Author Topic: Mod Ideas/Concepts List. Look Here Before Starting A New Topic!  (Read 39905 times)

Plague Bringer

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Mod Ideas/Concepts List. Look Here Before Starting A New Topic!
« on: February 20, 2008, 12:40:25 am »
Zombies Mod by Plague Bringer. Currently Discussing.

Quote from: Plague Bringer
...The team-stack is an automatic 3:2 favoring aliens, since they're usually not the ones to draw first blood.
Whenever you are killed, you automatically switch teams.Teams would constantly be changing size and skill, creating a calm in the chaos. A balance in the unbalance.
...



Juggernaut Mod by Plague Bringer. Currently Discussing.

Quote from: Plague Bringer
At the start of the game, a Juggernaut is chosen from each team. ...The Juggernaut has 1.5x speed and/or 1.5x damage. ... Juggernauts gives 2x the evo/credits it would give if it was a normal player of that class or with that equipment when it is killed. Each time a Juggernaut dies (whether it be by world, tk, enemy or suicide another one is chosen at random (no builders are chosen)...



Third Race Concept by Fragged. Retired.

Quote from: Fragged
...Im thinking that the races could be re-done to fit something like starcraft!  i think it would be pretty interesting to have a giant ultralisk (RAWR) go after this little human with ghost (nuclear launch detected) equipment and then get assaulted by several zealots (for adun!)!...



Gaia Mod by Plague Bringer and Player One. Currently Discussing.

Quote from: Plague Bringer
...a third team, let's call them gaia. They're unplayable, and their only purpose is to supply destructible objects placeable in layout and GTKRadiant? You could have simple objects, such as boxes from Tremor, and Niveus. Computer consoles from Nexus6. Various heights and sizes for walls and similar objects, perhaps even planks or bridges that could be put over a gap. Objects like this could be just for eye-candy in some maps, but they could also serve as game play altering aspects of others... objective system. ...Humans have to get a base up before the boxes blocking the alien's path is destroyed...



Nerfed Training Guns Mod by Thisguy. Currently Discussing.

Quote from: Thisguy
...so i thought what about duplicating guns making them very cheap (or even free) but have their damage cut (between 1 and 10) so noobs can practise without fear of killing their teamates....give the guns name like Practise genade/luci/flamer and we might see a few less mistakes...



Research/Tech-Tree Mod by ==Troy==. Currently Discussing.

Quote from: =+Troy==
...The suggestion is to make the equipment "researchable". Basically players will have to donate their money to a "project" which gradually is being researched by mysterious scientists on the other end of the telenodes... Player comes to (RC/Armoury), presses Q, a menu pops up for the different projects available, clicking on one of them and then choosing buy, will cause an XXX donation to the project. You will also be able to see the percentages payed and done. When a new research has been completed, it is being announced to the team.

Quote from: techhead
Humans:
Default unresearched: rifle/ckit, shotgun, lightarmor

Energy Tech-Tree:
Lasgun (no requisite)
Mass-driver (requires lasgun)
Pulse-rifle (requires lasgun)
Lucifer Cannon (requires Pulse-rifle)
Batterypack (requires lasgun)

Projectile Tech-Tree:
Painsaw (no requisite)
Chain-gun (no requisite)
Grenade (requires chaingun)
Flame-thrower (requires chaingun)

Armor Tech-tree:
Helmet (no requisite)
Jetpack (requires helmet)
Bsuit (requires helmet)

Aliens are much simpler
Default unresearched: Dretch, Basilisk, Marauder, Granger
All advanced versions require basic.
Tyrant requires goon.



Proximity Mines by amine. Implemented.

Quote from: amine
...Once thrown, the proximity mines take 3 seconds to activate. After that, any alien that comes within 1/3 of a turret range will make it explode. This works with the development version as well as the 1.1 release (tested with Lakitu7's latest qvm). You can come and try it out at "Aminorium's Wondrous Emporium". I will enable the proximity grenades for the next couple weeks...




Infinite Hovel Building by Paradox. Retired.

Quote from: Paradox
...I was thinking about lowering the health to about that of an acid tube or so, and uncapping the limit, so you can build an infinite number of hovels. Hovels are the only free structure aliens ever get, and is of much less use than the repeater...



InstaGib by YourMama. Retired.

Quote from: YourMama
...Logically, this mod shouldn't be too hard to make; Just an instant kill weapon(s). I don't need H vs. H, I'll simply lock the other team. So if anyone is willing, please PM me about it...



Time-Limited Jet-Pack by Pete. Retired.

Quote from: Pete
...Just wondering if there's any mod that limits the jet pack so that you need to land, alternatively go back to base and recharge, after 30 seconds of flying or something like that. Is there? If not, it'd be a nice feature ^^...



FFA Game Mode by DarkEnix. Retired.

Quote from: DarkEnix
...well , i'll start off with human vs human FFA , everyone holds all weapon of S1 n must fight for their own stage , weapons will drop if player dies ,  weapons will also be placed on the floor for picking up ammo/weapon itself
...



Client-Side Graphic Changes by techhead. Retired.

Quote from: techhead
...This month, we have a list of a bunch of little ideas, all of which would take client side changes and not very major game-play wise. Mostly just variety and eye-candy. Some are stolen from other places. Feel free to steal any or all of these for your mod(s)...



Healing C-Kits by ==Troy==. Implemented.

Quote from: ==Troy==
...My recent experiment on Amsterdam Unlimited has shown that a ckit, being able to heal a teammate with 3 hps and restore his ammo for 0.015*maxammo*maxclips has altered the gameplay hugely... instead of making the gameplay worse, it actually has improved it. I have seen a groups of 2-3 guns + 1-2 ckits coming from bases to make ambushes, and they lasted quite long. To encourage the healing, I have allowed ckit to reheal up to 110 hp. (does not really change a lot)...



Scenario/Invasion Mod by BigGamer95__.Implemented.

Quote from: BigGamer95__
...Scenario is a mod for tremulous, by BigGamer95 (me :รพ),using trembot+lakitu. Each scenario is different (destroy the target, survive, protect the target, etc.). Nothing to download, juste go in a server invasion when an Organizer of Scenario can run the scenario (and if a scenario if already begin, wait nextgame)...



Humans vs Humans Deathmatch by Plague Bringer. Retired.

Quote from: Plague Bringer
...As you all know, Tremulous is a FPS/RTS featuring aliens vs humans. Our idea is a FPS featuring humans vs humans....



Building Camo Alien by blood2.0. Retired.

Quote from: blood2.0
...a alien that can turn into human buildings so one second it looks like this   :basilisk: then it looks like this   :turret: or   :armoury: it can't move though...



Mod Switcher by UsaKilleR. Retired.

Quote from: UsaKilleR
...So that you could take the main menu from 1 mod, background from another, Alien HUD from third and so on with loading screen, Human HUD...



Player Ranking by -[=AHs=]- DarkEnix. Retired.

Quote from: -[=AHs=]- DarkEnix
...I got this idea after playing Enemy Territory for quite some time... Lets say for example... 3 ranking type for humans... Primary Weapon/Building Skills/Side Arm skills... lets say , nid build till 100 EXP to get to power 1 building meaning that the player must keep on building to get to 1 power ranking for building...



Anti-Decon Mod by McZonc. Implemented.

Quote from: -[=AHs=]- McZonc
...I have written a simple mod that should prevent from join,decon,leave players without touching the gameplay...



Vehicles/Outdoor Enviroments by sicksticksk8s. Retired.

Quote from: sicksticksk8s
...First we need a huge outdoors map with a base on each side. For the humans we could create vehicles like in Halo (warthog ect. you know what they are). Second wed need a sniper rifle because as far as i can tell thats the only thing thats missing from the humans. As for the aliens, new evolution stages with flying aliens that can take out the stupid jetpackers and an alien that can snipe from better than the dragoons...



Turret Operators by ==Troy==. Retired.

Quote from: ==Troy==
...Required : Defence computer... Action : A player comes to DefComp, uses it. Now he can see a turret camera, and can scroll through turrets... Turret abilities when controlled : Same turn speed, same damage and rate, the only thing which is not limited is the range...



Earn BP by Mad_Joe. Retired.

Quote from: Mad_Joe
...Anyway, what if BP was earned instead of given? Meaning, what if for every kill your team got X amount of BP (say, 2). Also, I think this BP should be non-refundable, meaning once you build something using it, you won't get it back if the building is destroyed...



Mission Mod/No Respawn Deathmatch by LoneBomber. Retired.

Quote from: LoneBomber
...The human will have like 1 or 2 minutes to get their equipment, after this minute, the human base will explode, so the human will cant get more ammo and cant respawn.The goal of the human will be to survive like 20 or 30 minutes...



A.I., anybody? by floodbud. Implemented.

Quote from: floodbud
...Even a basic AI mod (aliens move to human and click rapidly, humans aim at aliens, move random, shoot) would be wildly popular.  Or even just some still aliens for target practice...



Soul Collector by whitebear. Retired.

Quote from: whitebear
...Building that collects souls of dead players (no tk)... Souls are items that pop above corpses and can be collected by both teams (even souls of same team)... When soul collector is destroyed or removed all collected souls are lost... If soul collector is not built the team cannot collect any souls... When soul collector has reached server limit the team wins. (default would be 50-100)...



Cel Shader Mod by Kaleo. Retired.

Quote from: Kaleo
...



Tremulous Football by ShadowNinjaDudeMan. Retired.

Quote from: ShadowNinjaDudeMan
...This is a bit of an idea... Trewm football, ive made a simple ball and goal post... Basically, you would push a ball along and kick (or attack) it to punt it like a dretch... You would be able to kick/chomp the other team, extreme tacklinmg I siuppose...
« Last Edit: February 21, 2008, 11:59:12 am by Plague Bringer »
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Plague Bringer

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Re: Mod Ideas/Concepts List. Look Here Before Starting A New Topic!
« Reply #1 on: February 20, 2008, 12:40:43 am »
==Reserved==
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Plague Bringer

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Re: Mod Ideas/Concepts List. Look Here Before Starting A New Topic!
« Reply #2 on: February 20, 2008, 12:41:25 am »
==Reserved==
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Plague Bringer

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Re: Mod Ideas/Concepts List. Look Here Before Starting A New Topic!
« Reply #3 on: February 20, 2008, 01:00:14 am »
Fuck. I accidentally close the tab that I was using to work on that post, so I'm done for the night. Sticky would be appreciated if the community likes this idea.
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whitebear

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Re: Mod Ideas/Concepts List. Look Here Before Starting A New Topic!
« Reply #4 on: February 20, 2008, 01:06:43 am »
At least it is not as pain as search and browsing the forums for few days.

Rocinante

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Re: Mod Ideas/Concepts List. Look Here Before Starting A New Topic!
« Reply #5 on: February 20, 2008, 02:51:15 am »
I like this, PB.  Hopefully it'll help people who come up with ideas, only to find they've been discussed before.

Keep it neat & clean, I think it'll make a fine addition to the top of the forum board.
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player1

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[Concept] Research Mod - Utilize Quake III Assets?
« Reply #6 on: February 20, 2008, 08:19:05 pm »
Proposal to add Research Trees in Addition to Stages (Utilizing Existing Quake 3 Arena & Team Arena Assets)

(see also here and here)

@PB: A home!

@Roc: <3

P.S. I propose posters use something like the above format for possible additions to the OP. Submitted for you perusal.

P.P.S. I hope you don't think it presumptuous of me, be I thought it would be a simple way to document possible forks or alternatives proposed to suggested concepts as well as major proposals themselves.



==Troy==

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Re: Mod Ideas/Concepts List. Look Here Before Starting A New Topic!
« Reply #7 on: February 20, 2008, 08:24:02 pm »
Could you please also add state of the ideas? As of "implemented" "pending" "awaiting decision" or similar.

Since the Ckit Healing and Hovelports are implemented and its just a matter of time for me to release them.

Plague Bringer

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Re: Mod Ideas/Concepts List. Look Here Before Starting A New Topic!
« Reply #8 on: February 20, 2008, 08:58:20 pm »
Mod Status has been implemented!

I get Friday off of school, and I'm starting on page six of the Mod Reviews & Releases section, so the list should be completed and up-to-date by the weekend. I'll also be able to start some concept for Gaia and get a tech-tree for the Research concept...
« Last Edit: February 20, 2008, 10:18:57 pm by Plague Bringer »
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Plague Bringer

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Re: Mod Ideas/Concepts List. Look Here Before Starting A New Topic!
« Reply #9 on: February 20, 2008, 10:20:39 pm »
Bah, spelling errors fixed. I'm lanning with a friend tomorrow, should be able to get some work done.
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==Troy==

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Re: Mod Ideas/Concepts List. Look Here Before Starting A New Topic!
« Reply #10 on: February 20, 2008, 11:02:52 pm »
Correction, Paradox : new use of hovels is implemented. But actually not his idea, but idea of Optimus about hovels that could teleport players. And there are 2 anti-decon bots, one is not really a bot, another is an actual bot with completely different functionality. both are implemented.
« Last Edit: February 21, 2008, 07:47:26 am by ==Troy== »

techhead

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Re: Mod Ideas/Concepts List. Look Here Before Starting A New Topic!
« Reply #11 on: February 22, 2008, 01:53:05 am »
Request, although somewhat lengthy:
Browse through all the topics in this section with 40 or more replies. If you sort by number of replies, they only consume a page and a half. Some of these are QVMs or HUD, or other non-gameplay things, and would not really need to be read through.
I'm playing Tremulous on a Mac!
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Plague Bringer

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Re: Mod Ideas/Concepts List. Look Here Before Starting A New Topic!
« Reply #12 on: February 22, 2008, 03:55:21 pm »
Okay. In other words, keep the topics that were dead from the start that I have currently, but don't add anything else that's not been discussed.
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techhead

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Re: Mod Ideas/Concepts List. Look Here Before Starting A New Topic!
« Reply #13 on: February 22, 2008, 10:58:27 pm »
As in, add every mod idea that got a decent amount of feedback on it.
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doomagent13

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Re: Mod Ideas/Concepts List. Look Here Before Starting A New Topic!
« Reply #14 on: March 17, 2008, 03:31:51 am »
As far as I am concerned, third race is NOT retired, but merely waiting for models.  That was part of the reason for my request for a modelling forum...

the one with questions

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Re: Mod Ideas/Concepts List. Look Here Before Starting A New Topic!
« Reply #15 on: March 22, 2008, 04:01:22 pm »
does anyone know about a mod where you can have unlimited BP?

Plague Bringer

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Re: Mod Ideas/Concepts List. Look Here Before Starting A New Topic!
« Reply #16 on: March 22, 2008, 05:24:59 pm »
It's actually an ingame variable. I don't know quite what it is, but if you type /g_ in console and then press tab, there should be two commands that say something like g_humanbuildpoints and g_alienbuildpoints. Change those to 999/1000 and, if you're the server master, BP will be unlimited, or damn near close to it.
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MegaHurts

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Re: Mod Ideas/Concepts List. Look Here Before Starting A New Topic!
« Reply #17 on: May 31, 2009, 03:05:19 am »
i think something like this need to be put in place:

for both teams there would be a stage 4 for when when both teams reach stage 3
after this a random player on each team (not builders) would be chosen and given the choice of playing as the MU (master unit)

for humans this would be a battlesuit like mech with a pulse rifle Gatling that has a 500 round clip that shoots a little faster
it is armed with a luisy that has 160 ammo and has radar. i think it should be called the "Power Assisted Amortized Weapon" or the "PAAW" and only can be repaired by a builder.

Stats:has 750 health and slightly more armor that a BS

for aliens there MUST be a Queen who deals 75 dmg per swing acts as a moblie booster and can lay a one-time-use egg on a dead human (unless their in a BS), and also boosts aliens radar and can vomit acid in a acidtube like fashion but farther and has period of use so it cant be spamed. if the OM is down acts like a OM but only if there is a line of sight to the buildings.

Stats:850 health and has no armor has the same healing rate as the rant

Archangel

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Re: Mod Ideas/Concepts List. Look Here Before Starting A New Topic!
« Reply #18 on: May 31, 2009, 03:15:19 am »
i hope you're trolling

N-Ron

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Re: Mod Ideas/Concepts List. Look Here Before Starting A New Topic!
« Reply #19 on: June 11, 2009, 06:15:46 pm »
Third Race Concept by Fragged. Retired.

Quote from: Fragged
...Im thinking that the races could be re-done to fit something like starcraft!  i think it would be pretty interesting to have a giant ultralisk (RAWR) go after this little human with ghost (nuclear launch detected) equipment and then get assaulted by several zealots (for adun!)!...


Third race mod in development. Click HERE.