Scrap Mechanic

Scrap Mechanic

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Hide and Seek - Museum
   
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2 sep om 4:17
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Hide and Seek - Museum

In 1 verzameling van sebastian
Hide & Seek
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Winners read the description!

Disclaimer: Do not turn off the challenge start switch after the challenge has started. It is required to be on for several mechanics in the map.

§1 Seeker Minigame Explanation

While waiting for the others to hide, the seeker gets to play a little mini hide and seek in advance. In the seeker room, there are a total of 2 switches hidden throughout, not counting the bathroom stall door switches. In the back left corner of the room right next to the bathroom there is an elevator. Finding the 2 hidden switches will turn on the 2 green logic gates, allowing the large black switch to actually function as a means of moving the elevator up and down. Upon taking the elevator, you will gain a long distance view through several layers of glass at the museum, giving you a small edge over the hiders currently trying to hide in there. I also strongly recommend reading §4 to make any hide and seek map a smoother experience in the future.

§2 Map Details

- There are 47 switch based spots on the map and one direct toilet access spot that does not require a switch
- Hiders have 3min to hide
- Verbal hints are recommended at 8min (challenge timer, 5min after start of seeking)
- Don't destroy anything, it's not required
- If you manage to get outside of the map, congrats, you found a bug, get back in there you cheat
- The big green start switch starts the challenge, the big red end switch ends the challenge
- You don't need to check seats for switches, only seats inside hiding spots will have them, for example to help you leave a spot or troll the seeker
- Spots not close to or hardly visible from switch locations will have audio and/or visual clues to guide you there. If you pressed a switch and don't see anything, take a step back, look around, walk around and check for bright colors, lights or bot heads making noise

§3 Additional Details

The exterior building design is based on the natural history museum in London, however this is not a to scale copy and the interior is completely made up.

Link to hiding spot cheat sheet:
https://docs.google.com/spreadsheets/d/1Kd9zQMGFz-f-W0i9t-08MGKVznZwPbdiXoh-CZ_hqXU/edit?usp=drive_link

My other maps:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3528666015

§4 A lesson in pressing switches correctly

I frequently see people in Youtube videos struggling to hit a switch despite being able to see it clearly, because they don't fully understand how the hitboxes work. Most objects in scrap mechanic that look like they don't fully cover a block actually still cover the block fully or at least a lot more than they appear to with their hitbox. For that reason, switches behind such objects can be frustrating to toggle unless you know how the hitboxes work.

a) Which hitboxes are true to their shape and which aren't?
As a general rule of thumb: if the object is pipe or tube like or a wedge, then the hitbox is usually pretty true to what the object looks like. For any other objects, the hitbox of the object is usually in full blocks. For example, the gaps underneath a steel pallet, even though they are fully see through, are actually fully covered by hitboxes as if it were a normal block. Where as a small pipe piece only blocks the hitbox exactly where the pipe is. Also it is worth mentioning that a switch itself does not provide a full hitbox. The back of a switch acts as a full block face, but the front side hitbox is only about 2/3 of a block thick. This is still a lot bigger than the shape of the switch, so if you can't reach the switch shape, you can try the empty air in front of it, just not all the way to the edge of a full block.

b) How is it then still possible to hit switches behind full block coverage objects?
In Scrap Mechanic, it is actually possible to interact through walls, if the blocks you are trying to reach through only touch on the block edge, not the full block face. For whatever reason, the hitbox of a full block is a little too short on the edges, leaving a gap between diagonally touching blocks. If you precisely aim at that gap, you can access switches or place blocks behind that gap. However since this is only true for the very edge, this means that when you have a seemingly see through object with a switch behind it, you still have to aim at the edge of the object as if it were made of full blocks and not at the visible part of the switch.

c) What do I aim with?
Since hide and seek is usually played with the hud turned off, a spud gun is provided as an aim assist. There is two ways to use the spud gun. The first is simply as an aim assist to better know where your cursor is. In this case you want to be aiming with the slit in the screw. All of the inside of the slit will allow you to interact when aiming with it, but only the inside rectangular gap, nothing outside of it. The second option is using the spud gun to trigger at long range in the form of shooting. What's worth mentioning here is that this method will not be able to trigger gaps mentioned in b). Also, spud gun potatoes can not trigger the sides of a switches and have a much harder time triggering the back of a switch, but are absolutely able to trigger the empty air in front of the switch that is still part of the hitbox.

§5 Youtube / MPM
The map was recently featured on Youtube by the lovely people making up the host of Multiplayer Monday. If you enjoy hide and seek I can only recommend their content and if you want to see the map in action, here are the links to the videos (in chronological order for lore reasons):

1) https://youtu.be/-WIBkaelDuk?si=Kek0dENFpNWeUpy0
2) https://youtu.be/qGQM-qqIuK0?si=Aa9N1DcW3PUEpaO1
3) https://youtu.be/J7ehIxaObtY?si=oz4ok1E2Fo9TKevg
13 opmerkingen
sebastian  [auteur] 10 sep om 7:28 
@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 om 18:26 
for some reason, the hiding spot spreadsheet link takes me to the spreadsheet for your other map.
sebastian  [auteur] 8 sep om 22:26 
@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 om 21:10 
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 om 20:43 
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 om 19:24 
Also, that tallest roof toilet spot is wicked!!!! Really any spot after the bronchy is super OP
WreckerRecreation 8 sep om 19:23 
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 om 18:00 
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 om 17:49 
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 om 16:41 
Do the switches in the Seeker area actually exist?. lol