The following are classic variants of the Team Slayer gametype. It was taken from the classic playlist and tweaked to provide a more enjoyable custom game. Changes include: Fixed Camo (Player is actually invisible) Fixed Overshield (Player has fire trail) Health and Shield - 110% Recharge Damage is back to 100% instead of 110% Movement speed is 110% Jump height is 125% with 150% gravity No loadouts Here are the following gametype versions: CLASSIC SLAYER Players have 2x Frags, an Assault Rifle and a Magnum. CLASSIC DMRS Players have 2x Frags, a DMR and an Assault Rifle. CLASSIC BIG TEAM Players have Sprint, 2x Frags, a DMR and an Assault Rifle. CLASSIC SLAYER CE Players have Frags, and a Magnum. Weapons on map are covenant. CLASSIC SHOTTY SNIPERS Players have only their Sniper and shotguns. CLASSIC SLAYER UNSC Players have 2x Frags, a DMR and an Assault Rifle. Weapons and vehicles on map are human themed. Based on a Halo 2 Matchmaking variant. COVY SLAYER All players are Elites and start with evade, all weapons are covenant. DOWNLOAD THEM HERE OTHER CLASSIC GAMETYPES CLASSIC HOT POTATO Players have all the above settings, while the Oddball explodes randomly while held. CLASSIC 3 PLOT TERRITORIES Players have all the above settings, with three neutral territories. CLASSIC MULTI-FLAG Players have all the above settings, each team defends their flag. CLASSIC NEUTRAL FLAG Players have all the above settings, each team goes after the flag. CLASSIC ONE-FLAG Players have all the above settings, one attacks and one defends their flag. CLASSIC KOTH Players have all the above settings, standard Koth rules. CLASSIC STOCKPILE Players have all the above settings, standard stockpile rules. CLASSIC HEADHUNTER Players have all the above settings, standard headhunter pro rules. DOWNLOAD THEM HERE
All variants have been modified and re-uploaded. If you downloaded, please re-download for best experience. Classic Big Team variant added. Players have sprint, score to 75.
Nah. I can't imagine you'd want to play CE Slayer on levels big enough to handle vehicles. It's magnum starts and all...
Good work Silence. I am just gonna post some beefs I have with your gametypes, feel free to give a reason why they are wrong but I hope you will take my criticism on board Before that though, are these gametypes based off of Slayer Pro/Elite Slayer? I would hate to see an Elite join a game and ruin the party with his (default) extra 20% movement speed and 15% jump height. 1. Base Traits: 115% is about the right speed for Classic. Better off faster than slower though, so 120% is alot better, especially for BTB, from what I played during the Classic playtests with Overkill. This applies to all gametypes (including objective) other than CE Slayer. 2. CE Slayer: It is WAY off. a) First of all, the Magnum from Halo CE is NOTHING like the Magnum from Reach other than it has a scope. b) CE had lower jump height, 110% is about right. 110% is about right for movement. c) CE is renowned for having the fastest kill times of any Halo game. 110%, with 1 frag for balance, is much closer to CE than 100%. For all other gametypes, 100% damage is perfect though. d) Back to the Magnum thing: with 90% damage resistance, the Needle Rifle has almost exactly the same kill times as the CE Magnum, and roughly the same range as well. The implementation of 90% damage resistance will effectively fix the problem of the absence of the CE Magnum. Also, it will give vehicles the extra power they had in CE, as splatters and the turrets will be alot stronger. e) Why you hatin' on the AR? In Halo CE AR/Magnum starts were the most balanced and worked the best. Only on Boarding Action (I think) were Magnum only starts used. The best starting weapons for Classic would be AR/NR f) And why only Covy weapons? That means no Sniper, no Rockets, no Shotgun; They are all staples of CE gameplay so I don't really understand why you have done that. My guess is you are trying to imitate the no-hitscan gameplay in CE, but I really think that no Human weapons is a bit detrimental to gameplay 3. Classic Big Team: A few problems, but nothing major a) First of all, no AA, not even Sprint, belongs in Classic. Sprint is not Classic. With the aforementioned 120% speed, Sprint is not necessary as map movement in Big Team is alot easier. Maybe a Drop Shield would be acceptable to serve a similar purpose to the Bubble Shield from Halo 3, but otherwise AA's are unneeded and unclassic (is that a word? lol ). b) Secondly, DMRs? Really? In no Big Team MM games had a hitscan, long range, vehicle destroying rifle ever been used up until Reach and as is shown from gameplay in the playlist it just does not work and creates horrible stalemates. May I suggest AR/Magnum starts, like in Halo 1 and 2, be introduced with maybe 3 DMRs in each base to be picked up. These starts, from Classic Big Team (customs) experience work the best, as lack of range is made up for by the ability to damage vehicles if they get too close with your AR. This also promotes map movement, as the middle of the map can be crossed without being DMRaped c) My final problem with this setup: 75 kills for win. As was shown by matchmaking, 75 kill games run way too short. As is seen in Halo: Reach currently, 100 kills to win works best 4. Classic SS: Looks great, no complaints here. The comments made in "Base Traits" still apply. 5. Classic Slayer UNSC: Loved this gametype in Halo 2, love it here. The comments made in "Base Traits" still apply 6. Classic Slayer: I would suggest no changes other than the comments made in "Base Traits". 7. (Finally) Covy Slayer: a) Are the movement settings still 110% speed/125% jump here? Because if they are, that is seriously off, considering Elites already move at a default of 120% and jump at a default of 113% (in comparison to Spartans). To get back to Classic settings, give the Elites 110% jump and 150% gravity and you are ready to go. b) Evade isn't really classic IMO, but that is your choice so whatever. c) What are the weapon starts? Plasma Rifle seems the most Classic. d) My final suggestion is to up the damage to 110%. Remember that Elites already have 110% damage resistance, so raising the damage is just bringing it back up to normal levels. It will also make grenades more potent, give plasma weapons the ability to destroy vehicles and give a much needed buff to plasma weapons. 8. Objective: As long as objective carriers have 1-hit kill punches and you take into consideration the suggestion made in "Base Traits" I'm good with these That's about it, good job bro! One final question: Have you thought of linking a few maps to this thread? Maybe at some point you could make a Classic map-pack. Just food for thought -Random1
HOOOOOOOOOOOOOOOOOLY ****. Well, here I go. *All gametypes (cept covy slayer) have the same base traits to provide a consistent gameplay experience in my customs* Firstly, you have taken my title of "Classic" too literal here. I don't mean "Classic" as in "Identical to previous", but more of "Core Mechanics, without the fancy new AAs". Second point, I would have chosen 115% speed, but it's not an option. It's either 110% or 120%, and 120% is just ridiculous. It's one of my two major problems with the playlist. Mannnnny people agree, many people love it faster too. The people who want faster can simply use the matchmaking variant. This is for the people like me who don't love it. Third, CE Slayer. Another literal name translation coming off too seriously. Perhaps I should rename this one, but it just has a nice ring to it. I wanted Magnum starts on something. I love magnum starts in CE. I know they aren't the same anymore, but I don't care much about that. I set all weapons to Covy only because I want the players respawning to be able to still defend themselves easily while only having a pistol. I think it makes interesting gameplay just to mix it up once and awhile. If I wanted AR/Magnum starts, I'd literally just play my other variant "Classic Slayer". Classic Big Team: - Sprint because 120% doesn't allow you to focus your shots. Maps are generally larger, and walking blows. - DMR because it's closest to the BR, which was the default weapon for every BTB game I've ever played. You want to play customs and be verbally raped by your party when they find out you gave them an AR/Magnum, be my guest. - 75 kills because when playing customs, which these gametypes are for, players have a short attention span. They won't stay around if games take forever or become uninteresting. I designed these for me, and I shared them. COVY SLAYER: (this one is important) This one is the only gametype that doesn't share the same base traits. I stuck it in just so it got a little more attention. This gametype is molded from the original Covy Slayer gametype found in the Halo Reach Beta. Several of my friends talked about how much more fun the beta gametype was compared to the Elite Slayer variant found in Matchmaking. So, I loaded up my halo reach beta (I can still use the Armory and theater modes for the beta on my xbox), and I watched videos of me playing covy slayer till I got all the details down, and I recreated the gametype exactly. There will be no changes to this gametype ever. And finally, maps. I plan on releasing maps and linking this thread. I have a map called Confined in testing right now based completely on these gametypes. Every map I make from here on out will be made with these gametypes in mind, and when I play customs, I will use these gametypes. I even went through the community and found my favorite remakes of each map from the first 3 games and tweaked them for this. I have a whole "CLASSIC: " list ready for customs. Thanks for your interest and voicing your concerns. This was more of a "do it for me and share" kinda thing.
OK, I took it too literally. Your gametypes are more "classic evolved" kinda thing. Still, is there any chance of a proper Classic gametype made by you? I have a question about your Covy Slayer variant (it has my DL anyways): Has it got 110% damage? (Covy weapons and sticks were more powerful in the beta) Oh and I really have to say: THE DMR IS NOTHING LIKE THE BR!. Other than looks, it has virtually nothing in common; it can shoot further and destroys vehicles. If anything I suggest NR spawns, because at least they don't destrou vehicles and they have exactly the same range as the BR. Just one single question I need you to answer and depending on your answer I may or may not have more to say Do you think Elites move too fast? Oh and hello Nibbles! I see you are modding this page right now
I don't understand why you'd need me to make a proper classic gametype... you could easily just download one of these and edit it yourself. You clearly have the knowledge about classic attributes. DMR is closer than the needle rifle because of the super combine. With the NR, players can team shot players and make them explode much quicker. DMR isn't exactly the BR, but it's the new starter weapon. It wouldn't make sense any other way to me. Covy slayer does NOT have the 110% damage. I had it on, but I think it plays just fine without. Elites are faster, so the action is already much faster paced, particularly with everyone using evade. I think Elites are perfectly fine the way they were designed for this game. I like that Bungie made them different and interesting.