Please Yanni hear our prayer...Laser Trip Mine - Some sort of motion detection explosive similar to SMOD's
msbomb, even if its just a
HL2DM SLAM style one. They are great for making traps or restricting the player's access to certain areas. It would be nice to be able to filter what entity can trip the laser beam so we could set them to only go off when a certain entity touches them (or the player).
Money System - Enemies drop money so we can buy items. One of the ideas for the campaign is to have the player get most of their weapons, health and ammo from shops along the campaign.
Weapon Category Limiting - Just as SMOD had. I really want to be able to restrict the player to 1 melee, 1 primary, 1 secondary, & one special weapon. That way they have to really decide whether to keep a gun with low ammo, or to switch out for something else with more plentiful ammo. With custom ammo types this becomes even more dynamic as we can choke off certian types of ammo, making the choices even more important.
item_pick_random - An idea I thought of in the shower (lol). Essentially it spawns an item (or entity) chosen from a list, with weights to determine probability...This would be great also for the item shops as these could be used to randomly pick weapons for sale, and since they are controlled by a script, allows easy compatibility for users to add created weapons and custom ammos to the campaign. Would also be nice to have for the
loot crates 
Mockup custom_item_list script:
"ItemLists" {
"StandardWeapons" { // This is a custom list.
"weapon_smg1" "0.75" // "weapon" "probability"
"weapon_shotgun" "0.5"
"weapon_ar2" "0.33"
"weapon_crossbow" "0.25
}
"RareWeapons" {
"weapon_smg1" "0.75"
"weapon_shotgun" "0.5"
"weapon_g3" "0.33"
"weapon_rpg" "0.25"
"weapon_crossbow" "0.25
}
"Ammo" {
"item_ammo_smg1" "0.5"
"item_ammo_pistol" "0.5"
"item_box_buckshot" "0.33"
}
}
Mockup MapAdd code:
"item_pick_random" {
"origin" "x y z" //spawned item should inherit origin and angle.
"angle" "p y r"
"keyvalues" {
"ListName" "StandardWeapons"
"ChanceForNone" "0.0"
}
}
RemoveEntity - Needs to have an origin+classname+radius feature as well as targetname
ReplaceEntity - Can we also get an origin and radius here too?? Sometimes we only want to replace one entity in the map.
Custom Ammo SpecialType - I know it's not implemented yet, but when it is, can we get a min and max ammo amount to give for each type? Would be useful for simulating picking up an enemy's magazine. You never know how many bullets he had left.Damage Type Effects - Just a thought, how about adding some special effects to certain damage types (for example DMG_ACID) so that when (lets say) a custom weapon uses it there may be a chance to trigger the special effect. In the instance of DMG_ACID we could probably makeup a particle effect pretty easily that looks similar to the
Fallout Style dissolve seen here.
Targetname Inheritance - In SMOD, an NPC added by mapadd with additionalequipments, the weapon inherits its targetname from the NPC. Also if we could get the ragdolls to do the same.