{tab=Preview}
{tab=Info}
Name: Super Shorty
Class: 3
Type: Hitscan
Palette: Doom
Summon: SuperShorty
Ammo Type: Shell (Reserve), ShortyLoaded (Magazine)
Altfire: No
Powered Mode: No
Brightmaps: No
Actor modification: No
ACS: No
{tab=Credits}
Submitted: LossForWords
Code: LossForWords
Sounds: Magmacow
Sprites: Evil People TC, JoeyTD, Joblez, HMNuke93
Sprite Edit: LossForWords
{tab=Description}
A Super Shorty sawn-off shotgun. Technically not legal.
Easier to draw and pump due to it's compact size and deals good damage, but holds only three shots, and has a ludicrous spread.
Requires pumping after loading the first round on a dry magazine, but the reloading is interruptible.
{tab=Preview}
{tab=Info}
Name: Plasma Pipebomb
Class: 5
Type: Projectile
Palette: Doom
Summon: PlasmaPipebomb
Ammo Type: PlasmaPipebombAmmo (Custom)
Altfire: Yes
Powered Mode: No
Brightmaps: Yes
Actor modification: No
ACS: No
{tab=Credits}
Submitted: DeVloek
Code: DeVloek
GLDefs: DeVloek
Sounds: id Software, Digital Extremes
Sprites: Captain J, id Software
Sprite Edit: DeVloek
Idea Base: Captain J's Fusion Pipebomb sprites
{tab=Description}
Another prototype from the UAC labs, this time the lunatics tried to fuse experimental BFG tech into a handheld grenade.
As field studies on Cyberdemons have shown, the Plasma Pipebomb shines where conventional explosives reach their limits.
Similar to the BFG9000, the most damage will be dealt at point blank, which in this case is at the center of the blast.
But caution is advised, even at the outer blast radius the damage can still be deadly for anyone caught in it.
Primary fire lobs the Plasma Pipebomb in an arc, secondary fire throws it in a straight line.
Holding down the button increases lob/throw power. The following behavior is toggleable:
- thrown bombs can be picked back up
- exploding bombs cause chain reactions
- bombs explode when detecting monsters
- bombs selfdestruct after a countdown