Mr. Squirrel wrote:The clue board is a great idea. But you need to integrate the mystery solving part somehow. I have a suggestion, but I don't know if it is possible. In the XML of the map, you would add a objective victory condition of holding one room, one weapon, and someone's starting space on the map. You would then create 5 or 6 different XML's with other victory conditions (different rooms, weapons, and murderers). The actual characters would be non-conquerable, meaning that the only way to win would be to figure out the mystery. When a game creator picked this map off the list, one of the 6 different XML's would be chosen randomly for the game. This way, everyone knows that they have to solve the murder, but they don't know which scenario it is. Again, I don't know if this is possible or not though.
That is not possible under the current scheme of XML, though it's something I would suggest proposing in the
XML Suggestions Thread. Instead of mystery XML's (which a BOB player would instantly figure out), perhaps an XML objective attached to each character, giving each person their own personal solution to the mystery, and allowing you to not bias it in favor of any one person by unfortunate randomness. Instead, you can have people's objectives collide on room or weapon, and require fighting for them.
On the copyright side, we all remember the drastic changes to Classic and "Centerscape". Change the names for the rooms and the actual weapons (the ones that coincide with Clue's, that is, the assault rifle is a nice touch) employed so we don't end up with Hasbro showing up AGAIN at Lack's door. Changing the layout around a bit helps too, just act like the board got flipped on its side and went mirror-image.
Getting off of that, gameplay.
- Change the +5 auto-deploy down to +3, as someone else suggested.
- Make the Stairs killer neutral so a person can't camp the Army of God there and screw over a guy who's gotten kicked off the rest of the map
- Make the players unattackable except at specific points at the edges of the manor map. That way we don't have early-early eliminations on a conquest map. Not sure if you should make that edge point a one-way to the person or a two-way (two exits for the player).
- The connections into the rooms is drastically too low. With exception to secret passages, there is only one exit from each of them. That's not Clue's way of doing things, so I'd advocate making the smaller ones (3-4 territs) have 2 doors, and the big ones (5-6) 3.
- The weapons aren't distributed evenly across the map. There are 2 up top, 4 on bottom. Moving the "middle" two a little higher up would work well. Also note that the bottom ones are the only ones that are in a room, while the others are in the hall. Putting them all in rooms would work better IMO.
Graphically, it's a really good start. With a few edits to add in the other-player territories (if you decide to use them) and a few fixes of border line crossing and such it'll be a right-nice draft.
In conclusion, Your map got
