Super Weapons

The Super Weapons Powerup introduced in the 1.1 release of DeathMatch PLUS PACK!. It appears to be a disembodied Axe, using the same model with the player's hand as the aforementioned Weapon. It flickers and glows, but does not rotate or float like a normal Powerup.

This Weapon only appears in Deathmatch or related Game Modes.

Note that this does not augment the Axe or BFG, even though the sound that the Powerup is being utilized will still play when either Weapon is fired.

Much like the Quad Damage Console Command, the player can use "impulse 11" to turn Super Weapons on for 1 minute in Single Player games.

Strategy
Unlike a normal Powerup, Super Weapons can appear anywhere in a level at random. It can even appear in areas that isn't accessible to players. To counter the aforementioned issue, it will change locations if it has not been picked up after a minute and 40 seconds. This in turn means that a player that sees this Powerup should not hesitate to pick it up. Note also that a player that dies with this Powerup will drop it with their Backpack. Also note that, like the Quad Damage, the player continually glows while holding this Powerup.

The Shotgun and Double-Barrelled Shotgun have increased spread, fire more pellets per shot, fire at a faster rate, and cause more damage per shot (the Shotgun does 72, the Double-Barrelled Shotgun does 168). The Double-Barrelled Shotgun in particular can be quite lethal with this, having the spread to cover an entire room while being able to fire as fast as a Super Nailgun.

The Nailgun now fires three Nails per shot, making it even more lethal than a non-Super Weapons version of the Super Nailgun, at the expense of another Nail per each shot. The Super Nailgun behaves in a similar fashion, the main difference between the two guns is that the Nailgun has a tight spread while the Super Nailgun has a much wider spread. A player might therefore find it more advantageous to use a Nailgun instead of the Super Nailgun as long as they are holding the Super Weapons Powerup.

The Grenade Launcher starts out relatively normal, firing a single projectile, before breaking apart into two grenades (a Cluster Bomb). Note that the first projectile can instantly Gib any opponent. This in turn breaks apart into two more grenades each, which in turn breaks into two more grenades. This means for the cost of a single Grenade Launcher projectile an entire room can be quickly covered in grenade projectiles; the hardest part is not committing suicide in the process due to the large number of projectiles bouncing around. Note that these grenade projectiles can explode on contact, making them extremely lethal in tight spaces.

The Rocket Launcher, in addition to the normal projectile, will fire a series of grenades on the sides of the path the player fired it in. This means that it can be extremely useful in a large open area where the rocket projectile has the ability to create a large number of grenades. Note that these grenades do not explode on contact with an entity, they rely entirely on Splash Damage, which in turn means that they are less lethal to the firer than the Grenade Launcher. Note also that Rocket Jumps are still entirely possible, since the grenades fire away from the player, meaning there is little change in the amount of damage done to the firer.

The Thunderbolt no longer has a limitation in regards to distance, making it more powerful than the Nailgun. It also can reflect off walls while being harmless to the firer. The most powerful feature of the Thunderbolt is that it can take the health of an opponent and add it to the firer's. This in turn allows the player to get more than 100 health without the health rot of a 100 Health. Note that there seems to be no limit to the amount of health a player can get with this, making it extremely powerful in the right hands. Note that a 100 Health cannot be taken if the player has more than 250 health, preventing health rot.

The Bomb is an experimental change. It is no longer is limited to a wall, it instead flies around the level while attempting to avoid hitting walls. If it hits a wall, it will behave like a normal Bomb. It seeks opponents to the firer, whereby it will float towards them before exploding to cause a severe amount of damage. Note that the firer can cause the Bomb to explode immediately if they get in the path of it, meaning it is advisable to keep one's distance. Note that it also fires grenade projectiles every three seconds, which in turn can cause more damage to anyone it hits. It will begin ticking after 55 seconds before exploding at 60 seconds. While the Bomb generally will Gib the player, a player with a lot of extra health accumulated by the Thunderbolt should be able to survive, even though Gibs will still generate.

In addition to augmenting the Weapons, this Powerup also changes the behavior of the Tripwire. While intended to be made more powerful, the only difference is that the Super Weapons version of the Tripwire can only cause damage if the player is directly next to the ball, the wire itself is harmless. This only lasts as long as the player that placed the Tripwire has Super Weapons, so it is advantageous for opponents to quickly blow up the Tripwires if the user of Super Weapons is ignorant of this glitch.

Timeout Messages

 * Super Weapons is wearing off

Custom Death Messages

 * "Player" gets too close to his cluster - Suicide by Cluster Bomb.
 * "Player" eats "Attacker"'s pineapple's - Target is killed by Cluster Bombs.
 * "Player" was gibbed by "Attacker"'s cluster bomb - Target is gibbed by Cluster Bomb.
 * "Player" rides "Attacker"'s super-rocket - Target is killed by Super Rocket Launcher.
 * "Player" was gibbed by "Attacker"'s super-rocket - Target is gibbed by Super Rocket Launcher.
 * "Attacker"'s super-bomb found "Player" - Target is killed by Bomb.