yeah, pilow fight mod 
New map features
Ok, here’s another idea, it does seem a bit dull that the soldier, using one weapon throughout, can get better with the other heavy weapons without ever having experienced them. What I was thinking was a revamp of the skills at the moment. Get rid of the light weapons and heavy weapons. Have a particular skill for each weapon in the game. True, the soldiers do have a wider variety of choice of weapons, but they could go up in their chosen weapon faster than other classes, after all they are soldiers and should know weapons better. For the ranks being assigned though, maybe once the soldier has mastered all of the skills unique to him, he could get the title “Master at Arms” (or similar) next to his title. For example Brigadeer General Mr_Tickles Master at Arms, or Colonel Master at Arms Mr_Tickles.
Back at the hostage/npc idea, why not just add that as the new team? Get maybe a pistol OR knife, depending on what role you play. Could make the game pretty interesting, unless people won’t cooperate.
a soldier with a panzer is the biggest n00b you can get when he uses it wrong
so make sure he dosnt get it until later, that make the game more fair than n00bies who usually blow themselves up in the process
You could enable Cvops to add advanced spawn points like its the case in banimod for rtcw
yeah thats the idea with the parachouts, only more realistic
Ok, another one - Allow engineers to “defuse” or disable satchel charges with their pliers, if the covert ops aren’t looking and fail to blow the engie up, it’s their fault 
Ok, another one - Allow engineers to “defuse” or disable satchel charges with their pliers, if the covert ops aren’t looking and fail to blow the engie up, it’s their fault
You already can.
Really? oh well, ok.
Here’s another, say if there is a radio in the map, allow the game to access a folder of mp3’s and the radio in the map could play your music. However it wouldn’t be keeping in the theme of WWII unless people put old music on it.
Oh, I can see it now. Planting dyno at the fueldump while Baby Got Back is playing.
Add an items database. One’s that the players can collect. Like objectives but not essential to the mission, or hardly, if anything to do with the mission. Maybe it lets them access certain things in the level. It could give them slight improvements, but it could also have drawbacks. e.g. a completely off the wall one would be, you could find a suit of armour somewhere, you’d be completely safe from knives, bullets from smg’s wouldn’t do too much, but you could only move as fast as a soldier with akimbo panzers as =DaRk=CrAzY-NuTTeR suggested. You could even have roller skates somewhere on the map, would make you go much faster, yet slower going up hills and the impossibility, well difficulty, of climbing ladders. Flippers for in the water. A scuba kit you can pick up and use - especially good if you have an engineer who needs to plant dynamite underwater, although he would need to be able to do the wiggle under there aswell (which I think you told me you are going to do), also for underwater tunnels that no-one has a chance to get through without the kit.
One really cool idea would be if you could grab some bellows from somewhere in the map and use them to stoke a fire elsewhere so the fire grows and burns through, yes, you’ve guessed it, a rope which is keeping a ramp up or something. You could have an oil can that you need to apply to a seized up door. A rooster to give to a farmers wife so she’ll give you access to her… basement. You get the picture 
Lol, you could even add some money to the game, and some way of using it. i.e. have a shop/booth in the a map somewhere where you can go in, buy extra ammo, extra health, even a gun that’s unique to the map/mod. Maybe you have to pay to get information on something i.e. where a random objective is, or whether something like the track switch has been raised or lowered for railgun. You could also pay to get through train barriers. i.e. if there was a station map with the barriers half way through the map, you wouldn’t be able to cross to the side of the map once you’ve used all your money. Unfortunately you wouldn’t be able to give extra money on re-spawn because people can just /kill. Maybe some way of working for it. Or maybe a few extra coins spawns with a player when he/she dies.
Another thing you could add would be to search a dead body once it’s been killed, not necessarily gibbed though. You could steal the players ammo, not just the ammo in the gun they drop when you kill them, but the rest they had on them, including grenades. You could even remove the ammo you couldn’t use like the green and yellow glow sticks, panzers, so that when they get revived, if they haven’t been totally finished they have nothing but their knife to defend themselves with… you could nick that aswell 
I think it would be good if you gave a player a hinderance if they’ve been revived. What I mean is, you often see people who get revived to full health and they’d carry on as if they hadn’t been killled or wounded. You could reduce their turn speed of the mouse or the smoothness of it when they turn so it appears that getting killed/wounded has actually affected them. You could make them have a limp. Have a lower max health. Slightly Impaired vision. Loss of hearing. You could set it up so that the problems they have could be random, or maybe according to the way in which they were killed, or by what weapon. If they fell to their death then were revived, you’d have thought they’d still have a limp. If they were killed by a grenade going off near them, they would have poor hearing. A body kill could leave them with anything, and decreased stamina, underwater time. If they were shot in the head, well, … again anything in addition to: bad eyesight, smell (yours and theirs), hearing, you could also confuse their speech tranmissions. Also, the more someone is revived, the more the problems build up. Medics wouldn’t Tk-revive anymore (hopefully) and be encouraged to use their health packs, which does seem a bit more realistic aswell. I know some people probably won’t like that idea for whatever reason however… probably coz they die a lot 
I think that would be good for a limited lives match where people wouldn’t /kill to renew themselves. Saying that, maybe you could have the problems carry over for the rest of the map, however that’s bad aswell, maybe have it just so that it carries over for people who /kill. If you really wanted, have the problems carry over for the rest of the campaign :huh:
I just thought of having outside variables which could carry over with the player, (e.g. a handicap or rating or something xp related which didn’t necessarily affect game play) however that wouldn’t be so good because they’d probably be easy to hack.
One thing I have in my map is a clock, it doesn’t move, i’m not sure if I will make it so that it does, but it did make me think. You could add in variables which a website could define, i.e., if somebody put a clock in, could you link it to another server where it supplied the time to the map, it could also work for things like Thermometers or barmoeters, it would be really cool if the instrument it was linked to was actually in the place where it should be used. i.e. in Chavo_one’s map “Venice”, you could have a thermometer/barometer actually in venice which relayed the temperature or weather conditions to the map. Also, if you like that idea, why not have the map sky shader reproduce the effects of the weather in venice!
It would be good if shaders could receive outside variables, whether they be from an external website or from the actual player in the game. Then you could properly interact with them. i.e. the thread about making ripples when the water is shot. Also you could even make slight waves when you dive in, or even if you fired a panzerfaust into a small pool (birdbath sized) it could evaporate the water in it.
SD: I really hope you’re going to implement the above idea(s) about the variables in shaders in the Doom3 project you are undertaking, I think it could open up maps a great deal and add a whole new dimension to mapmaking and indeed the playing.
For appeal to the hostage potential players you could:
Maybe allow them to steal any weapon that they see lying on the floor, and give them a “Jack of all Trades” skill, however make them less proficient at using the weapon they have.
Allow them to wear either teams uniform as they see fit, no matter if they are seen as coverts in disguise or not.
Don’t forget hostages may have proffessions aswell, engineers, medics, possibly a gunsmith, a butcher, or an arbitrary job which has a global affect on them other wise people would only play as engineers, medics, gunsmiths, butchers. You could also have some sort of fitness related job, such as an athelete or gymnast.
I’ve had a think, and if I wanted to… say… make a water based map, like islands, a dam, harbour, oilrigs?, boats… etc. it may open up the game a bit if there was a new class.
A “Diver” would be an excellent addition. He could swim underwater without running out of air, or maybe there could be a recharge point for his tanks. Also, he could plant dynamite far underwater. He could have flippers so he moves much faster than any other class in the water. But on land moves slowly, unless you put in some way for him to remove/move his flippers. Also, I’ve been thinking about his weapon… the only thing I can come up with would be a harpoon, for which he only has a limited number of shots, but also, he could pick up harpoons which he finds that have missed their target. The harpoon would be a bit like the shotgun in other FPS games, it does heaps of damage (imagine having a spear through the eye if you can’t quite picture it), but also you would have to re-load it each time you fired (maybe higher levels could get a double harpoon gun). Also the amount of ammo you could carry for it would have to be limited to 8/10 harpoons (Not too bad seen as though he can pick up extra harpoons). It would be a great change to a map to have an underwater objective, or somewhere where only the diver could get to through long water filled caverns.
Lol, this is how i’ve racked up my post count since May 
[Edit]Ok, so it still is may… just.
Have an apple -> 
…
D’oh![/Edit]
I realise this would probably have been better off going in your mod thread but I wanted to keep things together.
Is there anyway that you could put a limit on the cfg/script files that people use to “tweak” their “performance”. I must say that does seem like cheating to me, having such an advantage over others. Especially over people who are new to the game who don’t know about such “tweaks”. Things like the rapid akimbos… why? Surely part of the game is getting used to clicking your mouse at the right speed to achieve this. Also, altering the way you see the game seems a bit sad to me aswell, all the effort of the mappers and the engine designers (and others) to add detail in to make it look a whole lot better is just being thrown away by those players who want to get one up on those who actually appreciate the game as it should be. It would be really good if there was a mod which stops people from doing this so all players remain equal and it’s only their individual skill that separates them from others.
(Yeah, ok, so i took that from another of my posts in another forum, but it has to be suggested)
You could also allow the dropping of the pistols. Or maybe make it so that the player has to search a corpse for the extra goodies he may have…
It would be pretty cool if you made hitboxes for weapons. Although that would make the panzer even more annoying, but would allow you to disable your opponents gun for a while. There could also be different levels of damage to the weapon… Lightly damaged so the player has to fiddle with it for a sec, a bit like reloading it. Completely destroyed - he’d have to use a different weapon till he picks something up… or gets it repaired by an engineer.
You could also make the weapons jam. Add a bit more spice into things.
There has been a thread on the multiple levels of command maps. I think it was only possible to see the height on which you were. You could add some sort of button to the limbo menu to view the other levels.
make it reaslistic, you can pick up any weapon lying on the ground, even if it isnt your class