Insanity Deathmatch

Insanity Deathmatch, also known as InsanityDM or IDM, is a gameplay mod for Deathmatch, Last Man Standing and Capture the Flag developed by Kaapeli47. It was released on November 7, 2021 for Zandronum, after multiple beta releases throughout the year, and version 1.0 in August 31. The mod works in the Instagib and Buckshot modifiers of Zandronum, and it also comes with its own additional game modifiers, such as weapon modifiers similar to Instagib and Buckshot, and modifiers that change gameplay directly.

Insanity Deathmatch comes in two editions. The normal edition, simply called 'Insanity Deathmatch', has advanced modifications to player properties with additional player sounds and death animations. The other edition, called Insanity Deathmatch: Skinnable Edition, has classic player behavior without advanced additions, enabling compatibility for custom Zandronum player skins.

Insanity Deathmatch is compatible on any map that only has things from DOOM2.WAD. In these maps, the mod replaces items like weapons, health, armor and powerups of Doom II with that spawn random weapons and items. In addition, Insanity Deathmatch can be used as a resource for mapping with Ultimate Doom Builder to design maps specifically for the mod. As a mapping resource, Insanity Deathmatch allows placement of individual things from the mod, although placing the random spawners is still possible.

The mod is an affiliated Doom project in Hellforge Studios, and it received one of the 2021 Cacowards in the Multiplayer category.

Ammo
The amount of ammo is drastically adjusted in Insanity Deathmatch compared to the ammo values of Doom. This includes the ammo capacity that players can carry, as well as the amount of ammo that players can collect from different pickups. In addition, the Backpack will give full ammo in addition to increasing the ammo capacity.

Some big weapons use their own ammo types that can't be restored from pickups in classic Doom deathmatch maps. However, their pickups can be placed on custom maps made for the mod.

Bullets

 * Maximum capacity: 200
 * Maximum capacity with backpack: 300
 * A clip of bullets gives 20 bullets.
 * A small box of bullets gives 50 bullets.
 * A big box of bullets gives 100 bullets.

Shells

 * Maximum capacity: 20
 * Maximum capacity with backpack: 30
 * A bundle of shells gives 4 shells.
 * A packet of shells gives 6 bullets.
 * A box of shells gives 10 bullets.

Rockets

 * Maximum capacity: 15
 * Maximum capacity with Backpack: 30
 * A rocket pickup gives 1 rocket.
 * A bundle of rockets gives 3 rockets.
 * A box of rockets gives 6 rockets.

Cell ammo

 * Maximum capacity: 100
 * Maximum capacity with backpack: 200
 * A cell gives 20 cell ammo.
 * A cell kit gives 40 cell ammo.
 * A cell pack gives 100 cell ammo.

Fist
The fist now hits 3 tics earlier and on a longer range than in Doom, and deals random damage between 100 and 150, which is enough to frag a recently spawned player in two punches.

The strength power-up increases the damage of the fist by a factor of 10, just like the berserk pack in Doom. This puts the random damage value of the fist to well over 1000, up to 1500.

The fist is available to everyone, regardless of what starting weapon is used.

Additionally, the sprites are stretched to be horizontally twice as large, and the weapon is still registered as 'fist' in DECORATE to ensure compatibility with the 'Fisting!' medal of Zandronum, which is awarded to a player who achieves a frag with the fist.

Chainsaw
The chainsaw hits twice as fast as in Doom. It can deal between 4 and 250 damage per hit, with an average of 60 damage, and has a slightly longer range than the fist in the mod. It can be used as a starting weapon.

The strength power-up makes the chainsaw double-bladed, increasing the hitting rate further and additionally doubling the damage.

In the normal edition, the chainsaw will either cut an enemy player in half, decapitate them, or even completely gib them when killed. In the Skinnable Edition, however, the enemy player either dies and falls down on the ground, or gets gibbed.

Knife
The knife is a faster and more damaging variant of the fist with also a longer range. It has a reference to the knife in the  game series, with similar sounds and the ability to move faster. It deals between 100 and 175 damage per hit, which isn't much of an improvement over the fist, apart from the faster attack rate. In addition, when the player moves 25% faster with the knife in their hands. The knife can be used as a starting weapon.

The strength power-up turns the knife into the machete, which attacks faster and deals very high damage in several hits per swing, having the effective ability to cleave multiple enemies in one swing. The ability to move faster still persists.

The knife can be an extremely useful tool for flag runners in the Capture the Flag game mode, thanks to its notable speed boost.

Vorpal Blade
The vorpal blade originates from Demon Eclipse. It is a very slow but extremely strong melee weapon, able to take most players down in just one swing. During a very short period on each swing, the player becomes invulnerable, blocks most attacks and reflects away projectiles. The weapon can be used as a starting weapon.

Normally the vorpal blade deals between 200 and 250 damage per hit. It uses special energy as ammo, which regenerates slowly over time when the blade is equipped, but can be acquired faster through successful hits on enemies with the weapon. When the energy is at 50 percent, The Blade turns green and deals more damage between 300 and 375. At 100 percent energy, the vorpal blade turns red, deals between 400 and 500 damage, and additionally shoots a slashing projectile that goes through enemies, dealing between 200 and 400 damage in multiples of 50. When the projectile is shot, the vorpal blade loses all energy and does normal damage again.

The strength power-up makes the vorpal blade red for the duration of the power-up, allowing for constant projectile shots and maximum melee damage.

Pistol
The pistol is faster, stronger and more accurate than in Doom. It has a rate of fire of 180 RPM, and a single shot from it can deal between 25 and 75 damage in multiples of 25. The pistol is the most versatile starting bullet weapon in terms of balance between damage, rate of fire, and accuracy. A player with the pistol as the starting weapon also starts with 50 bullets.

The strength power-up makes the player dual wield two pistols, doubling its rate of fire.

Machinegun
The machinegun is a fast and moderately accurate bullet weapon that shoots in three-round bursts. Its rate of fire is 480 RPM, which is much faster than that of the pistol. However, it has a slightly worse accuracy, and damage between 16 and 48 per shot. It is good for use in small to medium large maps which have combat in both wide open and small close-range areas. In most situations the machinegun can be a superior choice to the pistol thanks to its higher output of damage from close to longer than mid range. A player with the machinegun starting weapon starts with 100 bullets.

The strength power-up makes the machinegun shoot in faster 4-round bursts, each shot firing two bullets with the same damage. This not only increases the rate of fire, but also doubles the damage.

Yellowboy
The yellowboy is a miniature sniping option for a starting weapon firing a fully accurate, high-damage bullet per shot. It has a rate of fire of 65 RPM, and a single bullet can deal between 100 and 200 damage, and creates a yellow trail from the shooter to where the bullet hits. The yellowboy uses shells for ammo, and a player with the yellowboy as their starting weapon starts with 10 shells.

The strength power-up upgrades the yellowboy with rail shots, creating a corkscrew around the trail of the bullet. Damage is increased to a value between 150 and 200, and goes through the armor of enemy players.

Blaster
The blaster is a plasma pistol that shoots a very fast yellow plasma projectile, dealing between 50 and 150 damage on impact with an enemy player. It has a rate of fire of 124 RPM, and two to four shots from it is enough to take down players with a spawning stack. The blaster uses cells for ammo, and consumes 2 ammo per shot. A player using the blaster as a starting weapon will start with 50 cell ammo.

The strength power-up makes the Blaster shoot three projectiles instead of just one, while still consuming only 2 cell ammo per shot. The first one is shot straight ahead, and the two others have an angle of 5 left and right respectively.

Slot 3: Shotguns
All of the common shotgun weapons shoot a different amount of pellets with the same range of damage between 5 and 15, with exceptions to the quad shotgun and the hand cannon.

Boomstick
The boomstick behaves almost identically to the shotgun in Quake. It has the same rate of fire of 120 RPM, is as accurate as the pistol, and shoots 9 pellets per shot, dealing damage from 5 to 135. The boomstick is a very versatile starting shotgun, appropriate for close to even long range thanks to its very accurate shots that deal an average output of damage. A player with the boomstick starting weapon starts with the full amount of 20 shells.

The strength power-up makes the boomstick shoot in very fast 3 round bursts, tripling the amount of pellets fired while still consuming only 1 shell per shot.