Clue V2.0

Discussion in 'Reach Gametypes' started by Black Theorem, Oct 4, 2012.

  1. Black Theorem

    Black Theorem Ancient
    Forge Critic Senior Member

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    [​IMG]


    INTRODUCTION
    Have you ever heard of Clue, the board game? The one where you try and find out who the killer is by saying "It was ______ with the _____ in the _______ ?" Good times, right? Yeah, it's nothing like that.

    Approved as the official "sequel" to the original Clue by it's creator, TenderBisquit, Clue V2.0 is a return to form for this almost classic gametype. With an emphasis on ease of introduction and overall simplification, while keeping the intricacies and metagame intact, corduroyCHUCK and I believe we've achieved a better Clue.

    Warning: Clue is an honor rules gametype, meaning that there's rules outside of the settings of the gametype that are enforced (so do not play this with any disobedient friends).

    Warning: Do NOT invite other players after a round has started. Its random whether joined players inherit the gametype settings.


    GAMETYPE SETTINGS
    It's quite a bit of information packed here, so the next post has all the information attributed to the actual settings of the gametype.


    PREPARATION
    In this five round, one-life gametype, one player is selected to be the Killer for the round. The Killer's objective is to hunt down and kill all the players, and for the players, to ether kill the Killer or survive until the eight-minute round is over. In the first round of a Clue lobby, the party leader selects the first Killer, and from that point on the Killer is selected based on the outcome of the in-game events. If a player kills the Killer, that player chooses the next Killer. If the Killer wins the round or fails on his own accord (killing himself, falling off of the map, etc), the Killer chooses the next Killer.

    The FFA Slayer gametype forces black armor and removes names above people's heads to blend together players' custom Armor settings. Therefore, the gamertag of the Killer may be known to the lobby, but their identity in game will be harder to detect. Players are encouraged to synchronize armor and emblem choices to completely mirror each other, but it is not an explicit rule to do so. Killer selections are made usually during the black screen or Loadout screen in Clue, so as to avoid people attempting to memorize armor configurations before rounds start.


    GAMEPLAY
    The golden rule is this: players cannot shoot or charge their weapon, throw their grenades, or melee, at all, unless they see the killer. They're allowed to use Armor Abilities, mount turrets, even push other players around or off the map, but they cannot breake the aforementioned rule. When they see the Killer, a player can use whatever tactic possible to dispose of the Killer.

    Now, the Killer can simply employ whatever method he chooses to kill the other players. He is, after all, a Killer. Unfortunately, the players have a little bit of compassion, and therefore have more rules when confronting a Killer.

    When you see a person break the golden rule, you can assume he is the Killer, and kill him. This rule hinges on the fact that you must actually see, on your screen, the player shoot/charge/nade/melee. A player cannot hear, for example a sniper, turn and see the player with the sniper rifle, and attack him. You must see him shoot to attack.

    When you have seen the Killer attack, you can only attack him as long as you maintain a direct, clear line of sight to the Killer. If at any time you lose sight of the person, even around a pillar or corner, and you find the player again, you cannot continue to attack the player. You must wait until he kills again to attack again.

    When a player has been killed, the player cannot reveal any damning clues about the Killer. No mention of location/weapons/armor/etc. can be made to give the living players an advantage.

    If the Killer is killed, the round is over so party leaders should advise those alive to commit suicide or kill each other to continue the game. At this point, rules go out the window to progress to the next round.


    MAPS
    Maps that are designed for the Clue V2.0 gametype have certain typical characteristics. Usually they tend to have plenty of separated areas, to allow Killers a chance to strategically approach a target and escape efficiently. The spawn locations are near each other for a fair chance at the goodies a map has to offer, and they aren't just weapons. Clue maps have a variety of pedestrian and powerful weapons and Armor Abilities to offset the randomized weapon loadouts provided. They also have many hidden secrets, like ledges and secret areas, invisible teleporters, hidden turret/mongoose glitches, and such to keep players and Killers moving throughout the map.


     
    #1 Black Theorem, Oct 4, 2012
    Last edited: Oct 8, 2012
  2. CHUCK

    CHUCK Why so serious?
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    CLUE V2.0 GAME OPTIONS

    SCORE TO WIN: UNLIMITED
    TEAMS: DISABLED
    CLUE V2.0 OPTIONS:
    No points, across the board
    WEAPONS AND VEHICLES:
    PRIMARY WEAPON: RANDOM
    SECONDARY WEAPON: RANDOM
    WEAPONS ON MAP: MAP DEFAULT
    GRENADES ON MAP: MAP DEFAULT
    VEHICLE SET: MAP DEFAULT
    INDESTRUCTIBLE VEHICLES:DISABLED
    ABILITIES ON MAP: MAP DEFAULT
    TURRETS ON MAP: MAP DEFAULT
    POWERUPS ON MAP: MAP DEFAULT
    CUSTOM POWERUP TRAITS:
    DURATION: 60 SECONDS
    SHIELDS AND HEALTH:
    Unchanged
    WEAPONS AND DAMAGE:
    Unchanged
    MOVEMENT:
    Unchanged
    SENSORS:
    MOTION TRACKER MODE: NORMAL MODE
    MOTION TRACKER RANGE: 75 METERS
    APPEARANCE:
    Unchanged
    GENERAL SETTINGS:
    NUMBER OF ROUNDS: 5
    TIME LIMIT: 8 MINUTES
    SUDDEN DEATH: DISABLED
    BASE PLAYER TRAITS:
    Unchanged
    WEAPONS AND DAMAGE:
    DAMAGE MODIFIER: 100%
    MELEE MODIFIER: 100%
    PRIMARY WEAPON: RANDOM
    SECONDARY WEAPON: RANDOM
    STARTING EQUIPMENT: NONE
    GRENADE COUNT: 4X EACH
    INFINITE AMMO: ENABLED
    WEAPON PICKUP: ENABLED
    EQUIPMENT USAGE: ENABLED
    MOVEMENT:
    PLAYER SPEED: 100%
    JUMP HEIGHT: 100%
    PLAYER GRAVITY: 100%
    VEHICLE USE: NO DRIVER
    SENSORS:
    MOTION TRACKER MODE: OFF
    MOTION TRACKER RANGE: UNCHANGED
    APPEARANCE:
    ACTIVE CAMO: UNCHANGED
    WAYPOINT: UNCHANGED
    VISIBLE NAME: NO NAME
    FORCED COLOR: BLACK
    SPARTAN LOADOUTS:
    TIER 1 LOADOUTS:
    LOADOUT 1:
    NAME: CAMPER
    PRIMARY WEAPON: UNCHANGED
    SECONDARY WEAPON: UNCHANGED
    EQUIPMENT: SPRINT
    GRENADES: UNCHANGED
    HIDE LAYOUT: NOT HIDDEN
    LOADOUT 2:
    Unchanged
    LOADOUT 3:
    Unchanged
    LOADOUT 4:
    Unchanged
    LOADOUT 5:
    Unchanged
    TIER 2 LOADOUTS:
    Unchanged
    TIER 3 LOADOUTS:
    Unchanged
    ELITE LOADOUTS:
    Unchanged
    RESPAWN SETTINGS:
    RESPAWN TIME: 5 SECONDS
    SUICIDE PENALTY: NONE
    BETRAYAL PENALTY: NONE
    LIVES PER ROUND: 1
    ADVANCED RESPAWN SETTINGS:
    Unchanged
    TEAM CHANGING: NOT ALLOWED
    FRIENDLY FIRE: ENABLED
    BETRAYAL BOOTING: DISABLED
    LEADER TRAITS:
    Unchanged
     
  3. Zatherla

    Zatherla Sweet Lemonade
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    Good to finally see an official thread of this. dl'd and am decided whether to make a map of this or not.
     
  4. Noxiw

    Noxiw Ancient
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    I've never played a game of clue. But it sounds like it would be very fun. I probably won't be able to get on too many times between now and Halo 4, so ... I suppose I'll probably have to wait until then to get a game in.

    Either way, good job at developing this.
     
  5. CHUCK

    CHUCK Why so serious?
    Senior Member

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    TenderBisquit developed this aaages ago in halo 3, we're just continuing.

    expect it to be in halo 4 as well, unless custom options are extremely ****ed, which is a possibility.
     

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