================================================================================
IWAD needed				: DOOM2.WAD
Advanced engine needed  : Zandronum 3.2 or above, OpenGL renderer recommended
Primary purpose         : Deathmatch
================================================================================
Title                   : Insanity Deathmatch: Skinnable Edition version 1.3
Filename                : IDM_SkEdit_v1.3.pk3, IDM_Skinpack_v1.35,
						  IDM_STPatch_v1.3.pk3, IDMAnnouncer_v1.2.pk3
Release Date			: 
Author                  : Kalle "Kaapeli47" Soittila
Email Address           : kaapeli47@gmail.com
Misc. Author Info		: A real n00b in DM that he had to make this mod!

Description: A weapon and item modification for Doom II's Deathmatch, featuring
new weapons, armor and powerups as well as new sprites, graphics, sounds and
music. Further details about the mod below.

For credits, see IDMCredits.txt.

//------------------------------------------------------------------------------
//------------------ I N S A N I T Y  D E A T H M A T C H ----------------------
//------------------ (C) 2023 Kalle "Kaapeli47" Soittila -----------------------
//------------------------------------------------------------------------------

DISCLAIMER: This multiplayer PK3 mod is ONLY COMPATIBLE on the Zandronum (3.2 or
above) sourceport!

This mod adds and replaces sprites, sounds, weapons, items and playerclasses
for Doom II.
Compatibility with another mod with weapon or item modifications, like Skulltag,
is NOT guaranteed!

BEFORE RUNNING THIS MOD WITH CUSTOM MAPS, MAKE SURE THE MOD IS LOADED
**AFTER THE MAPS** TO ENSURE FULL COMPATIBILITY!


This is a PK3 mod for multiplayer deathmatch of DOOM II recommended at least for
4 players. This mod features weapons, ammo, powerups and player classes, as well
as new sprites, graphics, sounds and music. The mod can be played on any map
pack for classic Doom II Deathmatch, Team Deathmatch, Duel Last Man Standing,
and Capture the Flag.

The full package of the mod comes with two editions: Insanity Deathmatch, and
Insanity Deathmatch: Skinnable Edition. The standard edition features additional
player sounds, death animations and weapon skins. The Skinnable Edition of the
mod has support for Zandronum player skins.

The two editions cannot be loaded at once.


//-------------------------- // // FEATURES: // // -------------------------- //

Insanity Deathmatch is a Doom II deathmatch mod for Zandronum, which replaces
your standard Doom deathmatch things with random insane weapons, several armor
types, whacky powerups, and over 1100 gibbing sounds!

The mod doesn't feature any new maps (well, not yet at least...) but can be
played on any Doom II map, and also works in Last Man Standing and Capture the
Flag, as well as with Zandronum's built-in Instagib and Buckshot modifiers!


// Weapons:

- 53 total Weapons: 44 new additions and 9 improved versions from the original
  Doom II arsenal!
- All weapons have powered up versions using the Strength Powerup!
- 12 different starting weapons!
- 21 total Big Weapons, one of which randomly spawns on the BFG spot of the map
  at a time!
- Weapon spawns are mostly randomized in their ammo-categorized spawns!
  (Example: the Rocket Launcher spawn spots now randomly spawn 1 out of 4
   different rocket weapons for the rest of the match.)


// Ammo:

- Ammo amount and receiving made more balanced and relevant for such a short
  average lifetime in deathmatch.
- Backpack gives full ammo in addition to increasing the player's
  ammo capacity.
- Some Big Weapons have their own special ammo that can't be restocked by
  pickups in classic Doom maps, but can be placed in custom maps.

- More information about Weapons and Ammo in the 'WEAPONS' section below.


// Armor:

- Players start with 100 starting armor protecting the player for 67% against
  all damage.
- Several armor types which protect you more or less against different Damage
  Types (Bullets, Nails, Melee, Explosives, Plasma, Rails, BFG, etc.)
- Some smaller Armor pickups have weaker protection, but also give you full ammo
  for the weapons they also protect against better.

- More information about different Armor types in the 'PICKUPS/Armor' section
  below.


// Powerups:

- 17 total Powerups: 11 new additions and 2 improved versions from Doom II.
- 4 returning powerups from Skulltag: Doomsphere, Guardsphere, Turbosphere and
  Time Freeze.
- The Chainsaw spot and all powerup spots, excluding the spot for the
  Invulnerability sphere, can randomly spawn one out of 17 different powerup
  spheres.
- The Invulnerability spot now spawns either the Rage powerup or Time Freeze.

- More information about different Powerups in the 'PICKUPS/Powerups' section
  below.


/// - OTHER FEATURES:

- Compatibility for all Deathmatch, Last Man Standing, and Capture the Flag maps
  with Doom II actors.
- 1100+ different gibbing sounds!
- 35 rare death explosions and gibbing nukes that can happen when a player dies
  or gibs, which results in corpses exploding into projectiles!
- Custom player skins are compatible using IDM_SkEdit_v#.#.pk3 in place of
  IDM_v#.#.pk3!
- Skin Packs (IDM_Skinpack_v#.## & IDM_SkinpackExtra_v#.##) for the Skinnable
  Edition which can even be used in classic multiplayer Doom without the mod!
- Many different player bot personalities. Each bot also has a different
  starting weapon.
- New fullscreen HUD included.
- Explosive barrels are now EXTREMELY explosive! Use with caution!


// ----------------------------- MOD SPECIFICS: ----------------------------- //

If you WANT to master Insanity Deathmatch, reading this will help you, but it's
still faster to just jump into the action...

Insanity Deathmatch is a multiplayer PK3 mod for Zandronum, which features new
and improved weapons of frantic deathmatch massacre, new special armor types,
and totally whacky powerups, all of which add a twist of Insanity to the
Deathmatch of Doom II!

This mod isn't supposed to be any competitive-styled deathmatch mod (although
I invite those people as well to test it, too, and give opinions on its
eligibility for competitive play!) nor any strong attempt to balance out
the assets of Doom II in multiplayer, but instead a more deathmatch carnage
type mod meant for an Insane amount of fun!

Insanity Deathmatch can be played on any deathmatch map pack with Doom II actors
- and exclusive maps for this mod are already on the work!

I hope you enjoy the fragging, and remember to always have fun!
Otherwise, if you take things too seriously, soon you wont be sane enough to
escape the Insanity!


/// --- GAME MODE & MODIFIER COMPATIBILITY --- ///

Like the name suggests, Insanity Deathmatch is meant for Deathmatch modes.
However, other modes like Duel, Last Man Standing, Team LMS, Capture the Flag
and One flag CTF are supported, as long as the maps for all modes have ONLY Doom
actors in addition to the needed actors for the game modes!

Also, despite the fact that both modes may or may not work, Insanity Deathmatch
is not meant for Co-op or Survival for obvious reasons.


/// Compatible modes ///

Currently in Insanity Deathmatch the recommended and full compatible game modes
are Deathmatch, Team Deathmatch, Duel, Last Man Standing, Team Last Man
Standing, Capture the Flag and One Flag CTF.

// Health/armor flag for Last Man Standing

This flag will toggle the extra health and armor the players have in LMS:

idm_lmshealth true/false

When set to true, players will have 300 health and 300 armor.
When set to false, players will have 200 health and 100 armor.

= Normal spawn flag for Duel =

By default, Duel has less weapons and powerups to make the game mode more
playable for a 2-player matchup. This flag will toggle regular weapon and
powerup spawns for Duel:

idm_duelnormalspawns true/false

When set to true, weapon and powerup spawns are just like in Deathmatch.
When set to false, weapon and powerup spawns will be more friendly for Duel.


/// Modifiers ///

Insanity Deathmatch comes with 12 different game modifiers.

By default, there is an 8.33% chance for a random modifier to activate at the
start of each match.

Insanity Deathmatch is also compatible with Zandronum's Instagib and Buckshot
modifiers.


== Insanity Modifiers:

Notice: Some modifiers disable all pickups on the map, and players can
only use specific weapons.

When random modifiers are disabled, a specific modifier can be set.
More information on each modifier below.


= Instagib =
When enabled, players can only use the Railgun with infinite ammo.
CVAR: idm_modifier 1

= Buckshot =
When enabled, players can only use the Super Shotgun with infinite ammo.
CVAR: idm_modifier 2

= Blade Mode =
When enabled, players can only use the Vorpal Blade.
CVAR: idm_modifier 3

= Knife Fight =
When enabled, players can only use the Knife.
CVAR: idm_modifier 4

= Fisting =
When enabled, players can only use the  W I D E   F I S T!
CVAR: idm_modifier 5

= Mortar =
When enabled, players can only use the Grenade Rifle with infinite ammo.
CVAR: idm_modifier 6

= Cowboy Mode =
When enabled, players can only use a Knife and a Yellowboy with 20 shells.
CVAR: idm_modifier 7

= Hot Rockets =
When enabled, players can only use the Rocket Launcher with infinite ammo.
CVAR: idm_modifier 8

= Lumberjack =
When enabled, players can only use the Chainsaw.
CVAR: idm_modifier 9

= Armageddon =
When enabled, ALL weapon spots have random Big Weapons!
CVAR: idm_modifier 10

= Fast Weapons =
When enabled, weapons have double rate of fire!
CVAR: idm_modifier 11

= Gun Nut Mode =
When enabled, weapons are permanently upgraded!
CVAR: idm_modifier 12


== Miscellaneous Modifiers:

= Starting weapons =

CVAR: idm_startweapons (true/false)
Default: true

When enabled, allows players to select different starting weapons in the Player
Setup menu.

When disabled, players will only spawn with the Pistol.


= Rare gibbing nukes =

CVAR: idm_gibnukes (true/false)
Default: true

When enabled, allows the rare effect of players exploding into huge meme-like
explosions when gibbed from an overkill attack.

The chance of this is counter-progressive depending on the amount of players.
The more players there are, the smaller the chance a gibbing nuke will execute.

Full table of chances depending on the amount of players:
  1-3 players = 8/256 chance
  4-6 players = 6/256 chance
  7-8 players = 4/256 chance
  9-10 players = 3/256 chance
  11-20 players = 2/256 chance
  Over 20 players = 1/256 chance

Disabling the modifier will disable the nukes from happening completely.


= Explosive deaths =

CVAR: idm_explosivedeaths (0/1/2)
Default: 1

When set to 1, or 'Progressive chance' in the menu, players have a chance to
explode into a big fireball sendoff or a small projectile explosion when
fragged, potentially fragging nearby enemies.

Like the gibbing nukes, the Explosive death chance in the 'Progressive chance'
setting depends on the amount of players. The more players there are, the
smaller the chance an explosive death will execute.

Full table of chances depending on the amount of players:
  1-2 players = 32/256 chance
  3-4 players = 24/256 chance
  5-6 players = 20/256 chance
  7-8 players = 16/256 chance
  9-10 players = 12/256 chance
  Over 11 players = 8/256 chance

When set to 2, or 'Custom chance' in the menu, you can set a custom chance for
the explosive deaths between 0 (0%) and 128 (50%) by adjusting the 'Explosive
death chance' number field in the menu, or by typing 'idm_explodechance 0-128'
in the server console.



/// --- PLAYER INFORMATION --- ///

In Insanity Deathmatch, players can choose from 12 different starting weapons
before spawning: Pistol, Chainsaw, Knife, Vorpal Blade, Machinegun, Yellowboy,
Blaster, Boomstick, Buckshot, Nailgun, Chaingun or Grenade Rifle.
(More info about each weapon in the WEAPONS section below).

Each player's starting statistics are the same, and they are as follows:
================================================================================
Starting Health: 100
Base* Maximum Health: 200
Maximum Health from Powerups: 300
Starting Armor Amount: 100
Starting Armor Protection: 67%
================================================================================

* = The health value you can heal yourself up to with regular health pickups,
	like the Medikit and the Stimpack. So when you spawn, you can already boost
	your health to 200 by grabbing 2 Medikits or 4 Stimpacks!
	
	When picking up Health Bonus pickups, You also raise your base maximum
	health, and you can be healed higher with regular health pickups.



/// --- WEAPONS --- ///

Weapon Statistics explained:

- Damage: [Min. Damage - Max. Damage]
  The amount of damage per attack.

- Direct Damage: [Min. Damage - Max. Damage]
  The amount of damage per attack from a projectile direct hit.
  
- Splash Damage: [Min. Damage - Max. Damage]
  The amount of damage per attack from a projectile explosion.

- Rate of Fire: [Rounds per minute] RPM
  The weapon's attack rate.

- Spread: [Horizontal]/[Vertical]
  The attack spread of the weapon in degrees.
  The lower the value is, the more accurate the weapon is.


/// - Slot 1: Melee weapons

// Fist:

- Damage: 100-150
- Rate of Fire: 120 RPM
- Spread: None

All players can use the Fist, which hits at an average speed and deals good
melee damage. It also has a great knockback upon hitting things - so you can
even send an explosive barrel flying at enemies before it explodes, and they'll
never expect what hit 'em!

The Fist should be the player's last resort when every other weapon has been
depleted of ammunition. However, if you can perform a great sneak attack with
it - which is still discouraged because of the limited range - you can mostly
punch them in two hits!

Strength powerup effect: Your Fist becomes Berserked, and its damage will be
multiplied by 10!


// Chainsaw:

- Damage: 1-160
- Rate of Fire: 1050 RPM
- Spread: None

Find some meat and make it minced! The Chainsaw is a starting weapon for those
who mostly prefer a faster up-close-and-personal approach than the Fist. It's
attack rate is very fast, and will mow over any player who comes in its way - so
much so that the enemies will either be quickly cut in half, or it cuts through
so fast they may even gib!

Per a single blade spin the chainsaw deals between 1 and 25 damage, which is
then multiplied by a number between 1 and 10. Its attack range is a little bit
longer than the Fist's thanks to the long blade the Chainsaw has. However,
unlike the fist, the Chainsaw has no knockback.

Strength powerup effect: The Chainsaw becomes double-bladed, doubling its attack
rate and damage per attack!


// Knife:

- Damage: 100-175
- Rate of Fire: 175 RPM
- Spread: None

The Knife hits faster and does slightly more damage than the Fist, replacing it
as your new standard melee option when you select this starting weapon.
However, because of its low damage, it's more of a tool than a weapon. And I
don't mean a tool for opening your can of Spam with it - that's the BFG's job!
I mean a tool to get out of combat.

Through a lesson of a great veteran counter-terrorist, you've learned to move
faster while holding the lightest weapon you have in your hand, which just
happens to be this one! Even the brass knuckle on your Fist is heavier than
this! So when you wield the Knife, you move 15% faster!

Strength powerup effect: The knife turns into a jungle machete, striking faster
and from different angles for more damage!


// Vorpal Blade:

- Damage: 200-1350
- Rate of Fire: 95 RPM
- Spread: None

The Vorpal Blade from Demon Eclipse is an extremely strong starting melee
weapon. A single swing from this sword can instantly frag and even gib a marine
that's just spawned!

However, the Blade's durability is unlike any other sword. So much so that
it can parry attacks on each successfully timed swing, and even reflect
projectiles!

It's infused with regenerating energy that can be charged faster by hitting
enemies. When at 50% energy, the blade turns green and deals even more
damage per hit, and when at 100%, the blade turns red, ready to swing a
projectile that slashes through enemies with devastating cutting power! After
casting the projectile, the energy goes back to 0.

Strength powerup effect: The Vorpal Blade is constantly fully charged, enabling
the player to cast a projectile with every swing, until the powerup wears off!


/// - Slot 2: Small Arms

// Pistol:

- Damage: 25-75
- Rate of Fire: 180 RPM
- Spread: 2.8/1.775

The classic Doom Pistol is just like any regular pistol: It has an average rate
of fire, is moderately accurate and consumes a Bullet per shot. It can deal
between 25 and 75 damage per shot in multiples of 25.

The Pistol is a versatile starting weapon. It can be used against enemies on all
distances, and when no better weapon is found for longer ranges, it will be most
suitable on more wide open deathmatch arenas.

Strength powerup effect: You get a second pistol and can dual wield them,
doubling its rate of fire!


// Machinegun:

- Damage: 16-48
- Rate of Fire: 480 RPM
- Spread: 3.5/1.775

The Machinegun is a fast 3-round burst hitscan weapon. While it has a barely
lower rate of fire than the Chaingun, the Machinegun is more accurate, and can
manage a lot of damage on longer ranges! Each bullet deals between 16 and 48
damage in multiples of 16.

Strength powerup effect: The Machinegun shoots in bursts of 4 bullets instead of
3, and shoots an extra bullet per shot while only consuming 1 Bullet ammo per
shot!


// Yellowboy:

- Damage: 100-150
- Rate of Fire: 65 RPM
- Spread: None

The Winchester Yellowboy is a relic of an unfortunate cowboy marksman from the
West, for those who want a long range sniping solution in their pocket when no
other weapon proves useful for it. The Yellowboy fires 1 shot per second,
dealing between 100 and 200 damage, and consuming a shell per shot.

Strength powerup effect: The Yellowboy uses railgun-type slugs, enabling it to
penetrate multiple enemies with a single shot! It will also pierce through enemy
armor, so the damage on health will always be between 100 to 200!


// Blaster:

- Damage: 50-150
- Rate of Fire: 124 RPM
- Spread: None

The Blaster is a futuristic plasma pistol that fires projectiles at a slower
rate of fire than the regular Pistol. The Blaster shoots yellow non-volatile
plasma that focuses all damage on the organic object it hits directly, dealing
direct damage from 50 to 150 in multiples of 50!

While the projectiles may deal heavy damage overall, hitting a fast moving
player with the Blaster especially on longer ranges may be difficult.

Still, given the rate of fire and the high direct damage, the weapon only
consumes 2 Cell ammo per shot, and because you typically start with 50 when
choosing this weapon, you have 25 tries to blast something!

Strength powerup effect: The blaster shoots 3 plasma projectiles at once, while
still consuming only 2 Cell ammo!


/// - Slot 3: Shotguns

// General information:

Each Shotgun shoots a different amount of pellets per shot, but the damage of
one pellet is always 5, 10 or 15.


// Boomstick:

- Damage: 5-150
- Rate of Fire: 120 RPM
- Spread: 2.8/1.775

The Boomstick is the classic Quake shotgun. It's moderately fast and accurate,
and shoots 10 pellets per shot.

The Boomstick is best used in close to medium range to maximize its efficiency
with its small amount of pellets. If you manage to constantly hit all the
pellets upon each shot, you can frag the enemy in just three shots!

Strength powerup effect: The Boomstick fires in rapid 3-round bursts, but still
consumes only 1 ammo per shot!


// Buckshot:

- Damage: 5-270
- Rate of Fire: 84 RPM
- Spread: 7.0/3.55

Another shotgun that ventured from the horrific dimensions of Quake, the
Buckshot is the double barreled variant of the Boomstick, and one of the
deadliest starting weapons!

It shoots 16 pellets per shot, but has at a slightly lower rate of fire and is
less accurate than the Boomstick, and consumes 2 shells per shot.

The Buckshot's average damage per second is barely lower than the regular Doom
Shotgun's, but can still put enemies low on the first hit if the pellets are
placed well.

Strength powerup effect: the Buckshot shoots 2-round bursts and still consumes
only 2 shells per burst, doubling its efficiency!


// Combat Shotgun:

- Damage: 5-375
- Rate of Fire: 70 RPM
- Spread: 5.6/1.775

The classic Doom Shotgun is a deadly instant-damage weapon for close and medium
ranges. It shoots 1 shell per second and fires 20 pellets at once.

The Combat Shotgun is very accurate on close to medium ranges, and can pepper
down most enemies with just one or two shots if hit point blank!

Strength powerup effect: The Combat Shotgun gets two barrels instead of just one,
doubling the amount of pellets it shoots per shot, and still consuming only 1
Shell per shot.


// Super Shotgun:

- Damage: 5-750
- Rate of Fire: 40 RPM
- Spread: 11.2/7.1

The Doom II Super Shotgun is otherwise the same, apart from the amount of
pellets it shoots! A whopping 60 pellets per shot!

Because of the devastating power it delivers, the Super Shotgun is, has been,
and will always be your problem solver in deathmatch. Enough said.

Strength powerup effect: The Super Shotgun also gets an additional barrel,
tripling the amount of pellets you shoot with the regular Super Shotgun. In
other words, your Super Shotgun shoots a total of 150 pellets, and your enemies
should have at least half of as many holes in themselves after you've pressed
the trigger!


// Riot Shotgun:

- Damage: 5-225
- Rate of Fire: 147 RPM
- Spread: 5.6/3.55

The Riot Shotgun is a 4-round burst shotgun that has somehow found its way here
all the way from Japan... or China perhaps?

Inside half a second it shoots a burst of 4 shots with the same accuracy as the
regular Shotgun, each shot spewing out 18 pellets.

That's a total of 72 pellets downrange per burst, and if you land your shots
well enough, you'll be more efficient in damage with it that with a Super
Shotgun!

One key weakness is its ammo consumption. Since it is a 4-round burst weapon, it
also consumes 4 shells per burst, making the Super Shotgun more ammo efficient
than this shell hog! In addition, since you can only carry 20 shells without the
rarely found backpack, you can only fire five bursts with it before you run out
of ammo fast!

Strength powerup effect: The Riot Shotgun's 4-round burst turns fully automatic,
and doesn't need to reload its barrels! Additionally, it only consumes 1 Shell
ammo per 4-round burst!


// Screwgun:

- Damage: 9-648
- Spread: 9.0/0.0
- Rate of Fire: 70 RPM

The Screwgun is a unique shotgun that shoots heavy projectiles instead of small
pellets. It has a wider spread but a higher rate of fire than the Combat Shotgun
and can deal even more damage if most of the screws are hit well.

Each shot fires 18 screws, and consumes 2 Shell ammo. Each screw deals between
9 and 36 damage, and on close range it can frag enemies from one to two
shots, but starts to feel weaker when going further from the target.

Strength powerup effect: The Screwgun shoots 36 screws in a 3-round burst, while
still consuming only 2 Shell ammo!


/// - Slot 4: Heavy Bullet Weapons

// Chaingun:

- Damage: 10-60
- Rate of Fire: 525 RPM
- Spread: 4.2/3.55

The classic Doom Chaingun can this time fire from 1 to 2 Bullets per shot, while
still consuming only 1 ammo per shot. Each Bullet deals 10 damage multiplied by
a number between 1 and 3.

The Chaingun can constantly keep an enemy under pressure in close to mid range,
and sap through their health and armor quickly at the same time.

Strength powerup effect: You get another Chaingun and the ability to dual wield
them both, doubling the amount of bullets per shot while still consuming only 1
ammo per shot!


// Nailgun:

- Damage: 15-60
- Rate of Fire: 525 RPM
- Spread: None

The heavy ordnance, industrial Nailgun has a resemblance from the Nailgun in
Quake. It is a projectile-based Bullet weapon that rapidly shoots fast moving,
heavy duty Nails. Each Nail can deal from 15 to 60 damage.

The Nailgun first shoots 2 Nails at once, before rapidly oscillating the barrels
shooting 1 Nail each shot if the trigger is still pressed down.

You may use the Nailgun on close and medium ranges to keep the hits accurate and
continuous, but since the projectiles are super fast, it's decent on longer
ranges too.

Strength powerup effect: The Nailgun will always shoot 2 Nails per shot even
when the trigger is being held, and still consumes only 1 ammo per shot!


// Super Chaingun:

- Damage: 10-60
- Rate of Fire: 525-1050 RPM
- Spread: 5.6/3.55

The Super variant of the Chaingun is much like the Chaingun in Quake 2. It is
otherwise the same as the Chaingun, but after 10 shots it spools up its barrels,
doubling its rate of fire until the trigger is released or it runs out of
Bullets to spit out!

Keep in mind, though, that if you have it running at max revs, it needs to spool
down before it can fire again or before switching to another weapon.

Strength powerup effect: You can dual wield the Super Chaingun! That's double
amount of bullets in addition to double rate of fire!


// Super Nailgun:

- Damage: 20-80
- Rate of Fire: 525-720 RPM
- Spread: None

Instead of 2 oscillating barrels like the regular Nailgun has, The Super Nailgun
has 3 spinning barrels which when not shot spin in perpetual motion to ready
them up for firing.

The Super Nailgun shoots slightly larger Nails, each dealing from 20 to 80
damage in multiples of 20. However, the larger Nails also consume double the
amount of ammo per shot.

When fired, the perpetual motion of the barrels alters the rate of fire at
times. Half the time the Super Nailgun will shoot at the same rate of fire as
the regular Nailgun, and the other half a bit faster.

Strength powerup effect: The Super Nailgun fires Nails from all 3 barrels at the
same time while still consuming only 2 Bullet ammo per shot!


// Heavy Machinegun:

- Damage: 25-75
- Rate of Fire: 404 RPM
- Spread: 2.8/1.775

The Heavy Machinegun shoots bullets in very fast 5-round bursts, each shot
consuming 2 ammo per shot and dealing between 25 to 75 damage in multiples of
25. It is a great choice for medium to long range automatic fire.

Strength powerup effect: The Heavy Machinegun becomes fully automatic! It also
shoots an extra bullet each shot, having the potential to deal from 25 to 150
damage per shot!


// Assault Rifle:

- Damage: 30-90
- Rate of Fire: 420 RPM
- Spread: 2.8/1.775

This Russian rifle is so widely exported, it has even found its way from UAC
bases all the way to Hell! Its rate of fire is weaker than that of the Chaingun,
but fires very accurate and deadly shots.

A single shot is deadlier than a shot from the Heavy Machinegun, but its more
intermediate cartridges also consume more bullets, so you can spray and pray for
only so long.

Strength powerup effect: The Assault Rifle turns into the Ripper Cannon,
tripling its shots, and increasing its spread!


/// - Slot 5: Explosive weapons

// Rocket Launcher:

- Direct Damage: 100-200
- Splash Damage: 1-128
- Rate of Fire: 105 RPM
- Spread: None

The Doom Rocket Launcher is an explosive weapon which shoots Rockets that
explode on impact, dealing up to 128 splash damage.

In addition to the splash damage, hitting an enemy with a direct hit can deal
from 100 to 200 damage in multiples of 20, and potentially send them flying
across the map when dying!

This means you can very often frag and even gib enemies with a single hit thanks
to their heavy instant damage, but beware of the rockets yourself on close
range, or you'll gib yourself!

Strength powerup effect: The Rocket Launcher fires 1.5 times bigger Shark
Rockets at a slower rate of fire, which explode in a mushroom cloud of fireballs
on impact!


// Barrage Launcher:

- Direct Damage: 300-600
- Splash Damage: 1-384
- Rate of Fire: 138 RPM
- Spread: None

The Barrage Launcher is a heavier triple-barreled version of the Rocket Launcher
that rapidly shoots a Rocket from each barrel at a time, then takes a short time
to load another three Rockets into the barrels.

The Barrage Launcher is best to use against a cluster of enemies or against an
enemy that's chasing you. A Barrage of Rockets is more likely to hit an enemy
than only a single Rocket!

Strength powerup effect: The Barrage Launcher also shoots bigger Shark
Rockets, which explode in a mushroom cloud of fire on impact!


// Grenade Rifle:

- Direct Damage: 100-300
- Splash Damage: 1-128
- Rate of Fire: 39 RPM
- Spread: None

Based on the Grenade Launcher from Knee Deep in ZDoom, the Grenade Rifle is the
most damaging starting weapon in Insanity Deathmatch! It deals direct damage
from 100 to 300 in multiples of 20, and 100 splash damage.

The grenade from this weapon deals more direct damage and travels almost twice
as fast as a rocket! Unlike the Grenade Launcher's grenades, however, the
smaller grenades from the Grenade Rifle do not bounce.

The downside is that to get a direct hit on an enemy, you have to predict your
target's movement and pre-aim your shots. It also can hold in only one grenade
at a time, and reloading another one in is slower than reloading a Super
Shotgun.

However, if you're skillful enough, you can mostly one hit kill an enemy already
when you spawn, making it a very powerful starting weapon indeed!

Strength powerup effect: The Grenade Rifle shoots a cluster grenade, which on
impact scatters into 10 fast spreading grenades that can carpet bomb a whole
room!


// Grenade Launcher:

- Direct Damage: 100-200
- Splash Damage: 1-128
- Rate of Fire: 95 RPM
- Spread: None

The Grenade Launcher shoots bouncing Grenades at a moderately slow rate of fire 
that explode on impact or after a 3-second timer. Like the Rockets, the Grenades
deal 128 splash damage, and direct damage from 100 to 200 in multiples of 20.

The Grenade Launcher is a magnificent weapon for clearing a room of enemies
without even being inside it! Also managing to hit the grenades directly can
sometimes kill the enemies in one hit and send them across the arena for a home
run!

Strength powerup effect: The Grenade Launcher shoots Clown Grenades at a slower
rate, which explode into a mushroom cloud which covers the room with cleansing
fire!


// Heat Seeker:

- Direct Damage: 100-300
- Splash Damage: 1-160
- Rate of Fire: 55 RPM
- Spread: None

The Heat Seeker shoots missiles that seek and home into enemies. The longer the
missiles fly, the harder they become to dodge. This is indicated in the rate of
beeps that a single missile does while flying. The missiles deal up to 128
splash damage, and direct damage between 100 and 300 in multiples of 20!

The downsides of the missiles themselves is that they are slow, can be shot down
mid-air, or lured into walls. It also spends 2 Rocket Ammo to fire a single
missile, and it takes a longer time to load in and prime another missile than
the Barrage Launcher takes time reloading its next three rockets.

However, if you aim the missiles at unsuspected directions for the enemy, the
Heat Seeker will rarely miss your target, and usually the result afterwards is
gory red pieces and thin red paste!

Strength powerup effect: The Heat Seeker gets upgraded into the Super Seeker,
firing seeker missiles at twice the rate of fire, while still consuming only 1
Rocket ammo!


// Mini-Bomber:

- Direct Damage: 15-75
- Splash Damage: 1-100
- Rate of Fire: 360 RPM
- Spread: 2.0/0.0

The Mini-Bomber is a cylinder-fed missile launcher that fires mini-missiles
which deal lower damage than the Rocket Launcher! However, its rate of fire is
over twice as fast as the Rocket Launcher, which makes it the best explosive
weapon for suppressive fire!

In addition, the Mini-Bomber fires 2 mini-missiles for the price of only 1
Rocket ammo, enabling for long periods of constant suppressing fire! The
mini-missiles travel in a small corkscrew to make them harder to dodge, and
usually two successful direct hits will frag most enemies!

Strength powerup effect: The Mini-Bomber fires four missiles in total per a
single Rocket ammo, bombarding the battlefield with even more explosions!


/// - Slot 6: Plasma Weapons

// Plasma Gun:

- Damage: 10-100
- Rate of Fire: 720 RPM
- Spread: None

The classic Doom Plasma Gun is a futuristic energy cell weapon. It is a
projectile based weapon like the Nailguns, but unlike them, the Plasma Gun
rapidly shoots slower Plasma that can deal much lower or much higher direct
damage, and minor splash damage upon impact with the world. It uses 1 Cell ammo
per shot.

A direct hit from a single Plasma ball can deal from 10 to 100 damage in
multiples of 10! If no organic target is hit, The Plasma projectiles deal splash
damage from 1 to 5 in a small radius.

The Plasma Gun is best used in close to medium range, so it is harder for the
enemies to dodge the projectiles. The Plasma projectiles aren't fast, so from
further than medium range it will be challenging to get constant direct hits
with it.

Strength powerup effect: The Plasma Gun shoots faster, more volatile and
highly magnetic Plasma, which deals 5 times more splash damage! In addition,
the magnetic energy of the Plasma is so strong that the projectiles now slightly
home into targets!


// Plasmachine Gun:

- Damage: 5-200
- Rate of Fire: 720 RPM
- Spread: 6.0/0.0

The Plasmachine Gun is the twin-funnel-barreled Super variant of the Plasma Gun.
It has the same rate of fire and shoots the same projectiles as the Plasma Gun,
but fires double the amount of Plasma per shot for maximum dissolution and
gibbitude of the enemies!

Spraying Plasma around with this devastating weapon will be even harder for the
enemy to dodge the projectiles, and soon enough all they can see in front of
them is just blue balls of meltdown!

Just keep in mind that shooting twice as much Plasma also requires twice as much
Cell ammo per shot, so dissolving your enemies while holding down the trigger
will be shorter lived than with the Plasma Gun.

Also, the inner diameter of the barrels was decreased for ergonomic and compact
reasons with the funnel that connects the two barrels together, resulting in
more unstable shots than with the Plasma Gun, so the dual barrels will randomly
spread Plasma in a 6-degree area in front of you.

Strength powerup effect: Does the same to the Plas-Machine Gun as to its little
brother, but shoots double the amount of magnetic, volatile Plasma!


// Pulse Rifle:

- Damage: 40-160
- Rate of Fire: 360 RPM
- Spread: 6.0/0.0

The Pulse Rifle is an experimental Plasma weapon that shoots green radioactive
Pulse projectiles which form a fast and wide horizontal wave when shot,
making it difficult for enemies to dodge it.

The Pulse Rifle deals very high damage per shot - from 40 up to 160 in
multiples of 40, to be exact - and unlike the Plasma projectiles, because of the
high radiation the projectile emits upon impact, it always deals from 1 to 10
splash damage.

The best distances to use this weapon are in close and medium range, where
enemies will have the hardest time predicting the trajectory of the Pulse
projectiles.

The weapon still only has half of the Plasma Gun's rate of fire, and because of
the large amount of energy needed to fire these highly radioactive projectiles,
the Pulse Rifle consumes 3 Cell ammo per shot.

Strength powerup effect: Enables the Pulse Rifle to shoot as many Pulse
projectiles as it consumes ammo - three, to be exact!


// Plasma Beam:

- Damage: 5-30
- Rate of Fire: 2100 RPM
- Spread: None

The Plasma Beam is an Energy Cell weapon that converts the energy inside the
cells with its microwave transformer into a thick particle beam. The microwave
particles move fast enough to burn a nice round hole through a line of demons,
or turn an enemy marine into a smoking pile of ash in just under half a second!

It shoots 35 particles in a second, and only consumes half of that amount in
cells per second! A single particle can deal from 2 to 32 damage in multiples of
2!

It is worth noting that the particle beam is indeed made of microwave particles
which actually have mass - it's not a laser moving at the speed of light! So
even though the weapon may have no spread, hitting a moving target on longer
ranges will become challenging!

Strength powerup effect: The Plasma Beam fires 2 thicker particles per attack!
Every other attack will spray 2 particles around in a 5 degree angle, and the
particles are thick enough to go through several organic things it hits!


// Ion Blaster:

- Direct Damage 20-160
- Splash Damage 1-48
- Rate of Fire: 180 RPM
- Spread: None

The Ion Blaster is a Plasma weapon that shoots 4 times slower than the
Plasma Gun, but fires fast, high damage projectiles that can bounce on walls,
floors and ceilings multiple times, before exploding!

A single ion shot can frag an enemy in even one shot, but consumes 5 Cell ammo
to fire, so your Cell resources will be depleted very quickly if the trigger is
pressed for a long time. It's effective to use it around corners.

Strength powerup effect: The Ion Blaster shoots an inaccurate 3-round burst of
ion shots, which will be more troublesome for the enemy to dodge!


// Railgun:

- Damage: 200-300
- Rate of Fire: 47 RPM
- Spread: None

The Railgun fires a hitscan rail at enemies at a bit faster rate of fire than a
Quake-styled Railgun. It deals from 200 to 300 damage per shot, often fragging
your enemies in just one shot!

The Railgun is the ultimate sniper weapon you can find on the map, but if your
accuracy is brilliant enough, it will also be deadly on close and medium range!

For a single shot it uses an energy cell worth of 10 ammo, and after each shot
the cell has to be reloaded. This means there is a downtime between each shot,
so avoid being out in the open when you reload, unless you want to get gibbed!

Strength powerup effect: Makes the Railgun function just like the Skulltag
Railgun, enabling you to rapidly fire 4 shots before having to reload. In
addition, you shoot 2 more rails per shot in 5 degree angles, and each shot only
consumes 5 Cell ammo per shot!


/// - Slot 7: THE BIG WEAPONS!

// General information:
Because of their weight, The switch speed of the Big Weapons is only 33% of any
other weapon!

// Quad Shotgun:

- Damage: 5-4500
- Rate of Fire: 25 RPM
- Spread: 22.4/10.65

You thought the Super Shotgun wasn't devastating yet? Not to worry. Here's the
Quad Shotgun! It fires a total of 300 pellets! From four barrels, that's 6 times
more pellets than what the Super Shotgun shoots from its two barrels!

Since it has 4 barrels, it also uses 4 Shell ammo, but its ammo-pellet ratio is
the highest out of all the Shotguns, so it's more than worth it!

And about its accuracy? Well, it's accurate enough to cover almost all of your
screen in pellet holes!

Strength powerup effect: The Quad Shotgun fires 1200 pellets, shakes the ground,
pushes you a couple metres back, and absolutely obliterates every player in the
way!


// Hand Cannon:

- Damage: 5-2760
- Rate of Fire: 22 RPM
- Spread: 16.8/7.1

The Hand Cannon is what appears to be just a normal looking double-barreled
shotgun. However, it fires something different than regular 00 Buckshot...

The UAC Munitions Depot manufactured a limited amount of a special type of
shotgun ammunition. It was a normal 12-gauge round, but its gunpowder and
pellets were mixed with a microscopic dose of plutonium!

Someone with a sawed off double barreled shotgun found a stash of these
radioactive shells. Who knows what happened to them, but the gun and the shells
were found and they are still intact.

The radioactive shells are very volatile and need to be carefully placed into
the barrels when loaded, making its rate of fire extremely slow. In addition,
the explosive reaction of the mixed gunpowder and plutonium is very slow, so
there is a noticeable delay between pressing the trigger and firing the shells.

Still, it blasts your enemies to smithereens with the highly explosive pellets!
It fires 40 pellets per shot in a wide horizontal radius, but consumes 4 shells.

Strength powerup effect: The Hand Cannon fires 40 hands per shot. Yes, hands.
Why? Because it's a Hand Cannon!

// Minigun:

- Damage: 10-90
- Rate of Fire: 2100 RPM
- Spread: 8.4/3.55

The third returning weapon from Skulltag is the Minigun. This time though, it's
been modified hard enough to rank it as a Big Weapon, and it really is one!

The Minigun chews on bullets like no time, and will make the best looking Swiss
cheese out of your enemies you've ever seen! It has received the Heavy Weapons
Guy's seal of approval in being one of the most devastating Miniguns ever!

It can shoot up to 4 bullets per shot, each dealing between 10 and 30 damage!

Unfortunately, the Minigun doesn't spool like the Super Chaingun, which fires at
the same time of the spooling. The Minigun has to spool up to the max revs
before it can fire, and the barrels don't accelerate very well either.

After you release the trigger, the Minigun also needs to spool down before you
can fire again!

This means it's recommended to first spool up the barrels when you're still in
cover but coming out in the open, then the first enemies you'll be facing will
be drilled through lightning fast! Then after you're either stopped firing or
out of ammo, find some cover again.

Strength powerup effect: The Minigun can fire from 1 to 12 bullets per shot in a
wider spread! Now it might as well cost $400000 to fire this weapon for 12
seconds!

// Stinger

- Damage 15-960
- Rate of Fire: 1575 RPM
- Spread: 8.0/2.0

The Stinger is the biggest and most destructive of the nail weapons! It shoots a
very fast volley of nails in varying sizes in a very wide horizontal spread, 
capable of clearing any player out of your way in just a quarter of a second! It
consumes 4 bullet ammo per a single volley of 6 nails.

Just like the Minigun, however, it will need time to spool up its spiky rotary
barrels, as well as time to spool them down when the trigger is released.

Strength powerup effect: The Stinger fires even more nails at a much higher rate
of fire!

// Hellstorm Cannon:

- Damage: 6-1456
- Rate of Fire: 25 RPM
- Spread: 15.0/1.0

During Hell's invasion on Earth, this weapon was created to first fire a big
cluster of small grenades to cleanse big groups of possessed, imps, and other
smaller demons; or bigger demons like the Cyberdemon.

Later however, something - or someone - managed to fuse this thing with
possessed energy from Hell. Now it uses 6 Rocket ammo to convert the cluster of
grenades to the very hellfire and explosives the demons use themselves!

It spits out dozens of fireballs which the Imps, Cacodemons, Barons, Hellknights
and Mancubi cast, as well as Revenant Missiles, Cyberdemon Rockets and even Lost
Souls! An actual Hellstorm!

And it's really a weapon of mass destruction! If there's a single weapon
appropriate for Scorched Earth, it would be this one! Just handle it with care,
or you'll be turned to ash yourself!

Strength powerup effect: Creates an even bigger Hellstorm - enough said!


// The Devastators:

- Damage: 10-1140
- Rate of Fire: 300 RPM
- Spread: 3.0/0.0

The ultimate missile weapon wielded by Duke Nukem himself during his defense and
counter-attack against the big alien forces! The weapon is wielded in each hand
and a single attack fires 5 devastating missiles from a barrel, each missile
dealing the same splash damage but half as much direct damage than regular
Rockets.

However, the same single attack consumes only 1 Rocket ammo, and when the
triggers are held the rate of fire is a whopping 300 rockets per minute! That's
a total of 1500 devastator missiles per minute! Come get some!

Strength powerup effect: The Devastators shoot 10 small rockets in total in a
slightly wider spread!


// Barrel Launcher:

- Direct Damage: 200-1600
- Splash Damage: 1-525
- Rate of Fire: 52 RPM
- Spread: 6.0/0.0

Uhhhh..... Ok, what the f*ck is this gun?!


// Freeze Thrower:

- Damage: 75-300
- Rate of Fire: 1050 RPM
- Spread: 10.0/0.0

The Freeze Cannon is an experimental cryo-weapon which the scientists made
out of the chassis of a Plasma Gun to experiment with the many attributes of the
energy cells.

The Freeze Cannon turns the nitrogen of the energy cells into big and fast
nitrogen snowballs. This proved useful in completely and utterly immobilizing
big hordes of flaming firey demons - and now it's useful in making blocks of ice
out of a big group of marines battling each other!

The Freeze Cannon fires fast Snowballs at a higher rate of fire than the Plasma
Gun. Each Snowball can deal from 80 to 240 direct damage in multiples of 80! The
Snowballs also move at a much faster speed than Plasma.

Strength powerup effect: The Freeze Cannon shoots twice the amount of Snowballs
and still only consumes 2 Cells per shot!


// W I D E Plasma Gun:

- Damage 10-720
- Rate of Fire: 600 RPM
- Spread: 10.0/0.0

The W I D E Plasma Gun. It's wide alright! This wider version of the Plasma Gun
shoots wide plasma projectiles all over the area you're aiming at. Each Plasma
projectile deals between 20 and 160 direct damage, and between 10 and 80 splash
damage that doesn't hurt the shooter.

The projectiles move extremely slow, however, but if you can trap someone into a
corner, or make them walk at you in a straight corridor, you'll have them gibbed
over a W I D E area quite easily.

Strength powerup effect: The W I D E Plasma Gun turns into an E V E N  W I D E R
Plasma Gun, shooting even more wide plasma projectiles in a W I D E R radius!


// BFG Prototype:

- Direct damage: 1-10000
  Tracer damage: 100-32000
- Splash damage: 1-2500
- Rate of Fire: 26 RPM
- Spread: None

The prototype of the BFG9000 was made devastating, but also too unstable!
It consumes 40 Cells to form and fire a large, green and very slow projectile
which wasn't meant to go through any organic matter in the first place, but
still does, dealing from 1 to 10000 direct damage!

The only thing that will stop the projectile is any solid matter on the map, and
when it hits one, it deals from 1 to 2500 splash damage!

After the explosion, it emits a radioactive Tracer Attack from the player's
perspective, which shoots 40 Tracers, each one dealing between 100 and 800
damage, making it a truly devastating weapon!

Unfortunately, the huge Tracer Attack is the reason why the energy of the
projectile is so unstable that the weapon even needs to cool down after each
shot. That's why the eggheads thought of toning the weapon's power down slightly
when they were developing the BFG9000.

Strength powerup effect: The BFG Prototype doesn't need to cool down, and
instead of a single projectile that does a single tracer attack of 40 tracers,
the BFG now fires 3 projectiles which each do 20 attacks of a whopping 120
tracers!


// BFG10000

- Damage: 240-640
- Rate of Fire: 360 RPM
- Spread: None

The BFG10000 from Skulltag is a marvel of a Big Gun at complete obliteration! It
is otherwise exactly the same as in Skulltag, only it deals between 80 and 240
hitscan damage, and 1.5 times more blast damage, which can be up to 240 in a 160
unit radius!

It charges up a cell pack to rapidly fire between 1 and 5 hitscan-BFG-blasts
that completely decimate anything they get close to! Each blast deals 240 splash
damage, and each shot requires 5 Cell ammo.

Strength powerup effect: Holy Hell... The BFG10000 fires the biggest projectile
of green Plasma ever seen, and uses an entire pack of 100 cells! Upon impact on
ANYTHING, it completely nukes the battlefield! The enemies will die, you will
die, and all that remains might as well be a steaming crater! I think that's
enough said...


// Devastator 1000

- Direct Damage: 100-541888
- Splash Damage: 1-84480
- Rate of Fire: 18 RPM

The BFG from Demon Eclipse returns in Insanity Deathmatch!
This big cell weapon needs more than 3 seconds to fire a big and very fast
projectile, which upon impact quickly spreads rooms next to it with red plasma
and lightning, effectively nuking a big part of the arena!

It is so obliterating that everyone hitting any red plasma from the weapon will
most likely gib! Words cannot express enough how huge the destruction is from
this beast!

Strength powerup effect: The Devastator 1000 fires a huge slow moving red plasma
sphere, covering pretty much the entire map with red plasma!



// Fire Mace

- Damage: 20-480
- Rate of Fire: 720 RPM
- Spread: 4.22/0.0

The Fire Mace is the ultimate weapon in Heretic, albeit quite weak in its normal
form. Not to worry, because it is 30 times more powerful here in Insanity
Deathmatch!

The weapon shoots 2 steel balls that fly for a while and then start bouncing
around before bouncing enough and breaking, or before hitting an enemy who then
get gibbed and clobbered across the arena! The weapon also has a 11% chance that
one of the steel balls gets replaced by a bigger steel ball, which upon its
bounce spawns smaller but stronger steel balls.

The smaller steel balls can deal direct damage from 20 to 160 in multiples of
20, and the bigger steel ball deals three times more, from 60 to 480 in
multiples of 60! The steel balls that are spawned by the big ball deal damage
from a range of 40 and 320 in multiples of 40!

The Fire Mace works best in small areas and in close quarters where the enemy
can't escape the balls.

Strength powerup effect: The Fire Mace fires FIVE giant steel balls instead of
one! Just like when used with Heretic's Tome of Power, the Mace shoots two giant
steel balls that home into enemies when they bounces. Upon enemy impact it will
deal a MILLION damage! That's right, 1000000 damage! Not even the Rage powerup
has the potential to save you from the one hit kill from one of these balls!


// Wraithverge:

- Damage: 3-1480
- Rate of Fire: 150 RPM
- Spread: None for the projectile, but the width of your screen for the Holy
  Spirits!

Legend says that a long time ago, this weapon belonged to a brave cleric named
Parias when he was on a long journey hunting down Korax, a Serpent Rider in the
dark world of Hexen.

Now it has found its way here somehow, and still has the Holy Spirits of its
victims inside the staff all the way from its times with Parias, ready to be
released and feast upon any living creature - including other players in the
match!

The Wraithverge shoots a Holy projectile which can deal from 100 to 800 direct
damage in multiples of 100, which also pierces through armor! The longer it
travels, the more Holy Spirits get released, but a direct hit releases a dozen
of them, seeking for enemy players and cutting through them like a hot knife
through butter!

The Wraithverge uses Mana for ammunition, which you can't refill after you've
fired four times with the weapon.

Strength powerup effect: Makes the Wraithverge shoot three Holy projectiles at
once, spreading Holy Spirits around the entire arena!

// Bloodscourge:

- Damage: 20-736
- Rate of Fire: 69 RPM
- Spread: 5.0/0.0

The Bloodscourge is a trans-dimensional staff of flame that ties in to the same
legacy of the world of Hexen as the Wraithverge. The legend of the Bloodscourge
tells a tale of a mighty mage, who was on the same quest as the brave cleric who
assembled the Wraithverge to kill the Serpent Rider Korax. The question who
actually killed the Serpent Rider remains a mystery to this very day...

The Bloodscourge shoots three large fireballs that home onto targets whenever
one is closeby, and explode on impact dealing between 16 and 128 direct damage
in multiples of 16, and up to 80 splash damage.

The one who wields the staff becomes a master of fire, and so the splash damage
of the fireballs doesn't hurt the wielder, only the victims you're about to
scorch!

The Bloodscourge uses the same Mana for it's fuel for fire as the Wraithverge
uses for releasing spirits. Each volley of fireballs consumes 10 Mana.

Strength powerup effect: The Bloodscourge turns into a flamethrower, rapidly
spewing out a volley of 10 fireballs instead of 3!


// The SIGIL

- Direct Damage: 130-32240
- Splash Damage: 1-960
- Rate of Fire: 52 RPM
- Spread: None

The ultimate SIGIL returns from Strife fully assembled in Insanity Deathmatch!
It shoots a massive lightning ball that spreads lightning in a 180 degree
horizontal area in front of it, electrocuting anyone in its way!

When firing the SIGIL, it consumes a great amount of its wielder's health,
meaning that firing it will be literally short lived!

However, its rate of fire is pretty fast for a big weapon, but you have to apply
some manual vertical aim if a target is lower or higher than you are.

Strength powerup effect: The SIGIL consumes the entire health of the wielder,
even if they are invulnerable! Then it fires a massive bouncing thunderball
spreads homing lightning around it, which seek any living thing remaining alive
after the wielder!


// Unmaker:

- Damage: 200-1000
- Rate of Fire: 37 RPM
- Spread: 9.0/0.0

The Unmaker is a possessed weapon created by the demons. When the trigger is
pressed, the weapon's head charges its mouth and eyes with Hell Energy, creating
5 fast vaporizing lasers that decimate everything, and everyone, in their path!
The lasers stop traveling when they hit a wall, floor or ceiling.

Each laser deals from 200 to 1000 damage, and from 100 to 1000 splash damage in
a smaller radius than a rocket when it stops at a solid plane on the map!

It is also worth noting that the Hell Energy inside the weapon is cursed, and
anyone who picks it up and doesn't release energy by firing the weapon may hear
otherworldly roars, growls and whispers...

Strength powerup effect: The Unmaker shoots 7 lasers instead of 5. Also, when
the trigger is held, the Unmaker can charge up the energy for continuous lasers
without pause between shots, and uses less Hell Energy per shot!

// Redeemer:

- Damage: Yes.
- Rate of Fire: Yes.
- Spread: Yes.

The Redeemer is the ultimate tactical nuclear missile launcher from Unreal
Tournament! Just fire its slow, bigass silver missile towards anything, and it's
pretty likely you'll get someone - at least yourself! You could aim, but with
this thing, you don't have to!

It's so obliterating that I didn't even bother to measure the stats for it.
It's just a game winning weapon...

Strength powerup effect: The Redeemer becomes the weapon ever.


/// --- AMMO --- ///

// Ammo Pack

Increases your ammo capacity and gives you full ammo.


// Bullets: //

Maximum capacity: 200
Max. capacity with Ammo Pack: 300


// Clip of Bullets
Gives 20 Bullets and spawns every 10 seconds after pickup.

// Small Box of Bullets
Gives 50 Bullets and spawns every 20 seconds after pickup.

// Big box of Bullets.
Gives 100 Bullets and spawns every 30 seconds after pickup.


// Shells: //

Maximum capacity: 20
Max. capacity with Ammo Pack: 30


// Bundle of Shells
Gives 4 Shells and spawns every 10 seconds after pickup.

// Packet of Shells
Gives 6 Shells and spawns every 20 seconds after pickup.

// Box of Shells
Gives 10 Shells and spawns every 30 seconds after pickup.


// Rockets: //

Maximum capacity: 15
Max. capacity with Ammo Pack: 30


// Rocket
Gives 1 Rocket and spawns every 10 seconds after pickup.

// Bundle of Rockets
Gives 3 Rockets and spawns every 20 seconds after pickup.

// Box or Rockets
Gives 6 Rockets and spawns every 30 seconds after pickup.


// Cells: //

Maximum capacity: 100
Max capacity with Ammo Pack: 200


// Cell
Gives 20 Cells and spawns every 10 seconds after pickup.

// Cell Kit
Gives 40 Cells and spawns every 20 seconds after pickup.

// Cell Pack
Gives 80 Cells and spawns every 30 seconds after pickup.



/// --- ARMOR --- ///

// General Information:

The added resistance value against specific damage sources is not affected on
the total damage which the Base Protection reduces. It affects the remaining
damage after the Base Protection has affected the total damage.

For example, a 100 damage Bullet Attack still depletes only 67 Armor, and the
added resistance against Bullets will reduce the remaining 33 damage by a
certain percentage if the Armor worn is one that protects better against
Bullets.

When you pick up armor and get hit, or when an enemy picks up armor and they get
hit, a sharp DING sound is played, indicating that the damage was reduced by
armor. (Note: This does not include the 100 starting armor everyone starts with
on spawn.)


/// Light Armors ///
- Amount: 200

// Yellow Armor:

The Yellow Armor has a 50% protection value and offers 50% resistance against
all sources of damage.


// Bullet Armor:

The green Bullet Armor has a 67% protection value and offers 70% resistance
against Bullet, Nail and Melee attacks, and gives 200 Bullet ammo and 20 Shell
ammo.


// Frag Armor:

The red Frag Armor has a 75% protection value and offers 70% resistance against
Rockets, Grenades and Hellstorms, and gives 15 Rocket ammo.


// Tech Armor:

The white Tech Armor has a 83% protection value and offers 70% resistance
against Plasma, Pulse and BFG projectiles as well as Railgun and BFG Tracer
Attacks, and gives 100 Cell ammo.


// Heavy Armors //
- Amount: 300

// Blue Armor:

The Blue Armor has a 67% protection value and gives 80% resistance against
Bullet, Nail and Melee attacks.


// Red Armor:

The Red Armor has a 75% protection value and gives 87.5% resistance against
Rockets, Grenades and Hellstorms.


// Purple Armor:

The Purple Armor has a 83% protection value and gives 80% resistance against
Plasma, Pulse and BFG projectiles as well as Railgun and BFG Tracer Attacks.


// Super Armor:

The Super Armor has a 50% protection value and gives the player 75% resistance
against ALL damage! You are practically a walking tank with it!



/// --- POWERUPS --- ///

// Soulsphere:

The Soulsphere gives you 300 Health, and boosts your Base Maximum Health to the
same value, enabling you to pick up any health item when up to 300 Health! After
pick up, you can also permanently pick up doubled up Health items until you die!

When you pick up the Soulsphere, your display gets shaded with blue that fades
over time, indicating that you've picked up the powerup.


// Megasphere:

The Megasphere now boosts your health up to 300, and gives a random Heavy Armor:
the Blue Armor, Red Armor, Purple Armor or the Super Armor - all worth of 300
Armor points!


// Strength:

The Strength powerup heals you to 200 Health if below it, and gives an upgrade
to all of your arsenal for 30 seconds! Check each weapon in the WEAPONS section
for information on all the upgrades.

When you pick up the Strength sphere, you display gets a faint red shade,
indicating that the powerup is in effect.


// Doomsphere:

The Doomsphere is a powerup of total destruction! When picked up, the player
sees red, their damage output is multiplied by 4 and IT'S GIBBING TIME!
The effect lasts for 20 seconds.

Any red enemy player effect on their marine has the Doomsphere -
watch them out or you're gibbed!


// Guardsphere:

The Guardsphere is the opposite powerup of the Doomsphere. For 30 seconds it
turns the player light green and gives them 75% resistance against all direct
damage, and the ability to stop ripper projectiles, like the Wraithverge's Holy
Spirits, and the lasers of the Unmaker!


// Resistance:

The Resistance powerup is a protecting powerup, much like the Guardsphere, but
it gives full protection against damaging surfaces, 99% protection against BFG
and Hellstorm blasts, and can come in two forms: Projectile or Hitscan
Resistance!

The green Ballistic Resistance gives a 90% resistance against ballistic damage,
including bullets, nails and melee weapons. Upon pickup the player is turned
green for the 30 second duration of the effect.

The blue Hitscan Resistance is the exact opposite of the Projectile Resistance,
giving the player 90% resistance against all hitscan and melee damage. Upon
pickup the player is turned blue for the 30 second duration of the effect.


// Regeneration:

The Regeneration powerup regenerates 25 Health per second up to the player's
Base Maximum Health for 30 seconds! When picked up, the player's display gets a
purple shade for the powerup's duration.


// Haste:

The Haste powerup doubles the player's firing speed and makes them move 50%
faster for 30 seconds. The player's display gets a yellow shade for the
duration of the powerup.


// Prosperity:

The Prosperity powerup gives the player unlimited ammo for 10 seconds, and in
addition to that they get full ammo, 200 health and 200 Armor points of either
the Bullet Armor, Frag Armor or the Tech Armor! The effect on the player's
display is a coral colored shade for the duration fo the powerup.


// Reflection:

With the Reflection powerup, any damage you take from an enemy player will be
reflected back at them! When picked up, the player is turned orange - so watch
for any reflective players before your trigger finger goes itcy, or you'll taste
your own medicine! The effect lasts for 20 seconds.
It is also worth mentioning that the reflected damage also goes through armor!


// Spread:

The Spread powerup makes your shots from all of your weapons tripled for 20
seconds! You shoot one shot where the weapon would normally fire, and the other
two shots in 20 degrees to the left and right! The effect on the screen is an
orange shade for the powerup's duration.


// Drain:

The Drain powerup gives a 33% damage resistance and the ability to steal enemy
health through your weapons' attacks for 30 seconds! Anyone who has picked up
this powerup will be turned royal blue, along with their screen.


// Turbosphere:

The third returning powerup from Skulltag, the Turbosphere gives you a 2x
movement speed boost for 30 seconds! Whoever picks it up will have their screen
and themselves turn red-orange.


// Rage:

The Rage is a possessed powerup of colossal cataclysmic Insanity! When picked
up, the player turns invulnerable and reflective for 10 seconds, and gets one
out of the following powerups for the same duration: Doomsphere, Strength,
Haste, Regeneration or Prosperity!

However, the powerup also curses the player after the effect with devil's work,
and they can't pick up any armor for the rest of their lifetime!


// Time Freeze:

The Time Freeze powerup freezes time for 10 seconds, stopping every projectile
and every other player besides you from moving, so you can kill them before
they'll even know what hit them! A player who picked up the Time Freeze turns
grey and will be shifting between dimensions for the time being - pun intended!

However, the Time Freeze is also as possessed as the Rage powerup, and after the
effect you can't pick up any armor for the rest of your life!


/// --- GIBBING EXPLOSIONS --- ///

When a player gets gibbed, there is a 1.1% chance that they will explode into
devastating memery, usually nuking a big part of the map. Before the explosion
triggers, this is indicated by ridiculous text in the middle of the players'
screens. The corpse that is gibbed and is about trigger an explosion like this
is rendered fully bright, so you'll have some kind of a clue which pile of gibs
it is when it's about to happen!


/// --- RANDOM SPAWNERS --- ///

// Weapon Spawners: //

Each Doom II weapon's spot on the map has a unique Weapon Spawner instead of the
weapon itself, which randomly spawns one weapon out of a group of weapons for
the rest of the match. The groups of weapons are as follows:

[Weapon] = [chance to spawn in %]

// Common Weapon Spawner 1

Replaces the Doom II Super Shotgun with one of the next weapons:

Super Shotgun = 40%
Shotgun = 6.67%
Riot Shotgun = 6.67%
Screwgun = 6.67%
Super Chaingun = 6.67%
Heavy Machinegun = 6.67%
Railgun = 6.67%
Rocket Launcher = 6.67%
Super Nailgun = 6.67%
Plasma Gun = 6.67%

// Common Weapon Spawner 2

Replaces the Doom Shotgun with one of the next weapons:

Super Shotgun = 10%
Shotgun = 10%
Super Chaingun = 10%
Railgun = 10%
Rocket Launcher = 10%
Riot Shotgun = 10%
Screwgun = 10%
Super Nailgun = 10%
Heavy Machinegun = 10%
Plasma Gun = 10%

// Bullet Weapon Spawner

Replaces the Doom Chaingun with one of the following weapons:

Super Chaingun = 25%
Super Nailgun = 25%
Heavy Machinegun = 25%
Asasult Rifle = 25%


// Explosive Weapon Spawner

Replaces the Doom Rocket Launcher with one of the following weapons:

Rocket Launcher = 20%
Barrage Launcher = 20%
Grenade Launcher = 20%
Heat Seeker = 20%
Mini-Bomber = 20%


// Plasma Weapon Spawner

Replaces the Doom Plasma Gun with one of the following weapons:

Plas-Machine Gun = 25%
Pulse Rifle = 25%
Plasma Beam = 25%
Ion Blaster = 25%


// Big Weapon Spawner

Replaces the Doom BFG9000 with one of the following weapons:

Quad Shotgun
Hand Cannon
Minigun
Hellstorm Cannon
Devastators
Barrel Gun
Freeze Cannon
BFG Prototype
BFG10000
Devastator 1000
Unmaker
Fire Mace
Bloodscourge
Wraithverge
Meowitzer
Flamethrower
Pyro Cannon



/// Armor Spawners ///

// Light Armor Spawner

Replaces the Doom Green Armor with one of the following Armors:

Yellow Armor
Bullet Armor
Frag Armor
Tech Armor


// Heavy Armor Spawner:

Replaces the Doom Mega-Armor with one of the following Armors:

Blue Armor
Red Armor
Purple Armor
Super Armor


/// Powerup Spawners ///

The following Spawner replaces the Chainsaw, Partial Invisibility, Soulsphere,
Megasphere, Berserk, Light Amplification Visor and Automap from Doom:

- Doomsphere 
- Guardsphere
- Megasphere
- Strengthsphere
- Soulsphere
- Ballistic/Explosive/Plasma Resistance
- Regeneration
- Haste
- Reflection
- Prosperity
- Turbosphere
- Invisibility
- Rage

The following Spawner replaces the Radsuit from Doom:

- Ballistic Resistance
- Explosive Resistance
- Plasma Resistance


The following Spawner replaces the Invulnerability from Doom:

- Rage
- Time Freeze


/// Ammo Spawners ///

The smaller Ammo spawn spots now spawn any ammo of the first and second level
with equal chance. (For example: they can now spawn Shells, or bigger Packets of
Shells.)

The bigger Ammo spawn spots now spawn any ammo of the second and third level 
with equal chance. (For example, they can now spawn Packets of Shells, or bigger
Boxes of Shells.)