This post is in no way meant to be a complaint and every issue I mention here has already gotten attention from the Devs, they aren’t unknown issues and I know that they will be fixed whenever the time for them to be fixed is. I’m forever thankful for all the hard work and content that we get and there are always way more important issues to work on than niche things like this, I just wanted a place to write everything out as I’m feeling a little defeated and thought documenting it might help.
So, since October 2024, I’ve building my absolute dream map on and off with the help of some friends; A large-scale atmospheric Hide & Seek map. If it’s enjoyable and people like it, my plan is to create a system that will reset all parts of the map and allow anyone to run rounds if I were to upload it to the Workshop.
Here are a few screenshots to give you an idea of the vibe,
(it’s very dark because you’re meant to navigate with Flashlights);
The first and biggest heartbreak of making this map was learning that there would be an issue with draw distance as it prevents you from seeing other players from much of a distance. This rendered all of the vantage points I planned out useless which is entirely my fault for not checking this with a friend before starting.
I dream of being able to see silhouettes running around in the mist while on top of the towers / castle (not pictured) or the opposite, being on the ground and seeing a silhouette at the top. The map heavily uses fog & silhouettes so something like further draw distance would be amazing.
I attempted to create a bandaid solution for that by setting up a whole bunch of Camera IO volumes that could be used in a security room to spy on certain locations in hopes of catching another player, thinking that Camera IO “teleported your character” to its view and therefore bypass the draw distance problem.
Unfortunately that then lead to the discovery of this bug(?), meaning anyone accessing the Cameras will see everything except other players.
I then tried to get around that by absolutely losing my mind and made minefields of Trigger Volumes that match where you would be visible on each of the 13 Cameras, sending back a red light over the top of the corresponding monitor meaning you would at least be able to tell your Seeker Teammates, “Hey, there’s someone in view of Camera 10! It’s the one by the farm!”
Here’s what kind of chaos that can look like, especially when your options are Square, Sphere or Cylinder:
And here’s what 5 players triggering 5 different areas looks like back in the security room:
While working on this, I noticed that Camera IO doesn’t have a way to exit using CTRL like the Security Camera item does, leaving you reliant on the Auto End Delay, which is a static value up to 10 and not ideal for something like my map where you could sit there waiting as long as you like.
I also noticed that you’ll still be prompted for any interactables near your character while within the Camera IO which is a bit unpleasant having the prompts come up in the middle of the screen while trying to look through it.
That being said, I would have utilized that to change the “Enter Camera” button into a “Leave Camera” button that you could interact with while in the Camera IO, emulating for example, pressing CTRL to exit but I’d like the Cameras available to multiple people at the same time so I can’t do that.
At the end of the day, I’m kinda proud of what I’ve made so far and also everything I’ve tried in order to overcome the issues, it’s great building experience and I’ve learnt a few lessons on things like scale and uh, not.. testing things before setting out to do them.
It’s all worth it, I just hope that in the future some of these issues will have solutions, especially that first one >_<
Thank you for reading