-NPC's like in Star Wars Jedi Academy. HUNT mod has monsters that spawn in Co-Op modes and UT2004 has Invasion mode, but I'd like to be able to spawn friendly, hostile, and neutral NPC's like in Jedi Academy when I'm just messing around having fun (would be really fun in one of my custom maps). Would like to have more monster options than just the ones featured in HUNT, maybe a monster that uses a weapon of the player's choosing via options?
-Another game for CTF maps where instead of a flag it'd be similar to Overload from Team Arena that replaces the flags with a structure each team has to protect. Maybe make it so when destroyed it explodes like a Kamikaze from TA?
-Piggyback on the HUNT mod how they have the monster launcher in non-coop modes, but make it so you can spawn other kinds of monsters like Guards and Titans for maximum hilarity!
-Vehicles that replace certain items (maybe of the players choosing as a menu option). Annihilation had motorcycles and turrets, so I know Q3A can handle vehicles.
-Weather mode; Annihilation had a menu option that made it so it either had clear weather, was raining, or snowing. The rain in that mod actually impacted on the surface, which was cool except the water oozed rather than fell realistically (think the storm ability from SuperHeroes Arena)
-Team Fortress Co-Op like in Quake 1. Think Hunt's STU mode but with TF's classes. Maybe that's too much? IDK.
-Bolters from Warhammer 40,000 (fire explosive rounds) or lasguns (photon laser rifles)
-Phased Polaron Beams from Star Trek (shoot blue beams that can ignore shields)
-Crystalline Weapons from Space Empires (ignore armor)
-Lightsabers from Star Wars (weapon that can melt through metal and deflect plasma bolts)
-Blasters from Star Wars
-Phasers from Star Trek
-Psychic or Magic powers
If I knew how to make mods for Quake 3, I wouldn't bother asking anyone else to do it. Now that I know how to make maps of my own, I no longer bug other people about my custom map ideas when I can do them myself.
Alot to run through. Just a few thoughts:
- if anyone can contribute, please do - especially on the modelling front as I don't usually have the patience for that.
- weather effects are complicated, and if we're talking dynamic we need a new renderer and specialized maps
- NPC's are probably a lot of work to get right (and asset creation is a thing, too), so I'd focus that effort in my main project.
- vehicles - maybe, if I can port some code and models from somewhere. Then again, it's something reliant on suitable maps so unless we're driving a moped around dm7 I can't see it working without maps made.
The rest seem mostly doable. Once again, contribute if you have any ability to code or generate assets/maps that could help achieve each feature request. I have a bunch of other projects going at the same time so not always going to be working on this.
If you know how to make your own mods, do you think you could show us a tutorial that is good on helping aspiring modders on how to begin? I'm looking at this one gregs-blog.com/200...ke-3-arena-mod/, but don't know if I should use Greg's "managed C++ .NET port with VS 2008 project files" or the original Id Software code with VS 2003 project files.
Edited 11.88 minutes after the original posting.
There were a few other sites but I can't remember their names and would need to trawl through archives for them as they probably no longer exist.
Regarding my other suggestion, about a relative gravity mod (up-down is player-specific), not sure if possible but I envision the mod where you can easily change the "direction" of gravity using for instance the Shift key. So you are playing normally and want to grab an item which is for instance in the "cealing", you do Shift+E (E being the key for forward), and that flips the gravity of the player 180 degrees. Same with 90 degrees left or right, using Shift+S and Shift+F. You can imagine this being hugely versatile (but also very dizzying) by adding an entirely new dimension to the spacial strategy of the game. Only problem is the GL, which is gravity-specific, so needs to be decided how it would work with player-specific gravity.
And I'm being a leecher here, sorry. Don't have the skills nor the time to help beyond ideas and some testing once in a while. But anything that comes through is welcome! Btw, good to see so many ideas but more than a single mod, what this might end up being is a whole collection of new mods. You could call it "The Last Mod" or "The Ultimate Mod".
Edited 6.48 minutes after the original posting.