Tour of Duty is a realistic team play mod for Halflife by Valve Software. The game is set at the height of the Vietnam war, between 1967 and 1973 allowing you to relive the conflict fighting either for the United States Marine Corp (USMC) or the Viet Cong (VC)/North Vietnamese Army (NVA). The mod features realistic weapons of the period, and a number of gameplay styles including control point capture, demolition or bombing missions, capture the flag/radio/codemachine and escape and evasion are the currently coded styles. We are also planning on adding rescue missions, where you'll rescue a general or famous figure. We've added support for some vehicles that players can ride into the action in, with guns 'ablazing', right now, we have a huey that players ride to the bomb target zone, and have plans for PT boats in future levels.

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My Suggestions (Games : Half-Life : Mods : Tour of Duty : Forum : Ideas and Suggestions : My Suggestions) Locked
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Mar 14 2006 Anchor

1) Fix the defusal bomb
2) New weapon/player models, no more paper thin weapons. Although I have no problem with it. Nice camoflague(SP?) snipers wouldn't hurt ;)
3) More great maps, I love most of the current ones. Maybe a map with lots of caves/tunnels. More rice paddies and civilians! (sucky sucky 5 dolla :p)
4) 1.2.1 Proning again!
5) Priming Grenades, and picking them up with E. Similiar to DoD... ok exactly like dod :p
6) More tripwires/traps for sappers, if possible.
7) 2 Man Capture points, or 1 person caps that take 5 seconds, this will change the pace, but I believe for the better.
8.) A South Vietnamese class/team ?
9) I like the helicopters, make sure you don't try to add man piloted ones. I like the one in bb_lz.
10) Ambiance noises, even if its gunfire in the distance or explosions, they add atmosphere. If possible have it change throughout the map, rat noises in caves and crickets or whatnot outside.
11) Giving the NVA RPG a few extra rockets so it can give the NVA a small boost to compete with the M79.
12) Deployed MGs
13) Accurate pistols, or an Iron Sight mode with them.
14) Smoke Grenade with the NVA and USMC Regular class ? I'm sure they didn't all have them in Nam but it'd be a nice gameplay addition, or so I think :p
15) Give each class a specified amount of mortar shells so people can mortar spam for 5 minutes and rake in the kills :p Maybe 1 for regulars, 2 for MGs, 2 for Rockets, 2 for officers, 0 for M79, 3 for Sapper.
16) A squad function, with working radar for intersquad teamwork. 2-3 Man squads tops.

I don't know if you like all of my suggestions or will add any but I want to atleast express my suggestions so I can atleast say I helped, or tried to help :p

Edited by: PistolMonkey

Mar 14 2006 Anchor

ya this is exactly the kind of thing I want to know, i want to know peoples suggestions for additions, fixes, and if there are any bugs, in version 1.2.1 or 1.3

Mar 14 2006 Anchor

1) Choice of crosshair.
2)
3) New Marine Officer weapon: CAR-15.
4) Steam games list icon.
5) New splash screen with music.

Edited by (in order): Whirled_Peas, Whirled_Peas, Whirled_Peas

Mar 14 2006 Anchor

6)
7) Hi-def models.

*Chopper bugs are from 1.2 so ignore them.

8. Get rid of some of the maps like queson, poorly made, and small.
9) Create some newer, larger maps, multiple paths, open spaces, paddy fields.
-2 Attack/Defend maps some famous Hill battle(1 for VC, 1 for USMC), Tet Offensive.
A Convoy map-USMC must protect a convoy of APCs back to basecamp. VC must take out the APCs with rpgs(only 1 rpg player allowed). Road travels thru jungles, paddy fields, villages, city streets, and to basecamp. Once the Marines make it thru one of those areas, the VC will spawn at the following area, i.e.:Marines push thru jungle, VC spawn at paddies. Marines cannot move ahead of convoy or their health will slowly deplete, must use genuine techniques of cover(roadside ditches) to better utilize mg and riflemen class. Have multiple tunnel exit/entry points for quick attacks and retreats for VC.
10) Officer controlled air/artillery strikes, for larger maps.
11) Create better sounds when running through foliage.
12) Create spawn points for USMC that requires players to take chopper into battle and land at an lz. Or a navy river boat, with a bot captain that has the last name "Kerry" printed on his shirt...hmmm. ;)
13) Make deploy bipod secondary fire for MGs, so gunners can set on sandbags that require standing and have better accuracy.

Edited by (in order): Whirled_Peas, Whirled_Peas, Whirled_Peas, Whirled_Peas, Whirled_Peas, Whirled_Peas, Whirled_Peas, Whirled_Peas

Mar 15 2006 Anchor

Bring back the fog. Steam wont render it properly
New maps can built built around this.
instead of buildings the maps could have sections with Ruins, Tents, Canopy buildings with no walls but use pallets and other objects to act like walls to a point. Vehichles and downed planes etc anything it wont look stupid if fog creeps in.

Mar 16 2006 Anchor

those are some very good ideas guys, keep up with this so i can get a good list going. I have a good list of things I would like to see and a plan of course i would like to take to do it, I might have a few people willing to help already, so keep up the support and bring back the community and it will happen

Mar 16 2006 Anchor

Whirled_Peas wrote: 1) Make the crosshair like this + instead of this |*|.


Or even better! let the player a choose what crosshair they should use!

Mar 16 2006 Anchor

Quesan was an amazing map, don't get rid of it :-/

Also fix the tripwire bug where you can defuse it through walls or the floor :p As long as your in a small distance of the mine you can defuse it, even if its on the other side of the wall.

10) Officer controlled air/artillery strikes, for larger maps.
12) Create spawn points for USMC that requires players to take chopper into battle and land at an lz. Or a navy river boat, with a bot captain that has the last name "Kerry" printed on his shirt...hmmm. Wink ;\)

This is half life, not battle field. Those 2 suggestions wouldn't be that good on ToD or the Half Life engine, I'm definately against the artillery strike, and vehicals are always tricky on the hl1 engine. Most of your suggestions would be a major struggle for the HL1 engine, they may look and sound good but I don't know if anything of that nature has been pulled off successfully on the HL1 Engine.


1.) Maybe left and right handed models? cl_righthand 0/1
2.) A headshot kill? I'd like to hear a different soundwave when I get a headshot, maybe a bullet hitting the helmet or something? Just so you know you got the headshot, it makes headshots more satisfying ;)
3.) Fix the blood sprite. No more bleeding scabs :p
4.) More rat NPCs. Theres 2 I know of in cp_quesan. They'd be a nice touch :p
5.) Messing with recoil is dangerous but maybe having the MG kick back on you when you fire it without being proned/deployed.

Edited by: PistolMonkey

Mar 16 2006 Anchor

Not khesan, that map is cool and should be kept. Queson. They can at least fix the bunkers in the Marine spawn. They are too low and only have doors. The surrounding sandbags do not provide significant fortification either. The mine fields are to close to everthing else. The tunnel system should be longer, lighted with lanterns occasionally, and more intricate.It should just be more spread out. The bunker where the ammo is kept at khesan is better. It slopes downward and has a canopy over top, perfect place for mgs and grenadiers.

Mar 16 2006 Anchor

Meh, that map makes for some fun matches though. You'd probably like cp_industrial or cp_jungle the most. Those are pretty big maps. As well as bravo and village.

Mar 17 2006 Anchor

I like khesan and lz the best I think.

Mar 17 2006 Anchor

There are a lot of good suggestions here. I dont know what all were going to get into HL1 if we do it. Some smaller fixes should be easy, all new weapons and players would be harder. But a nice makeover would help, some map fixes and some coding fixes/additions shouldnt be bad. But if we go with HL2 version as well I can get a group of guys working on HL1 makeover well I get all the HL2 stuff situated. There is a lot of stuff that needs to be done first, I have so many ideas through my head for it and how I want to get it going that it will take awhile, that should give a few guys maybe 2 or 3 months to get a version out for HL1 see what needs to be touched up and release another patch. I dont think there will be any changes significant enough to warrant a Beta 2. But we might just for the sake of it being a lot of new team members. I have already found a modeler willing to help out, but he mainly does vehicles and map props. But i havent looked for any staff yet at all. So keep posting ideas and suggestions and here in a few days Ill try to compile it down to a nice organized list and figure out easy medium and hard stuff and see what would be managable. But no matter what happens a website would be one of the first things we would need. But anyways keep giving ideas and try to get more community in here if you can. Ive mainly seen only the same 3 people here. It would be nice to get atleast 10 people and start growing from there.

Mar 17 2006 Anchor

I'm always talking to ratm, they are pretty active on their own fourms.

Ratm.fragism.com
and I have a few people on my fourns.
theres a few people from #TheTrenches that play
And then once a version is out I'm sure others will download and try out the mod and become addicted ;)

Mar 19 2006 Anchor

I know once we release and start doing media releases that people will get attracted to the mod. Im looking for the community that the game already has, I know a few of the ratm members, havent talked to them in a year. But if you can get them using this forums as well.

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