================================================================================
Advanced engine needed  : Zandronum 3.0
Primary purpose         : Deathmatch
================================================================================
Title                   : Insanity Deathmatch version 0.99
Filename                : IDM_v099.pk3, IDM_SkEdit_v099.pk3,
						  IDMInstagib_v098.pk3, IDM_Skinpack_v099.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 random 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) 2021 Kalle "Kaapeli47" Soittila -----------------------
//------------------------------------------------------------------------------

DISCLAIMER: THIS MULTIPLAYER PK3 MOD IS ONLY COMPATIBLE ON THE ZANDRONUM 3.0
SOURCEPORT! ANY OTHER MULTIPLAYER DOOM SOURCEPORT IS UNSUPPORTED!

THIS MOD ADDS AND REPLACES SPRITES, SOUNDS, WEAPONS, ITEMS AND PLAYERCLASSES
FOR DOOM II.
PLEASE DO NOT USE THIS MOD WITH ANY OTHER ONE WITH WEAPON OR ITEM MODIFICATIONS!

BEFORE RUNNING THIS MOD WITH ANY MAP PACK, MAKE SURE THE MAPS ARE LOADED
**BEFORE THIS MOD** TO ENSURE FULL COMPATIBILITY!


This is a PK3 mod for multiplayer deathmatch of DOOM II recommended for 4-24
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 meant for Doom II's Deathmatch.



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


// Weapons:

- 36 total Weapons: 26 new additions and 10 improved versions from the original
  Doom II arsenal!
- All weapons have a powered up version using the Strength Powerup.
- Option to select from 10 different starting weapons.
- Weapon spawns are randomized in their ammo-categorized spawns, with the
  exception of the Shotgun and Super Shotgun spots, which spawn most of the
  mod's weapons with varying chances.
  (Example: the Rocket Launcher spawn spots now randomly spawn 1 out of 4
   different rocket weapons for the rest of the match.)
- 11 total Big Weapons (Slot 7), one of which randomly spawns
  on the BFG spawn of the map, including the BFG itself!


// Ammo:

- Ammo amount and receiving made more balanced and relevant for such a short
  average lifetime in deathmatch.
- Ammo Pack (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.

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


// Armor:

- Players start with 100 starting armor protecting the player for 66% against
  all damage.
- Several armor types which protect you more or less from different Damage Types
  (Bullets, Explosives, Plasma, Rails, BFG, Hellstorm, 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:

- 13 total Powerups: 8 new additions and 2 improved versions from Doom II.
- 3 returning powerups from Skulltag: Doomsphere, Guardsphere and Time Freeze.
- All powerup spawns, excluding the spawn for the Invulnerability sphere, can
  randomly spawn one out of 12 different powerup spheres.

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


/// - OTHER FEATURES:

- Compatibility for all deathmatch maps with Doom II actors.
- Over 600 different gibbing sounds!
- Instagib and Buckshot modifiers supported using IDMInstagib_v###.pk3 in place
  of IDM_v###.pk3.
- Custom player skins are compatible using IDM_SkEdit_v###.pk3 in place of
  IDM_v###.pk3.
- Each Skulltag bot has a different starting weapon.
- New fullscreen HUD included.
- Explosive barrels are now EXTREMELY explosive! Use with caution!



// -------------------------- INSTRUCTION MANUAL: --------------------------- //

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 exist to 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 also 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 map packs for this mod may be on the work soon!

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 Insanity!



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

Like the name suggests, Insanity Deathmatch is meant for Deathmatch modes.
However, team modes like Capture the Flag are supported, as long as the maps for
both modes have only Doom actors in addition to the flags and skulls!

Last Man Standing & Team LMS have been made somewhat compatible so that players
only have all starting weapons, and have to collect better ones to ensure their
survival. Unfortunately, Armor and Powerups will also spawn, which may add a
heavy twist. Another version for specifically LMS may be the best solution.

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, Capture the Flag and Skulltag.


// Modifiers

To play Insanity Deathmatch with the Instagib and Buckshot modifiers, run the 
file 'IDMInstagib_v###.pk3' instead of 'IDM_v###.pk3', and start a match of
Instagib or Buckshot! Insanity Instagib & Buckshot is also compatible with any
Doom II deathmatch map pack, as well as with custom player skins!



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


/// - The Basics:

If for some colossal cataclysmic reason you haven't played deathmatch before,
then after playing this, fragging in vanilla Doom II will be much simpler to
learn, but still hard as hell to master!

In Insanity Deathmatch, players can choose from 10 different starting weapons
before spawning: Pistol, Chainsaw, Machinegun, Yellowboy, Blaster, Boomstick,
Buckshot, Nailgun, Chaingun or Grenade Rifle.
(More info about each weapon in the WEAPONS section below).

Starting weapons aside, 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 by 100 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.


// Screen flashes and indications:

When you pick up items, it will be indicated with a quick yellow flash on the
screen.
Different sources of damage also indicate what type of damage you receive, and
they are as follows:

Red: Taking damage from most sources, like hitscan attacks, explosive
projectiles and toxic and lava pools, or by falling too far (if falling damage
is enabled).

Cyan: Taking damage from Plasma projectiles.

Green: Taking damage from Pulse projectiles, BFG projectiles or BFG tracers.

Yellow: Taking damage from the Blaster's projectiles.

Orange: Taking Reflected damage, i.e. shooting someone who has a Reflection
powerup, reflecting the damage back to you, the attacker.

Different Powerups also have their effects on the display. See more about them
in the POWERUPS section below.



/// - Game modes

// Deathmatch

You are a Marine on your own! The other Marines on the map are your enemies!
Find a deadly weapon and frag them! Frag them all! The more frags you have, the
better you are! So avoid dying a lot, or enemy Marines will just get more frags!
Depending on the game's settings, at the end of the match the player who either
has the most frags or scored the frag limit first wins the match.


// Team Deathmatch

In Team Deathmatch, players are divided into two teams: Blue and Red. Here you
must frag the players of the opposing team, and all frags you get will be added
to your team's frag count. Depending on the settings of the game, at the end of
each match, the team that either has the most frags or scored the frag limit
first wins the match.


// Duel

Duel is a 1-on-1 face-off, but otherwise the same as Deathmatch by gameplay.
Depending on the game's settings, Duel can even be played by more than one
player by using a round based system. Each round can have either a frag limit,
a time limit, or both, and after a round has ended, the losing player becomes a
spectator, and the next spectator in line will be chosen as the next player to
face the champion on the same map until a player reaches a certain amount of
rounds, making him the winner of the map!

As an alternative setting, Duel can be just like deathmatch, and only have
either a frag limit, a time limit, or both, and after either one is hit, the map
is changed and the next spectator in line will fight the winner of the previous
map.



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


Weapon Statistics explained:

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

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

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


/// - Slot 1: Melee weapons

// Fist:

- Damage: 200-250
- Rate of Fire: 120 RPM
- Spread: None

All players can use the Fist, which hits at an average speed and deals between
200 and 250 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 one hit!

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


// Chainsaw:

- Damage: 1-250
- 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!



/// - 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: 4.2/2.6625

The Machinegun is a rapid 3-round burst hitscan weapon. While it has a barely
lower rate of fire than the Chaingun, the Machinegun is 25% 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: 60 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 150 damage, and consuming 10 Bullet ammo per shot.

Strength powerup effect: The Yellowboy uses railgun-type slugs instead of
regular bullets, 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 150!


// 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: 5-120
- 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 8 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: 5-240
- Rate of Fire: 84 RPM
- Spread: 5.6/3.55

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 frag enemies in just two hits if the pellets are
placed well.

Strength powerup effect: the Buckshot shoot 2-round bursts - one shot for each
barrel, doubling its efficiency!


// Shotgun:

- Damage: 5-270
- Rate of Fire: 60 RPM
- Spread: 5.6/3.55

The classic Doom Shotgun is a deadly instant-damage weapon for close and medium
ranges. It shoots 1 shell per second and fires 18 Pellets at once.

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

Strength powerup effect: The 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: 11.8/7.1

The Doom II Super Shotgun is otherwise the same, apart from the amount of
Pellets it shoots, which is now doubled! A whopping 50 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. Inside half a second it shoots a burst of 4 shots with
the same accuracy as the regular Shotgun, each shot spewing out 15 pellets.

That's a total of 60 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 shoots all 4 barrels at the same time,
increasing its rate of fire, while only consuming 1 Shell ammo per shot!


/// - Slot 4: Heavy Bullet Weapons

// Chaingun:

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

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 and sap through
enemies' 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: 420 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 also the most accurate automatic hitscan weapon found in the arena,
and indeed a great choice for medium to long range.

Strength powerup effect: The Heavy Machinegun has no pauses between bursts,
making the weapon fully automatic! It also shoots an extra bullet each shot,
having the potential to deal from 25-150 damage per bullet!


/// - Slot 5: Explosive weapons

// Rocket Launcher:

- Damage: 20-328
- Rate of Fire: 69 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 20 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, which explode in a mushroom cloud of fire on impact!


// Barrage Launcher:

- Damage: 20-984
- 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:

- Damage: 20-328
- 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 the same direct
and splash damage as the Rocket and Grenade Launcher, but the grenade from this
weapon 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:

- Damage: 20-328
- 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 20 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, which
explode into a mushroom cloud which covers the room with cleansing fire!


// Heat Seeker:

- Damage: 20-328
- Rate of Fire: 55 RPM
- Spread: None

The Heat Seeker shoots missiles that seek and home into enemies. The missiles
deal up to 128 splash damage, and direct damage between 20 and 200 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 3 missiles at the same time, while still consuming only 1 ammo!



/// - Slot 6: Plasma Weapons

// Plasma Gun:

- Damage: 2-100
- 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. It uses 1 Cell ammo per shot.

The Plasma Gun may be the most random weapon in terms of damage. A direct hit
can deal from 2 to 100 damage in multiples of 2! If no organic target is hit,
The Plasma projectiles deal from 1 to 5 splash damage 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: 2-200
- 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 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 reasons with
the funnel that connect 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 angle.

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: 2-160
- 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 20 up to 160 in
multiples of 20, to be exact - and unlike the Plasma projectiles, because of the
high radiation the projectile emits upon impact, it always deals from 1 to 8
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 5 to 30 damage in multiples of
5!

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!


// Railgun:

- Damage: 200-250
- Rate of Fire: 46 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 250 damage per shot, usually fragging
your enemies in just one or two shots!

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, making it rapidly fire 4 rails before you have to reload, and it will
only consume 5 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!

// BFG Prototype:

- Damage: 1-24500
- 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 3 radioactive Tracer Attacks from the
player's perspective. Each Tracer Attack shoots 40 Tracers, each one dealing
100 damage, making it a truly devastating weapon!

Unfortunately, the multiple Tracer Attacks are 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 it's better to stay with only one very
devastating Tracer Attack when they were developing the BFG9000.

And be careful: you can't spam this thing around corners very well, let alone
silently, like with the BFG9000, because of the unstable splash damage!

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


// Quad Shotgun

- Damage: 10-7500
- Rate of Fire: 33 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 250 Pellets! From four barrels, that's 5 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 2000 Pellets, shakes the ground,
pushes you a couple metres back, and really covers the area of your screen with
Pellets! In addition, any enemy you hit with that attack should be utterly
obliterated!


// 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 as many bullets per shot as the Chainguns, but each bullet can deal
between 10 and 30 damage per shot with multiples of 10!

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, unless you continue after a very small and brief moment of untiring your
finger!

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 spools up and down faster, and 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!


// 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 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 effects: 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 per minute! That's a total
of 1500 devastator missiles per minute! Come get some!

Strength powerup effect: The Devastators shoot 5 small but fast Heat Seeker
missiles in a much wider horizontal spread than the regular Devastator missiles,
so you can see the utter desperation of the enemies looking for a corner to hide
behind, before seeing them splatter on the other side of the arena!


// Freeze Cannon:

- Damage: 40-240
- Rate of Fire: 525 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 uses 2 Cells each shot to fire fast Snowballs at a slower rate
of fire than the Plasma Gun. Each Snowball can deal from 40 to 240 direct damage
in multiples of 40! The Snowballs move at a speed of 85.

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


// BFG10000

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

The BFG10000 from Skulltag is a marvel of a Big Gun in 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 hitscan-BFG-blasts that completely
decimate anything it gets 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...


// 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 20 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 20 to 160 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 steel balls move very slowly, and the weapon works best in small areas and
in close quarters where the enemy can't escape the balls.

Strength powerup effect: Unchanged apart from projectile speed! Just like when
used with the Heretic's Tome of Power, the Mace shoots a giant steel ball that
homes into enemies when it bounces. Upon enemy impact it will deal a MILLION
damage! That's right, 1000000 damage! Not even the Guardsphere or the Projectile
Resistance have the potential to save you from the one hit kill from this
weapon!


// 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 twice with the weapon.

Strength powerup effect: Makes the Wraithverge shoot two additional Holy
projectiles per shot 30 degrees away from the middle projectile, and enables you
to fire up to 4 times with it before draining all of your mana! The rate of fire
is slower, but it's the least of your concerns, because as soon as you fire, the Holy Spirits do the rest!


// 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 4 and 32 direct damage
in multiples of 4, 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 scorched victims!

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!


// Unmaker:

- Damage: 200-1000
- Rate of Fire: 35 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!



/// --- 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.

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


// Shells: //

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


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

// Carton 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:

All Armors' Base Protection value is 66.67%.

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 offers 40% resistance against all sources of damage.


// Bullet Armor:

The green Bullet Armor offers 60% resistance against Bullet, Nail and Melee
attacks, and gives 200 Bullet ammo and 20 Shell ammo.


// Frag Armor:

The red Frag Armor offers 60% resistance against Rockets, Grenades and
Hellstorms, and gives 15 Rocket ammo.


// Tech Armor:

The white Tech Armor offers 60% 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 gives 75% resistance against Bullet, Nail and Melee attacks.


// Red Armor:

The Red Armor gives 75% resistance against Rockets, Grenades and Hellstorms.


// Purple Armor:

The Purple Armor gives 75% resistance against Plasma, Pulse and BFG projectiles
as well as Railgun and BFG Tracer Attacks.


// Super Armor:

The Super Armor gives the player a whopping 80% 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 100 Health if below it, and gives an upgrade
to all of your arsenal for 30 seconds! Check each weapon in the WEAPONS section
for all 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 KILLING 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 20 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 Projectile Resistance gives a 90% resistance against projectile
damage. It also stops ripper projectiles. Upon pickup the player is turned green
for the 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 duration of the effect.


// Regeneration:

The Regeneration powerup regenerates 25 Health per second up to the player's
Base Maximum Health for 20 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 20 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 an orange 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!
It is also worth mentioning that the reflected damage also goes through armor!


// 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!



/// --- 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 %]

// Primary All-Weapon Spawner

Replaces the vanilla Doom II Super Shotgun with one of the following weapons:

Super Shotgun = 20%
Shotgun = 13.33%
Railgun = 13.33%
Super Chaingun = 10%
Super Nailgun = 10%
Riot Shotgun = 6.67%
Rocket Launcher = 6.67%
Grenade Launcher = 6.67%
Plasma Gun = 6.67%
Heavy Machinegun = 6.67%


// Secondary All-Weapon Spawner

Replaces the vanilla Doom Shotgun with one of the following weapons:

Super Nailgun = 16%
Rocket Launcher = 16%
Grenade Launcher = 16%
Plasma Gun = 16%
Super Shotgun = 6%
Shotgun = 6%
Riot Shotgun = 6%
Railgun = 6%
Super Chaingun = 6%
Heavy Machinegun = 6%


// Heavy Bullet Weapon Spawner

Replaces the vanilla Doom Chaingun with one of the following weapons:

Super Chaingun = 33.33%
Super Nailgun = 33.33%
Heavy Machinegun = 33.33%


// Explosive Weapon Spawner

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

Rocket Launcher = 25%
Barrage Launcher = 25%
Grenade Launcher = 25%
Heat Seeker = 25%


// Plasma Weapon Spawner

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

Plas-Machine Gun
Pulse Rifle
Plasma Beam


// Big Weapon Spawner

Replaces the vanilla Doom BFG9000 with one of the following weapons:

Quad Shotgun
Minigun
Hellstorm Cannon
Devastators
Freeze Cannon
BFG Prototype
BFG10000
Unmaker
Fire Mace
Wraithverge
Bloodscourge



/// Armor Spawners ///

// Light Armor Spawner

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

Yellow Armor
Bullet Armor
Frag Armor
Tech Armor


// Heavy Armor Spawner:

Replaces the vanilla 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 and Berserk from vanilla Doom:

Doomsphere = 12%
Guardsphere = 12%
Megasphere = 12%
Strengthsphere = 12%
Soulsphere = 8%
Projectile/Hitscan Resistance = 8%
Regeneration = 8%
Haste = 8%
Reflection = 8%
Prosperity = 8%
Rage = 4%


The following Spawner replaces the Light Amplification Visor and Automap from
vanilla Doom:

Doomsphere = 9.1 %
Guardsphere = 9.1 %
Megasphere = 9.1 %
Strengthsphere = 9.1 %
Soulsphere = 9.1 %
Projectile/Hitscan Resistance = 9.1 %
Regeneration = 9.1 %
Haste = 9.1 %
Reflection = 9.1 %
Prosperity = 9.1 %
Rage = 9.1 %


The following Spawner replaces the Invulnerability from Vanilla Doom:

Rage = 50%
Time Freeze = 50%


/// 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 Cartons 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 Cartons of Shells, or bigger
Boxes of Shells.)