DMSP: Deathmatch Single-player. Basically, it takes the multiplayer doom maps and makes monsters spawn in waves, and the player must survive. It's been done plenty of times. A more recent and well done example would be Killing Floor: the whole game, monsters, maps, and weapons, are designed for this sort of gameplay, but it's essentially the same thing.
Urban Terror, with its awesome movement/parkour mechanics, may make for a very fun DMSP mod. Imagine fighting a variety of melee monsters, getting cornered, and barely escaping past them through a series of wall jumps.
Any ideas for how this would work, what kind of monsters there should be, how existing game mechanics would change, or volunteers to help make this, please join the discussion.
I have no modding experience, just modeling/texturing/animation. I would make the monsters if someone else programmed them in.
The first stage of the mod wouldn't add anything but the monsters and the gametype, the current weapons and maps are fine, though game mechanics will be changed in minor ways. Big things that would have to be figured out would be the monster pathfinding, and getting their spawning right.
Since I don't have a better example to start with, my only ideas for monsters so far are completely based on killing floor. Killing Floor monsters all move pretty slowly, but always towards you, so that the danger in constantly running is getting trapped, or stuck from behind. There should definitely be a clot like monster, one that grabs the player and hinders movement. The ranged enemies of Killing Floor don't shoot like snipers or autos; they're innacurate (husks) or very limited range (siren). I'm not sure what ranged monsters would be best for urban terror. Given the player's parkour abilities, I think there needs to be a fast, weak monster that is able to leap and bounce just like the player can. They wouldn't spawn often, but when seen, they would be your primary target. Another type of enemy to complement UrT parkour mechanics could be a wall crawler; perhaps these would be the ones that trap the player, crawling in unexpected places and getting you from behind, or being on just the right spot on a wall at the wrong time so you wall jump right into it. Feel free to brainstorm new monsters; if we get to the point where we've got a monster close to finalized, I'll model it.