Yeah… imagine a TF style game on the ET engine… constructibles… huge and/or detailed maps… I sure hope Urban Terror’s move to ET becomes a success and encourages other mod teams to move too!
Mod Ideas Thread
Mod-Idea for the mode “Last Man Standing” (taken from the Mod “Team Conversion”):
Medics should be able to revive opponent players.
These revived opponent players would then change side.
I’ve mentioned before that there has been ideas for a mod called “The dirty thirties” (unfortunately no homepage).
At moddatabase I’ve found a mod for UT2003:
Organized Crime
That could be great. A mod gangsters vs. cops.
Smuggling alcohol with a truck, bank robberys etc.
Yeah, that’s kind of like what I’ve been working on. Two gangs with four classes each. There are spots throughout the map they have to rob. Whoever has the most at the end is the winner. Just something small I’m working on to get familiar with the code.
-tf
Dunno if its been talk about on this thread or not but.How about a LoTR/Fantasy mod.You could have some great maps castle siege maps such as helms deep with catapults and ballistas.All types of medieval weapons bows,crossbows,war axe,mace,swords etc. Replace the medic with a wizard class give him a few spells. :chef: 
pgh wrote:
ET: Wolftactics and ET: Fortress is my two hopefuls… one or the other would be great.I was so sad to see WolfTactics die off so quickly…
Yeah, we made a few mistakes with release. Sad its not that popular. Och well.
/me ponders the ultimate question 
Just another two suggestions for scenarios:
American civil war
American independence war
EDIT:
Is it possible to create a kind of strategy game with this engine?
EDIT2
Napoleonic Wars
Some one could do an gool old monky island type sword insult mod but with the guns… like when you hit an enemy you must choose insult and the damage done is the aswer he gives. maybe voice chat menu could be used to this…
I am just see it in my head… You fight like a daisy farmer… How approriate you fight like a cow… ownage!
An idea that I’ve had while making the B&W mod:
Cel Shading
I know it’s possible to create cel shaded maps with Q3Map2.
But this could be an idea for a graphics mod for existing ET-maps.
oh my god, pirates vs. ninjas is the best idea I’ve heard… somebody do this
shit, I’ll pitch in… map ideas: pirates land their ship near the ninjas dojo, try to steal ninja booty; another map could be a team of ninjas sneaking onto a pirate ship to kill the captain.
This could be a modern classic.
A weapons mod that makes the Panzerfaust/Bazooka rounds duds if they don’t travel over a certain distance.
Can you tell i’m a bit weary of close-quarter rocket kills?
I was thinking of a medieval mod
not really anything too ground-breaking, just a new set of skins, weapons and perhaps some new options
Allies would be the knights, and the axis would be the beasts
classes would be converted like this:
knights:
soldier - warrior
heavy-armored and equipped with a sword. his significant bonus would be the armour that protects him from the arrows, and his extremely lethal sword. as the warrior gains more levels by killing foes with his blade, he is awarder with:
lv1 - bastard sword - bigger range, more damage
lv2 - small shield - less damage from arrows, the shield can be broken by the arrows and melee though
lv3 - large shield - even less damage from arrows, less damage from melee, cannot be broken
lv4 - mounted - the warrior is now riding a horse, so to be killed, the enemy must first slay the horse, he also is much faster when mounted. if the horse is killed when running, the warriors falls to the ground and has only 50% of his hp left.
medic - cleric
no armour, equipped with an enchanted morning star. his bonus is as you expected - the ability to heal others. he has no armour so it takes 2-3 arrows to strike him down, he easily gets killed by melee too. he can however cast 2 spells: bless (short range projectile, gives 20 hp to the ally, damages foe for 10 hp. costs 25 mp), and reincarnation (touch-range, can revive the dead ally back to half of total hp or damage the foe for 30 hp. costs 50 mp) his weapon is enchanted so it does not give less damage because of enemies armour. when he gains levels by using his magic effectively, he is awarded with:
lv1 - bless costs 10mp now instead of 20
lv2 - reincarnation costs 30mp now instead of 50
lv3 - blessed aura, allied units near the cleric are slowly healed
lv4 - reincarnation replaced by greater bless - it has infinite range, but is slowly moving. when it hits an alive ally (including the caster), he is granted with haste - for 10 secs hes faster and takes less damage, he also gives more damage with his melee attacks. if it hits a dead ally, he is revived back to full health, if it hits an enemy, he is instantly killed. this spell takes 70mp
engineer - summoner
light armour, armed with a bow, and a short sword. his significant bonus is using his nature-based magic to summon all kinds of wooden things… barriers, walls, and ramps. He can do that only on arcane ground - a spot on the map that is full of magic. He is also a skilled alchemist, so he can throw bombs at enemies, or even compose a deadly explosion pack that detonates after 30 seconds. (It is heavily enchanted, it costs all of his mp. however it can only be defused by the enemy summoner) His melee attacks do almost no damage, however he can skillfully take his targets out using a bow. As he gains levels by summoning wooden objects, and using his alchemistry skills effectively, he is awarded with:
lv1 - mine. By combining his summoning skills with a bomb, he can now summon a small plant that has a bomb attached by its end. the plant is merging its colour with the background so it cannot be seen by the enemy. when walked on, the plant releases the trigger, and the bomb explodes. Each mine costs 20mp.
lv2 - adv. Summoning. - summoner can now use his magic twice as fast, thus needing less mp to summon something. Including the explosion pack.
lv3 - adv. Alchemistry. - the summoner now has 8 bombs instead of 4, mines cost 10 mp, and he can also compose firy arrows for his bow - they do more damage than normal ones.
lv4 - master summoner - the summoner is now a master, he learned new magic tricks that help him in battle. he now can summon something when not standing at the arcane ground, he just has to aim at it. he can also summon a greater explosion pack, that takes all of his mp, however it can fly and be directed by the summoner from a long distance. that way he can move the explosion pack through a window to the objective, and then drop it. however if it gets hit with anything along the way (including walls) it dies. A lot of powerful magic is involved in creating this spell so the pack is glowing brightly when moving.
field ops - sorcerer
no armour. armed with a weak staff. powerful magic though ;). his bonuses are: hes got 3 spells: Furious thunder(a thunder hits the targeted spot, vanishing all life in 20 metres. costs 50 mp.) Fiery rain(a rain of fire hits the targeted spot, each particle gives 50 hp damage, costs 50mp) and Doomshine (a ray of green light hits the target from the casters hands, causing serious damage to any being standing in its way, 10mp) The two first spells however, cause a blue light on the targeted ground before the hit. this light is the magic swirling under the ground. After a while the magic flies out of the earth and is transormed into the desired spell. By using his spells effectively, the sorcerer is awarded with:
lv1 - trained mind - his mp regenerates faster
lv2 - strong will - his magic does more damage. the furious thunder lasts longer.
lv3 - Arch summoner - he learns new spells, and discards the old ones. Arch Lightning is a combination of 3 furious thunders that hit one after another. Arch Doomrain is a combination of two fiery rains, that hit the target, making a letter X. Arch doomglow can now be held, it forms something like a flamethrower with infinite range, costs 20mp per second. Also, the two first spells now make a red light on the ground instead of blue.
lv4 - stong power. the caster now has all the power needed for the spell in his hands, so the light doesnt glow on the target anymore. Also the magic hits quickly than before.
covert ops - rogue
light armour, armed with a crossbow, and a poisoned dagger. He is a combination of an alchemist, warmage, archer and a thief. A deadly combination. His poisonous dagger is enchanted with magical poison, so it does not suffer from enemys armour, but also causes some additional damage over time. when poisoned, the enemy loses 2hp each 5 seconds, however the cleric might heal him with his bless spell). Also his crossbow gives more damage than normal bow. His bonuses and abilities are: greater bomb (By using his magic and alchemistry skills, he creates a large bomb that is wrapped around by some foliage. This foliage is intelligent, and at the thought of the caster, it can detonate the bomb. greater bomb costs 30mp), shadow spell (the rogue becomes slightly invisible for 10 seconds. It costs 50mp) disguising (everything same as in et) and point blank ability (this costs 5mp to use, and creates a small portal right before the casters eyes. this portal can zoom in or out the view). the rogue gains xp for stealing uniforms, killing using the point blank ability, and successfully using his magic. when he gains new levels, he is awarded with:
lv1 - throwing knife - the rogue now gains 5 poisonous daggers that can be thrown. each headshot causes the target to immediatly die.
lv2 - stronger will - spells take cost 2 times less mp now
lv3 - marksmanship - the rogue now spaws his crossbow for a marksman bow. It is more rapid, it causes more damage than the crossbow, and one single headshot can instantly kill.
lv4 - poisoned blade - besides having his throwing knifes more powerful, he now gains a poisoned small sword, which takes out most enemies in 3-4 blows. It also causes disease, which besides damaging the target over time, also makes him slower, and less strong (his attacks give less damage). The poisoned blade is the best weapon in the game.
Beasts have the same stats, just the classes names, and spell names are changed.
If you like it, i got more.
Hi
I want a mod where the guys don’t have weapons. Just their hands show up (in first person view), if the player press the “use button”. The engineers plaiers can stay. Those are politically correct. This way I can make maps for non-gamers, e.g. labyrints, super-mario-style / myth-style problemsolving maps, i.e. single-player kind of style.
// Loffy
Just take away all their weapons. There are actually no-weapon animationions (like a holding a nade without the nade). A simple way to do this is to just bypass all the AddWeaponToPlayer calls.
