id Tech 3 (The game engine of Quake III: Arena and many others)
Here is some brainstorming for modifications that might be an inspiration... or not.
See also: http://code3arena.wikia.com
Keep in mind that every new modification will add to the fragmentation of the FPS communitiy over different games and engines.
Do not use the id Software master server without a fallback.
These lists (Engine and Game Modification) are constantly updated with new entries at the bottom separated from older entries by a line-feed
build-in torrent client distribute updates and assets using torrent use torrent as master server replacement
seeders who have 100% of a map can start a server with that map
use torrent file to find other seeders/servers (replacement for a master server)
remove all server code from the client and turn it (the renderer, etc.) into a library that plugs into the ded turn quake engine (QuakeWorld) into a library too (that plugs into the same ded?)
to unite fragmented communities
use a plugin sheme (as known from PSX emulators) turning the renderer of the client into a library that plugs into the server and thus obsoletes the client binary make server download maps itself too
bug: the console staying in the history after using up-/down even after a close and open of the console is a annoying bug
build-in UPnP client to stream multi media on walls or in-game displays
ffmpeg support for rendering movies on surfaces
3rd person view rotates without lag/delay add support for libxml to read config/assets from XML files headless (no graphics- or sound card) demo to video conversion
bruhes that execute console commands (nextmap, etc.) weapon: huge rocket trails/smoke (float) giblet factor (like fireworks or fountain) (float) friendly damage factor (negative value for adding(!) health) award: kill:death ratio scales the player figure and hitbox in size RE4 style 3rd person view (cg_thirdperson 2) CTF with side switch for asymmetric (non-CTF) maps award: "2 kills in 2 seconds" announcement award: player with first frag "1st kill" shows * beside name acoustic speedmeter breakable glass weapon: flame thrower weapon: vortex grenades better scoreboard weapon: kill:death ratio changes firepower of weapons large(r) damage numbers over the heads (RPG-style)
green number for health plus
award: after match the name of the server changes into the name (and score) of the player with the most frags or with best kill:death or best kill:time ratio (until someone better) change rotation depending on numbers of players (see CPMA)
award: frag and death streaks (suicide streaks too :D) detailed weapon use per match stats in console visual representation of scores in distances on a bar/ruler
gametype that switches between FFA and 1V1 gametypes depending on number of players to save resources (number of servers)
if one player picks up a powerup every player in the same team (or everyone(!) in FFA) has it too
transparent hitbox around the playermodel body entities do not disappear flames as trail of moving players
strategical prone bind space stand_up radar with manhunt-like arrows lean left/right bind tab scoreboard/objectives
radar like in manhunt distance counter like in cod or just cause
recharging instead of collecting haste (crysis maximum speed) regen (crysis regen) enviro suit (crysis armor) quad (crysis maximum power)
wasd q action2 e action3 f action2/pickup g grenade
use trap_Cmd_ExecuteText( EXEC_APPEND, "map bla"); to launch other maps?
use libavcodec and "missing texture" texture to play videos in-game (uPnP client?)
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