engine descends from and it has a far larger surviving population, Quake Live is that same game repackaged and retuned, and Quake 4 is the direct sequel built on the very engine Doom 3 introduced.

Further back than that, both Quake II and QuakeWorld still have people playing them, which says something about how well that generation of design has held up.

A step sideways gets you Return to Castle Wolfenstein and Wolfenstein: Enemy Territory, built on the same engine family as Quake III, with team-objective multiplayer that has outlived nearly everything from its era. Soldier of Fortune II sits in the same lineage.

Everything in this guide about connect, ports and version matching applies to all of them without modification.

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JoinGG is a live directory of community game servers. Every listing is queried directly every fifteen minutes, so the player count you see was measured rather than reported by its owner, and each one carries a copyable connect address. Doom 3 servers are listed here, and every game on the site has its own hub. Player counts across every game are on the statistics page.

Common questions

Can players on the original 2004 release play with players on the re-release?
No, the original release and the re-release do not share a multiplayer population. They are separate products featuring different files and executables, meaning a server created for one version cannot host players using the other.
Is it possible to play the Doom 3 campaign co-operatively with friends?
Yes, you can play the campaign co-operatively by installing community-made mods. The base game shipped without co-op support, but modders created campaign modes so groups of players can experience the story together.
Why does the game run at an odd speed or have strange mouse movement?
Older engine mechanics tied game systems to the frame rate, which causes modern hardware issues. You should check the options to set a frame rate cap and turn off mouse smoothing and acceleration.
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doom 3doom3dedicated serversserver browserco-op
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SweetMask

Published · 9 min read

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