Just a place to write after running into a few niche issues while building my map

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. :sweat_smile:

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 :black_heart:

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Sucks there were a lot of roadblocks when you’re creating your map. I think I can look into fixing some of it though!

This is something to do with networking, but we could look into adjusting for Condos and extending out network distances so they show up. A customizable setting might be good way to go here.

This bug is also similar issue, though I think a band-aide solution would be to fake teleport the players to where the camera is. I can look into solving this bug sooner than later.


I can look into adding this in the next update. I’ve been itching to do more Condo IO work and I’m wrapping up Accelerate SDK tools now.

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If possible could it be something that we can disable per camera?
Having a way to escape a camera early would mess up cutscenes.

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Thank you Mac, you’re amazing! I know what I’m doing is outside of the intended use for the features so I really appreciate you taking the time to look into the issues :black_heart:

Ahhh of course, sorry I never realized that these were networking issues, that makes a lot of sense. Hence why the Host can see people in the cameras but not the other way around. I hope they aren’t too much of a hassle, I’ve heard that anything to do with networking is a bit of a nightmare.

This will be awesome whenever you’re able to!

I agree with @expert_plungophone’s reply above mine though, if it’s possible to be an option I think that works best. I don’t want to grief anyone else’s work with my suggestions :sweat_smile:

Thank you again so so much, I can’t stop smiling. Can’t wait to see what you and the team cook up with all the future updates, the planned stuff in Condo I/O is juicy!

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@macdguy You’re an absolute legend man!

I’ve been helping Tea in his map doing the Condo IO and while things haven’t been easy, I’m really amazed with that he’s been able to make and how much effort he put into it

I’m really happy to hear that the issues he’s been facing are getting looked at :smile:

I was just wondering something. Tea didn’t bring it up in the post and I’ve been curious about this. When people are hiding and use voice chat, you can see the orange speaker icon above their head which can clip through buildings and some hiding spots, especially if it has a low-ish ceiling (think wardrobes, cupboards, etc)

You can hide player names using Location Volumes which make it perfect for hide and seek type of games, but not being able to use voice chat without having a big orange speaker icon above your head is a bit funny lol

So my question is: how come it sticks above your head even when you press F5? Is it part of the player’s model or is it rendered on a different layer or something?

Again, thanks for everything!

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I’d make it a setting to enable the ability to leave, so by default they won’t have that feature.

That’s definitely just an oversight, honestly. I can have it so it hides when you press F5 and hide it when name tags are hidden too.

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That would be awesome if you could make that happen! Thank you so much :smile:

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