*NEW* GOOD to BAD in Among Us!



Today WE ARE GOING TO BE BAAAAAAAAAAAAAAAD

#Amongus #Gameplay #Mods

Foots in the video:
@SSundee
@Biffle
@Henwy
@GarryBlox
@Nicovald
@Zud
@PatP
@helloiamkate

Mod Maker: Meat

good to bad among us poor to rich among us

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28 thoughts on “*NEW* GOOD to BAD in Among Us!”

  1. Hi lookumz,
    I have a mod idea it’s like the mods that are where there is one imposter crewmate thing like the wedding mod thing but it’s with teachers and one kid who is trying to escape school while the teachers try and stop them.

    Weapons:
    Homework
    Stapler
    Scissors

    Student could hide in:
    Lockers
    Piles of books
    I can’t think of others right now

    When student has completed all of their tasks they get an A+ grade on there ‘test’ (all of there tasks) and they get to leave school early

    Like so he can see this 🙂 u don’t have to tho

    Reply
  2. I have an idea for a mod: TF2 Mod

    The imposter is Saxton Hale/The Administrator
    The crewmate have to compete with the imposter by doing objectives(CTF,Payload,Control point,etc)(These objective you can respawn infinitely in this but have to defend/attack the enemy and completing the objective (push the payload, defend the control points etc.))
    Everyone has health bar, the imposter has 100000000 health.
    Each crewmate can choose to be a Scout,Soldier,Pyro,Demoman,Heavy,Engineer,Medic,Sniper,Spy and they can choose to change into a different class when they go to where they spawned(The crewmates has a certain amount of lives)

    Scout health-125
    Soldier health-200
    Pyro health-175
    Demoman health-175
    Heavy health-300
    Engineer health-125
    Medic-150
    Sniper-125
    Spy-125

    You can choose how long the cooldown is.

    Scout can move fast(Damage from Primary Weapon: 60 (Fire 6 times before going on a cooldown and after 5 times of firing and then reloading, it will need ammo)(Scattergun) Damage from Secondary Weapon: 15 (Fire 12 times before going on a cooldown and after 3 times of firing and then reloading it will need ammo)(Pistol) Damage from Melee Weapon: 35 (No cooldown)(Bat)

    Soldier can detonate a rocket at his feet and launch himself skyward at the cost of some health(He can teleport around the map with the cost of his health)(Rocket Launcher)
    Damage from Primary Weapon: 90 (Fire 4 times before going on a cooldown and after 5 times of firing and then reloading it will need ammo) Damage from Secondary Weapon: 60(Fire 6 times before going on a cooldown and after 5 times of firing and then reloading it will need ammo)(Shotgun) Damage from Melee Weapon: 65 (No cooldown)(Shovel)

    Pyro can deflect enemy projectiles, extinguish burning teammates, and forcibly reposition any enemy Damage from Primary Weapon: 153, afterburn: 80/sec(Afterburn is 10 secs)(Automatic but short ranged before going on a cooldown and need ammo after/during the cooldown)(Flamethrower) Damage from Secondary Weapon: 60 (Fire 6 times before going on a cooldown and after 5 times of firing and then reloading it will need ammo)(Shotgun) Damage from Melee Weapon: 65 (No cooldown)(Fire Axe)

    Demoman can place traps from the (Secondary weapon)that are quite hard for the imposter to see, when step over or the owner of the traps set it off, it will explode. Damage from Primary Weapon: 100 (Fire 4 times before going on a cooldown and after 4 times of firing and then reloading it will need ammo)(Grenade launcher) Damage from Secondary Weapon: 103-138 (Fire 8 times before going on a cooldown and after 3 times of firing and then reloading)(Stickybomb launcher) Damage from Melee Weapon: 65 (No cooldown)(Bottle)

    Heavy is tanky(Most health and the slowest) Damage from Primary Weapon: 9 (Fire 200 times before going on a cooldown and need ammo)(Minigun) Damage from Secondary Weapon: 60 (Fire 6 times before going on a cooldown and then after 5 times of firing and then reloading)(Shotgun) Damage from Melee Weapon: 65 (No cooldown)(Fists)

    Engineer can build buildings. He can build Sentry,Dispenser and Teleporters. To upgrade a building, the engineer has to hit the building until it reaches the next level. (The engineer can see the upgrade progress and the buildings’ health)(It take 200 metal to reach the next level and the engineer can carry maximum 200 metal). The engineer also can destroy his own buildings. When the engineer hit a buildings, it cost him 25 metal.)When a building is destroyed, the engineer can rebuild that same destroyed building and has to upgrade that building from level 1.(Sentry automatically fire at the imposter but they will run out of ammo,hit it with the wrench to restock them)(Level 1 does 71-84 damage per second,level 2 is 119-141 damage per second and Level 3 is 119-141 damage per second and does 53-141 damage from the level 3 sentry rockets.)(Dispensers give health and ammo to the owner and his/her teammates)(Teleporters are buildings that the owner can place entrance and exit to teleport. The owner has to place an entrance then exit and go to the entrance and it will teleport the owner to the exit. The teammates can also use the teleporter. When the owner upgrade one teleporter, other teleporter automatically upgrades)
    Stats:
    Sentry level 1: 130 metal to build/upgrade, 150 health,
    Level 2: 330 metal to build/upgrade, 180 health,
    Level 3: 530 metal to build/upgrade, 216 health,
    Dispenser Level 1:100 metal to build/upgrade, 150 health, Health: 10/sec,Ammo: 20%/sec, Metal:40/5 sec,
    Level 2:300 metal to build/upgrade, 180 health, Health: 15/
    sec, Ammo: 30%/sec, Metal:50/5 sec,
    Level 3:500 metal to build/upgrade, 216 health, Health:20/sec, Ammo: 40%/sec, Metal:60/5 sec,
    Teleporter Level 1, 100 metal to build/upgrade, 150
    health, recharge: 10 sec,
    Level 2, 250 metal to build/upgrade, 180 health, recharge: 5 sec,
    Level 3, 450 metal to build/upgrade, 180 health, recharge: 3 sec,
    Damage from Primary Weapon: 60 (Fire 6 times before going on a cooldown and after 5 times of firing and then reloading, it will need ammo)(Shotgun) Damage from Secondary Weapon: 15 (Fire 12 times before going on a cooldown and after 17 times of firing and then reloading, it will need ammo)(Pistol) Damage from Melee Weapon: 65 (Weapon that upgrade the buildings and remove enemy sapper in two hits(No cooldown)) (Wrench)

    Medic can heal a rate of 24 health per second and as the Medi Gun heals, its ÜberCharge bar gradually fills. The ÜberCharge meter fills at a rate of 2.5% per second when healing injured players (which includes not fully overhealed players). An injured Medic begins regenerating health at a rate of 3 health points per second, scaling up over the following ten seconds to a maximum of 6 health per second. When the ÜberCharge meter is full, it can be activated by the medic. The Medic and his target are encased in team-colored shells that render them invulnerable to damage (but not knockback) for nine seconds. Disguised Spies that trick an enemy Medic into ÜberCharging them are also invulnerable. Damage from Primary Weapon: 10 (Fire 40 times before going on a cooldown and after 4 times of firing and then reloading, it will need ammo) (Syringe Gun) Damage from Secondary Weapon: – (Heals 24 health per second for the person the medic is healing.(No Cooldown)) (Medigun) Damage from Melee Weapon: 65 (No cooldown)(Bonesaw)

    Sniper can zoom out around him/her and shoots bullets in a straight line. Damage from Primary Weapon: Base:50-150 Headshot: 150-450(Fire 25 times before going on a cooldown and need ammo)(Sniper Rifle) Damage from Secondary Weapon: 8 (Fire 25 times before going on a cooldown and after 3 times of firing and then reloading, it will need ammo)(SMG) Damage from Melee Weapon: 65 (No cooldown)(Kukri)

    Spy can go invisible with a cloak ability for about 9 seconds(You can change how long the cloak is.) (To faster refill(The cloak slowly refill on its own after the cooldown) or extend the duration when you are using it)Damage from Primary/Melee Weapon: Base:40 Backstab: 705 (No cooldown)(Knife)
    Damage from Secondary Weapon: 24 (Fire 6 times before going on a cooldown and after 4 times of firing and then reloading, it will need ammo.)(Revolver)

    Other Info

    Reply
  3. Mod Idea: D-Day Mod. in The D-Day Mod There Are 2 teams The Axis And The Allies. You Must Shoot The Other Team And Capture The Flags. When You capture a flag You Can Spawn in That Location. The Locations Are Ship, planes, Beach, Village, Forest, City And Stronghold. Your cannot capture The Plane Or The Ship. so Heres The Classes Stats. Before I Show it The Imposter Is A Sergent. And Theres a 50/50 chance either your helmet with fall off when its shot. Or It Will Break. if you see a fancy 0 then you knocked there helmet off. And You Can Pick It Up AGain If It Falls Off And not Breaks. Anyway Heres The Stats
    Rifleman:
    Gun: M1 Garand
    Health: 100
    Description: Armed With An Accurate Standard Issue Rifle, Shoot Your Opponents From a Distance And Deal Devastating Damage.
    Infantryman:
    Gun: M1 Carbine
    Gun: M1911
    Health 100
    Description: Deal With Your enemies Swiftly WIth A Semi-automatic rifle
    Support:
    Gun: M1918 BAR
    Health: 110
    Description: Support Your Team Bye Laying Down Extra Helmets.
    Medic:
    Gun: M1 Thompson
    Health: 100
    Description: Heal Your Team Or Yourself With a medic Bag
    Assault:
    Gun: M3 Grease Gun
    Health: 100
    Description: Rush Your Team Down With Extra Movement Speed And Close The Gap With Smoke Grenades
    Engineer:
    Gun: M97 Trench Gun
    Health: 100
    Description: Fortify Your Teams Defenses By Building Barricades ANd Planting Landmines
    Officer:
    Gun: M1A1 Thompson
    Gun: M1917 Revolver
    Health: 100
    Description: Lead Your Team To Victory With AN Upgraded Weapon ANd Powerful Revolver.
    Those Were The Stats And Let Me Tell You Somthing to get these roles you must collect a killed enemies helmet. Helmets are Your Currency For Buying Classes.

    Reply
  4. Pawpatrol mod

    There os a protector and a imposter

    The protector is Rider

    The imposter is mayor humdinger

    Imposter moves: can summon his cats but Rider can stop the cats by summoning Chase
    Mayor humdinger can go invisible but riser can see him
    And there is a minigame wich is a mafia type game
    Minigame: the imposter gets to choose some one and rider has to choose some one to protect if the imposter kills every one but person he wins and chooses a person to die if he looses then no one dies

    Reply

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