There are a few maps on hide and seek. I want to know. What makes a good hide and seek map? Currently I'm one of those few who just got bored and made an HnS map... sad I know.
Give me ideas, concepts and possibly a design that I could work on. I already have a map up and running on NA and SEA, 'Hiders and Seekers'.
Here are some of the concepts implemented into it:
- Limited timer of 9 minutes
- Hiders are only temporarily invisible via draining of their energy
- Seekers have some limited range of detection (2)
- Hiders can run faster than Seekers but accelerates considerably slower than Seekers
- Seekers can kill Hiders by area damage spell, limited only by cool down and range
- Map has some foliage and objects to make it somewhat harder to look for Hiders
- It rains to distract the Seekers
- Seekers can never be killed
- Once a Hider dies, it becomes a Seeker
- Once all Hiders are dead or timer runs out game ends but players have a choice to restart or leave the game
- There’s a mining colony theme to it
--
Currently Thinking of …
- Marco-polo style, by which Seekers can initiate ‘Marco’ by which in a limited time one of the Hiders must initiate ‘Polo’. Seeker that initiates it gets pinged on the minimap and the Hider that replies back also gets pinged on the minimap. If no Hiders initiate ‘Polo’ all Hiders get pinged. There’s a chance that the Hider that replies may not be pinged instead a ping will be called randomly on the map (the misleading polo)
- Have multiple areas that are randomly selected for each time played
Need to Discuss about (there could be more)…
- Balance of hiders and seekers (currently, 1-8 players : 1 seeker, 9-12 players : 2 seekers)
- Not too many nook and cranny to search in
- Make the map right size for HnS
- Make it somehow more different from others
--
Not only do I need some brainstorming if you guys have the time you could help me add some of the mechanics suggested by me or others, and we get this right I or others can make a MOD for everyone to use.
Technically this will be community driven. I’ll make a to-do list once we get the ideas worked out.
If I do not reply to this post for 14 days or each post I make then I probably gave up and someone else may take this work. Or if I say so.
There are a few maps on hide and seek. I want to know. What makes a good hide and seek map? Currently I'm one of those few who just got bored and made an HnS map... sad I know.
Give me ideas, concepts and possibly a design that I could work on. I already have a map up and running on NA and SEA, 'Hiders and Seekers'.
Here are some of the concepts implemented into it:
- Limited timer of 9 minutes
- Hiders are only temporarily invisible via draining of their energy
- Seekers have some limited range of detection (2)
- Hiders can run faster than Seekers but accelerates considerably slower than Seekers
- Seekers can kill Hiders by area damage spell, limited only by cool down and range
- Map has some foliage and objects to make it somewhat harder to look for Hiders
- It rains to distract the Seekers
- Seekers can never be killed
- Once a Hider dies, it becomes a Seeker
- Once all Hiders are dead or timer runs out game ends but players have a choice to restart or leave the game
- There’s a mining colony theme to it
--Currently Thinking of …
- Marco-polo style, by which Seekers can initiate ‘Marco’ by which in a limited time one of the Hiders must initiate ‘Polo’. Seeker that initiates it gets pinged on the minimap and the Hider that replies back also gets pinged on the minimap. If no Hiders initiate ‘Polo’ all Hiders get pinged. There’s a chance that the Hider that replies may not be pinged instead a ping will be called randomly on the map (the misleading polo)
- Have multiple areas that are randomly selected for each time played
Need to Discuss about (there could be more)…
- Balance of hiders and seekers (currently, 1-8 players : 1 seeker, 9-12 players : 2 seekers)
- Not too many nook and cranny to search in
- Make the map right size for HnS
- Make it somehow more different from others
--Not only do I need some brainstorming if you guys have the time you could help me add some of the mechanics suggested by me or others, and we get this right I or others can make a MOD for everyone to use.
Technically this will be community driven. I’ll make a to-do list once we get the ideas worked out.
If I do not reply to this post for 14 days or each post I make then I probably gave up and someone else may take this work. Or if I say so.
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