All you Tremulous players who have little to no innate knowledge of Gloom as Lava_Croft, myself, or any other Gloom veteran needs to seriously close their mouth when talking about things they don't know or understand.
Tremulous does *not* need Gloom elements. Simply put, Tremulous is it's own game. One of the MAJOR REASONS WHY GLOOM IS SERIOUSLY FLAWED IS BECAUSE OF ITS ROCK-PAPER-SCISSORS STYLE OF CLASS STRUCTURE. Trust me, Tremulous players would shit a brick trying to figure out why/what things are super-effective and weak vs. other units and structures, and verbally shit more posting their ever-so-knowledgeable ideas on the matter.
Tremulous also is played at a signifigantly slower pace than Gloom. Gloom keeps MUCH of its playability from how ungodly fast people can dish out and play. Tremulous, at this current stage, cannot do this. It is too slow to have any sort of effective RPS-type element.
Tremulous was wise in steering clear of set "classes" that Gloom uses. Tremulous allows players to " roll their own character, " so to speak, so every person can technically be ideally suited for any suitation, provided they have an armoury, in humans' cases. Gloom does now allow this; Instead, players much choose in advance of spawning what class to use. This class usually serves only one purpose, for sake of balance issues, and cannot be changed once it has been choen unless that class dies. This can make games stalemate for HOURS ON END ( there have been some single-map games lasting over 12 hours because of map design and class structure ). [and if you Tremulous players ever, and I mean ever, thought you had a rough stalemate in Tremulous, I *DARE* you to search the planetgloom forums and watch the entire Gloom2 demo that lasted 8 hours. That alone will show you why set classes are a bad idea. And mind you, this is just once instance where it got recorded; there have been many other less notable 4 and 5 hour extensions of ingle map games ]
Another problem I see is that Tremulous just isn't as "hardcore" as Gloom is. When you die in Gloom, you are either intact or have exploded into a rain of blood and gibs. When you eat a rocket or a laser pulse on very low hp, you are annihilated ( and sometimes your ass just straight up disappears and you turn into a mid-air blood squirt, which is hilarious to know you ate that much damage ). I know many die-hard Gloomers just couldnt come to Tremulous because of this - it wasn't visually appealing enough to keep playing the game.
I do realize that you are trying to solve a lot of issues that Tremulous has. I do not, however, see how importing another game's ideas will " fix " them. I personally feel that you are better off making adjustments and re-compiling another version of Tremulous with balance changes with the classes and items you already have.
However, I am in favor of importing the admin controls. While not for the reasons you mentioned, I feel that Gloom has had one of the best admin-type control systems in any game I've had to admin so far ( I've admined a Gloom server for nearly 2-3 years now, and have played gloom for 5 years now :x) Glood luck getting Gloom's Source, though. The Gloom community itself has been trying to crack R1CH and have him release it, but he has not. I seriously doubt that he would release any source information either to you or here, publicly.[/b][/url]