Scrap Mechanic

Scrap Mechanic

Hide and Seek - Museum
13 Comments
sebastian  [author] 10 Sep @ 7:28am 
@Retro dude The spreadsheet has tabs, the first one is for the first map, the second one is for the second map. They're named accordingly. It just defaults to the first tab on first opening it.
Retro dude 9 Sep @ 6:26pm 
for some reason, the hiding spot spreadsheet link takes me to the spreadsheet for your other map.
sebastian  [author] 8 Sep @ 10:26pm 
@WreckerRecreation There is no 2nd spot there, I just extended the tunnel for visual effects to make it look like it leads off into the distance, to give the locked door some actual purpose "story" wise^^

@Tux You were correct about the spreadsheet, dunno how I forgot about that, I have added it now :) And yes the tunnel that is visible going underneath the fountain is the one for the generator door, but as stated above it is purely there for visual purposes :)
Tux 8 Sep @ 9:10pm 
If you look at one of the 360 camera stations. I believe the tunnel where the generator is required goes straight back under the fountain area. I might be mistaken about that, though.
Tux 8 Sep @ 8:43pm 
Unless I am blind, I think the spot under the pot/vase (see video banter about it) is missing from the spreadsheet.
WreckerRecreation 8 Sep @ 7:24pm 
Also, that tallest roof toilet spot is wicked!!!! Really any spot after the bronchy is super OP
WreckerRecreation 8 Sep @ 7:23pm 
That 2nd seeker switch is Diabolical!!! Great Map!!! In the basement, the spot that requires power: is there a 2nd level spot there? Why does it go so deep?
James 8 Sep @ 6:00pm 
Managed to find both switches:
1) On top of the bathroom building, on the back wall looking down
2) Standing on the drill car, look at the top of the first fake window, there is a missing glass piece you can reach over to hit a second switch
WreckerRecreation 8 Sep @ 5:49pm 
My brother and I spent 30 minutes looking for the 2 seeker switches. We found 1, but could not find the 2nd... :(
chernabog13 8 Sep @ 4:41pm 
Do the switches in the Seeker area actually exist?. lol
sebastian  [author] 8 Sep @ 10:53am 
@Stringer No there aren't more spots prepped, but I think I know what you are talking about:

Several of the exhibits are created with controllers moving objects at angles and due to how I originally built them, they were colliding with the floor when the map was loaded, leading to them looking messed up, being stuck and causing even more lag. So as a solution, there is several places where the floor is not there on first loading the map and then once all objects are settled the floor closes to make it look intact again. In hindsight, I could've probably avoided a lot of those by attaching to the partial object at a different 90 degree angle before rotating it, but in the moment I didn't think of that and didn't want to go through setting all the angles correctly again after that, so I settled for moving the floor out of the way :D
Stringer 8 Sep @ 9:39am 
Are there more hiding places prepped? seeing several switches and seams that don't seem to have access switches.
Mr.G 5 Sep @ 12:24am 
Outside looks great!