HIDE'n'SEEK SUBMISSIONS/RULES PAGE (LTS, DM, KOTH)
Dec 14, 2021 16:00:36 GMT
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Post by dannyNATIVE on Dec 14, 2021 16:00:36 GMT
Welcome to the Hide'n'Seek Submissions/Rules page.
Here you can submit your Hide'n'Seek jobs for forthcoming events,
find reference for build requirements and the game settings needed to play
Hide'n'Seek
find reference for build requirements and the game settings needed to play
Hide'n'Seek
Game settings are simple.
In the online lobby, open your Start menu/
Go to 'Online'
And select 'Options'/'Player Overhead Display' and select 'None'
Now go to 'Settings' section in the Start menu/
Go to 'Display'
And turn your Radar, HUD and Player Overhead Display 'Off'
Rules are simple.
No radar, no HUD or player overhead including using the menu map during the game unless specified by game type
Hide'n'Seek Build Requirements/Tips
A general requirement for Hide'n'Seek maps are to pick or build a location with adequate hiding places and space to evade and escape your hunter.
It is absolutely essential that all maps in all modes must be built within a enclosed area, the object is to play Hide'n'Seek, giving each side a fair chance to find or evade the rival team but by all means please do build sneaky hiding places and the means to camouflage with the environment for the hiding team to utilise.
While some maps are straight up stalking arenas, also consider trying to integrate a locations NPC's into your map so it can also become a game of blending in with the general public of Los Santos to help avoid the ultra suspicious eye of the hunter team.
Enclosed TDM/DM's work great with no radar or HUD regardless but for Hide'n'Seek TDM's, consider setting team weapons individually so that the hunter/seeker and hunted/runner dynamic is in play, for example setting team 1 'Runners' to Switchblade and team 2 'Hunters' to Marksman Rifle, this team weapon setting is also available in KOTH mode.
A general dynamic of Hide'n'Seek maps is that the hunter/seeker team are always armed and the hunted/runner team have nothing more than a melee weapon and whatever pick ups such as health, body armour or other melee weapons and surprises you choose to put in your map to help aid them, this also gives the option for the hunted/runner team to turn the tables making the hunter the hunted, which is easier off radar whilst using the environment or surrounding darkness to your advantage.
In Hide'n'Seek especially in LTS mode, always try and build a separate enclosure for the hunter/seeker team's start points and weapons, making sure it's inaccessible once the hunters leave so that the hunted can't sneak in and arm themselves and what the hunters carry when they leave is strictly what they hunt with for that match. In TDM you'll be re-spawning with a fresh weapon when you're on the hunter/seeker team so building a weapons enclosure isn't mandatory and entirely your own choice to include.
Other combat modes are also welcome in Hide'n'Seek such as KOTH and Capture, these modes are welcome more for the experimental and innovative ideas that can be achieved from the dynamics found in these modes.
Hide'n'Seek Round Times/Match Length
LTS - 7 minutes per round max - First to win 2 rounds -
DM/TDM - 10 minutes
KOTH - 10 minutes - Hill: bag or vehicle only
CAPTURE - Dependent on dynamic use - If it's a round based capture, first to win 2 rounds - Anything else for example, a DM based map built in Capture - 10 minutes at 1 round
Please remember that Hide'n'Seek playlists are 8-9 jobs max so please do submit any jobs you have built for this particular concept in mind.
Please do use this thread to share ideas, ask questions or to troubleshoot and problem solve. I want to encourage a more ambitious use of the creator for this event and just combat based modes in general, so brainstorming is always a good way forward to find new ways to play and have fun.
I look forward to your submissions, future interactions and participation in this event.
Thanks,
dannyNATIVE
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