Hide and Seek - Harry Pottery and the vase of fire
by sebastian
Winners read the description! §1 Seeker Minigame Explanation Since the last seeker minigame was well received, but widely regarded too hard, I made some adjustments. While fully beating it is still intentionally tough, you now get rewarded for partial progress. The seeker starts in a series of identical rooms that are all locked. In each room, there is a single switch that will open the door into the next room. Switches get increasingly harder to locate and the "reward"-system works as follows: Every room has a large white number above the exit. The number of the room you are in, when the game starts, indicates at which full minute marker (challenge timer!) you will start receiving verbal hints from your friends. Should you somehow fail to find the very first switch, that means verbal hints would start at 9min. If you make it all the way to the last room, that means you get verbal hints immediately! Additionally, if you also manage to make it out of the last room, you will be led along a glass tunnel that gives you a visual of the map before you even get to seek, so you might be able to spot hiders that are trying to make it into a spot last minute. If you need some suggestions for good early verbal hints for the map, some of my ideas include: - Whether your spot is located in the mega vase or the great hall area - Whether or not the switch to your spot is inside pottery object (not counting the mega vase itself, but still counting pottery inside the mega vase), such as to relieve the seeker from checking every pottery object on the map - Whether your spot is roughly located in the top or bottom 50% of the map in relation to height Note: There will be audio cues all along the seeker area for when the front door opens, so you don't actually have to beat all rooms to get released ;) DISCLAIMER!: There is no return switch in the next room, so if you manage to close the door behind you, you will be stuck and your only means of making it out will be through the remaining rooms. This should only theoretically be possible for the initial switch, but I will keep this disclaimer here regardless. I know I could prevent this with logic, but I feel like stupidity should be somewhat punished, so I am leaving it as it is XD §2 Lore This map builds upon the lore that was created in the MPM Youtube videos for the Museum Hide and Seek Map. If you want context, you should check those out: 1) https://youtu.be/-WIBkaelDuk?si=Kek0dENFpNWeUpy0 2) https://youtu.be/qGQM-qqIuK0?si=Aa9N1DcW3PUEpaO1 3) https://youtu.be/J7ehIxaObtY?si=oz4ok1E2Fo9TKevg Thanks @MPM Crew for playing the map, I had lots of fun watching and as this map shows I was clearly inspired to continue building maps^^ P.S.: I heard you like verticality, so up, up and away we go, but at least I removed the glass walls this time ;) $3 Map Details - There are 48 primary spots in this map - There are 76 spots within spots reachable from primary spots - There are no switches on seats, you don't need to bother checking - Hiders have 3min to hide themselves - Verbal hints are explained in the seeker minigame, GO READ IT! - Destruction of objects is not allowed and following this rule helps reduce lag - Official spots are always switch spots and illegal spots are marked as such, so don't be a cheater - The big green switch starts the challenge, the big red switch that says "End" ends the challenge. Trolling your friends with it should incur a penalty of 1min verbal hint delay per press §4 Additional Details for the extra interested - In case it wasn't obvious, the map is supposed to be a mashup between the great hall from harry potter and the goblet of fire and the pot/potter spot lore from the recent MPM videos. I took some artistic liberties with the great hall to make it more interesting for hide and seek and compatible with scrap mechanic - sadly no floating candles :( - It took a little over 100hrs to make the map, which seems to be pretty much the average for me at this point. This is my 3rd map in total. - Yes the gigantic vase was a pain in the a** to make and I realized in the end I did not segment it with blueprints as much as I could have. - After Kosmo's frame disaster in the Museum map I tried to reduce lag as much as possible, while still keeping the spirit of the ideas I wanted to realize in the map, like for instance the moving staircases. I could've gone much more overboard there, but it get's the point across and looks good, so I will refrain from stressing your frames as much as possible. For the record, none of my Maps lag for me, so it's hard to tell how to improve it for less beefy pc setups. My other maps: Museum: https://steamcommunity.com/sharedfiles/filedetails/?id=3560745823 The children yearn for the mines: https://steamcommunity.com/sharedfiles/filedetails/?id=3528666015 Link to hiding spot cheat sheet (includes seeker game switch spots for this map): https://docs.google.com/spreadsheets/d/1Kd9zQMGFz-f-W0i9t-08MGKVznZwPbdiXoh-CZ_hqXU/edit?usp=drive_link Note: Since there was some confusion with this on the last map: The link will take you to a google doc and that doc has multiple tabs. By default, it will open the first tab, which shows the spots for my first map. All the tabs are named, so simply chose the tab that has the same name as the map you are playing. I will continue to extend that same sheet and while I am working on a new map, you can see a sneak preview of name and hiding spots as I fill them in while building ;)
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