6:20 The missile knows where it is at all times. It knows this because it knows where it isn't. By subtracting where it is from where it isn't, or where it isn't from where it is - whichever is greater - it obtains a difference or deviation.
It's far more entertaining to watch the hiders perspective, when moving is allowed. This have been my favorite to watch by far, for a long time. I was litteraly screaming MOVE! at the screen, at some point 😀
8:05 For those curious about when he was visible to Scrapman, as well as 10:50. Also barely 8:42 but the conversation is ironic "the side of my screen or something." Kan then goes to check how Scrapman didn't see him from that location.
A few days ago, I started building my own hide and seek map (coincidentally, the video I just watched was by the guy who designed the core inspiration for my map). After 13 hours, I don’t think I’m even 10% done.
@@SuperStan2519 that could be interesting to try. The inspiration is [redacted] if you wanna check it out (though I’m only building the [redacted]) Edit: didn’t want to spoil it for everyone
I'm working on one as well But it's a bit too big and I'm trying to make it beautiful so after more than 100h and half a year of sporadic work I'm maybe halfway done...
That was so funny. Watching you dart around the map every time that Kan and Moonbow sorta found you was hilarious, especially that second getaway from Moonbow.
Evolution in the genre! Always welcome. It's a bit too good for the hiders to always know where the seeker is when they're allowed to move, so I wonder if limiting that could be an option. OMG I've just noticed at 8:14 the couple pixels of Moonbo's name visible on the right.
@@irrelevantsafetyI only saw it because I knew where to look for after I was done watching the video. And, as popinjayishuman noted, there's a lot more than a few pixels at some points (but I didn't notice those either, so scrapman isn't blind or something!)
Double the rounds(seek twice),i would love 1 hr+ hide and seek videos every monday,some maps have so many hiding spots we dont see and i would love to see more and longer videos,loving the series
You guys should do the first 2 hints be the hud on like you did here, hints 3 and 4 be shooting spud guns before the seeker does hud on, so they can better choose a direction to look, and remaining hints are hud on and can look around like you guys did.
Do this mode with "COMPLEX" map, i think the coloured room one will be fun to watch. Instead of only alowing 360 view, give seeker 1-2 seconds to move camera in any direction (up,down,left,right, ALL) while HUD is on in this way the seeker will get idea of hiders.
allow the seeker to chose which hint is given, either spodgun or hud if the HUD is used as a hint the hiders can move but if it is the spodgun, they need to stay where they are. like this you can use hud to see direction and spodgun to see distance
6:24 The missile knows where it is at all times. It knows this because it knows where it isn't. By subtracting where it is from where it isn't, or where it isn't from where it is (whichever is greater), it obtains a difference, or deviation. The guidance subsystem uses deviations to generate corrective commands to drive the missile from a position where it is to a position where it isn't, and arriving at a position where it wasn't, it now is. Consequently, the position where it is, is now the position that it wasn't, and it follows that the position that it was, is now the position that it isn't. In the event that the position that it is in is not the position that it wasn't, the system has acquired a variation, the variation being the difference between where the missile is, and where it wasn't. If variation is considered to be a significant factor, it too may be corrected by the GEA. However, the missile must also know where it was. The missile guidance computer scenario works as follows. Because a variation has modified some of the information the missile has obtained, it is not sure just where it is. However, it is sure where it isn't, within reason, and it knows where it was. It now subtracts where it should be from where it wasn't, or vice-versa, and by differentiating this from the algebraic sum of where it shouldn't be, and where it was, it is able to obtain the deviation and its variation, which is called Error.
-DAY 32- OF ASKING TO DO CHEATER AMOUNG US HIDE AND SEEK- 1, at the beginning someone will be chosen to be a cheater the cheater will be able to turn there hud on every 30 seconds *IF THEY CHOSE* -they must be seeker 2, at the end of the three rounds everyone will vote on the person they believe to be cheating 3, If they are correct the ranking is in order of how fast the non cheaters found everyone 4, If they guess wrong then the cheater will automatically get 1st and whatever non cheater got the fastest time would get 2nd and so on 5, movement is allowed and the cheater can have their hud on for a max of 4 seconds use any map u like - THEESE RULES CAN BE TWEAKED TO HOW YOU SEE FIT - PLEASE DO THIS IT WOULD BE SO COOL :)
These rules make finding a hiding spot with a good view more useful. You want to be able to see what direction the seeker is facing when he turns the HUD on. It would help you know if you have to make a run for it, and which way to go.
Scrapman knows where he is at all times. He knows this because it knows where he isn't. By subtracting where he is from where he isn't, or where he isn't from where he is (whichever field of view is greater), he obtains a difference, or the hiding spot. The location subsystem uses deviations to generate corrective commands to drive Scrapman from a position where he is to a position where he isn't (but hiders are), and arriving at a position where he wasn't, he now is. Consequently, the position where he is, is now the position that he wasn't, and it follows that the position that Scapman was, is now the position that the hiders are.
If you do this again, I think you should ramp up the hints. First hint (4:00), you have to stand still like now. Second hint (6:00), you can rotate 90 degrees. (No cheating, kAN!) Third hint (8:00), 180 degrees, meaning you would see the whole map. Then at 10:00 add the spud gun shot after the HUD hint. 12:00 spud gun shot before the HUD hint. And 14:00 verbal hints start. Or maybe just allow the HUD on for 5 seconds or so while the seeker is allowed to move
If this is still too hard, maybe the hiders can't move until the 2nd hint. So if the seeker guesses right about which direction to face for the first hint, the hider is stuck.
Sardine, but with a twist… the finders-turned-hiders don’t speak… only the original hider and active seekers speak… so, again, any time a seeker finds them and joins the hiding spot they too have to go completely silent, muting the Discord (?) channel and be as nonchalant about it as they can (can still talk to the viewers this way!)… and be completely silent until the round ends. First to pack in gets 2 points, second gets 1 point, last one gets the time recorded-as this is for four players. At the end whoever has the shortest losing time gets 5 points, which could make or break things if there is a tie-or just be hysterical if one player is last place seeker three times out of three!
I have an idea for you guys. Maybe next time the hiders should have their HUD off as well and only turn it on when the seeker turns on their HUD. Or have it off the whole time for the hiders. This is so good! well done guys, I always watch your hide 'n' seek videos. (excuse me for my bad English, it's not my first language)
I like this style of play. I think maybe allow camera rotation after three hints. So like 4min HUD on, 6min HUD on, 8min HUD on, but every two minutes after that, can rotate the camera. Cuz it adds more to it I think to have to position yourself and hope you look in the right direction. Also adds suspense for the hiders not knowing if their position was spotted and they need to move ASAP. Can add humorous moments to the game like if the hider is just outside/above/below the seeker's view.
I think this idea could be interesting if the hiders ALSO are only able to have their HUDs on during hint time. Meaning that's the safest time to move because they know where the seeker is, but also the seeker knows where they're moving from
can you imagine if there are spots that have switches on the other side of the map though? anyways here's what I'd suggest: set a limit to how many times someone can move in a round, or make it so that you're not allowed to move as a hider after a certain time. have a map without real corners, making it slightly harder as the seeker. also have spudgun hints to the hud of the seeker I'd also suggest a smaller, more vertical map seeker can take a direction and look a full 90 degrees to any side of starting position for the hint seekers get a 4 second max after 10 min mark in which they can keep their huds after the hint, starting when they decide to move
For a suggestion on future rules. You can set up specific times that improve the seekers chances. Like for the first 2 hints not turning. Then the next 2 you can turn 360. Then the next to you can move for a count of 3 with your hud on. Then after 14 mins just keep the hud on.
Love how each map gets more and more detailed every new video. Things like uneven terrain, random junk spread around and different materials and colors on buildings really helps with the atmosphere of the map.
I liked the classic mode but this just brings so much tension, it's really fun to watch both the hider and seeker. I feel like movement should always be allowed on this version, as otherwise you only need like 3 hints to have a really precise idea of where the hider is. I wonder if there might be a way to have the hints give slightly more info, maybe the seeker could jump to try and gauge the distance ? Maybe only on larger maps As for the rotating I think it might be fun to not allow it for the first couple hints, just because it's hilarious to have the anticipation of getting the hint but not seeing any names/or the relief from the hider's POV of being somewhat safe for another 2 minutes.
This is so much fun tbh. Since this challenge gives out direction but not distance, what if you do another type of challenge that gives you the distance but not the direction? I can't really think of a way to do this, unless there are mods that let you see the distance to a player. This way the hiders can calculate the distance to the seeker on hint time and tell him. Either way, I'm so glad you still do different challenges once in a while. This is an amazing series!
I think moving while HUD is ON is OP for the hider, because it basically negate the HUD ON for the seeker and as long as the hider doesn't want to get found, the game will go forever. How about allowing only move once after Seeker use the HUD and the HUD must be OFF while moving and just turn back the HUD ON when the hider found a spot? This way, the hider can have certain risk when moving, same with the previous game mode where seekers increase when hiders was found. That was exciting to watch when hiders decides to move.
Watching this new format of turning on the HUD for a moment has me thinking of ideas on how to make my hiding spots in my map that much more difficult to determine using said method... Not that some of the spots need help... It's funny though, I've found that making spots is a lot easier than filling the map so that it's more than an empty building. I have a much better appreciation for all the map makers now that I am making my own.
Scrapman played that impressively well! Maybe some minor rule tweaks so the games are a little quicker for you guys, but as a viewer, I love that whole thing. Excellent idea! Thanks for cheating Kan!
I think this version is so fun. A different thing you could do would be, when you turn the hud on for the second in the one direction only, if you see a name, then you have to go for that person only before trying to find the next person. And if you see more than one name, choose one and then continue to only try to find that person first before trying to find the other. Hopefully that made sense. lol.
This was much harder than I expected it to be. Maybe at 10 minutes, AFTER the HUD on time, hiders give a short (2 shot) audible hint. And then maybe if the round is still going at 14 minutes, they give the audible hint before the HUD goes on, to give the seeker a clue as to which direction to face.
How about a modified ruleset where every 5 minutes or so the seeker gets one "cheat point" which they can choose to either save, or spend on a cheat, with 1 point getting a noise hint (like the spud shots), 2 points getting a verbal hint, 3 points getting the HUD cheat in this video, and 4 points getting to take out the connect tool with the same limits as the HUD cheat. (point values and times are only suggestions, and may need balancing) An easy enough way to track cheat points would be to track what they've been spent on and the total time spent seeking. Of course, this might be too complicated to do without a way to actually record the spending or points, but maybe it could be tracked automatically by a mod or something.
In 8:13 you can see a single column of pixels from Moonbo's name if you look closely at the right edge of the frame. Which made me realize, players with shorter usernames were at an advantage in this game mode in these edge-case scenarios, no pun intended.
I think a 3-5 second countdown to when the seeker has to stop could help balance it out. Edit: Another version of hide and seek could be the seeker having to "buy" their hints. You'd have to work out the times for balancing, but some examples would be a spud gun for 1 min, hud for 2, and verbal clue for 3. The seeker would be able to use as many and as fast as they want, or you could put a cool down on them so the rounds aren't like 2 minutes.
In order to balance this type of seeking, I think the time between hints should be reduced to one minute and rather than forcing the seeker to stand still, it should be a maximum of one second with the HUD active but the seeker is allowed to spin around. This way it gives the seeker direction while still allowing the hiders to move and change spots without undoing the information gained.
HUD off for all! Just like real hide and seek. Moving is allowed. Do 360 HUD on every 2 mins OR give the seeker 5 or more (you all decide) "cheats" that he can use at anytime. But he has to announce when he will be using it. When the seeker announces "HUD Time", everyone can use there hud for a 360 spin. Mall map would be good for this!
You could combine this Idea with with the blind hiders where everyone has their huds off, and at 2 minutes, the seeker turns their hud on. Or something like that.
Just a suggestion, stationary hud under 10 minutes, then 360 allowed over 10 minutes, to maintain the same structure as auditorial hints under 10 minutes and locational hints above 10 minutes.
You could add audio hints along with the hud at like 5 minutes or so. So that it gives them a hint on the how far they are from you. You could also have a “stun” period for the hiders. Say at 10 minutes once the seeker gets their hint the hiders have to stay in place for 30 seconds until they can move again.
At larger maps with a lot of hiding spots (like that vertical medival town you guys once did). Make it so the other person hiding has to give a clue to the seeker where to find the other hider. You are basically trying to screw the other over. The better your tips are the more chance you have to not be the first one to be seen. This also makes it so you have to hide from eachother.
I think you would need to make it so that the hiders are also in a spot at each hint time or you can only change spots alternating between hints, so for 1 hint you stay in your spot and the next you move around or find another spot. Love these hide and seek videos, I hope you guys keep them going :)
To build on the idea for his and seek from some comments: both sides don't get a hud and have the seeker choose which version of a hint they want for each interval. All movement should stop for the hints. If the seeker chooses a sound hint then the hiders get to turn on their hud for a quick look around. If the seeker chooses a visual hint then the seeker has to use his spud gun so the hiders get to hear where the seeker is.
I really loved this new way of Hide and Seek, i believe there is more difficult for the players and more fun to watch, because it creates more ways to have fun moments like when scrapman avoided moonbo etc
For Hud and seek I suggest having limited amount of 360 turns, so whenever you're seeking you can only 360 turn with the Hud on 3 to 5 times until your stuck as a security camera
Instead of hide and seek, do freeze tag. Tagger hits target, target freezes for 10 seconds with HUD off and becomes the tagger. Most tags within 20 minutes wins. Or something along those lines.
Another idea if someone hasn't said it already. No hud for anyone except hint time. Maybe the hiders have a small advantage and can look around during the hint. The next evolution of this it seems
I enjoyed it, especially since moving was allowed, yes the hider could move around but they'd have to do so as soon as the seeker turns hud back off again. I guess after a time limit you can disallow moving around or something.
Turns out you can see Moonbow's name in the 'hud on' at 8:14. If you look on the right edge of the screen at the top edge of the cart, between the cart and the wheel, you can see like a single column of white pixels that is from the "M" in Moonbo.
6:20 The missile knows where it is at all times. It knows this because it knows where it isn't. By subtracting where it is from where it isn't, or where it isn't from where it is - whichever is greater - it obtains a difference or deviation.
I'm glad I'm not the only one who thought of that
Haha. That is exactly what i thought of.
Y E S
Oh no, I was too slow
XD
someone explain the reference, i know ive heard this before but cant remember where, is it portal?
It's far more entertaining to watch the hiders perspective, when moving is allowed. This have been my favorite to watch by far, for a long time. I was litteraly screaming MOVE! at the screen, at some point 😀
I would say no hud for the hiders. Would make it more fair since hiders can move anywhere after the hint time
8:05 For those curious about when he was visible to Scrapman, as well as 10:50. Also barely 8:42 but the conversation is ironic "the side of my screen or something." Kan then goes to check how Scrapman didn't see him from that location.
At 8:14 when he does his hint you can barely see a sliver of his Moonbo’s name on the right side! So unlucky
10:53
He’s super visible
28:42 The funny thing is Moonbo was the one who made an escape route for Scrapman here 😂😂😂
Was just his revenge for the 7:56 part where he just runs past moonbo XD
@@caked3953 Isn't that Kan at the top left of the screen? Or am I missing something?
@@kj25 you can see moonbos head in the barrel at 8:05
@@kj25 that what nick says, I should have been more specific
Keeping the hud look locked to a certain angle makes the early hints more interesting, because they don't have to catch your direction.
I think at 10 minutes you get to move the camera. Then at 16 minutes hiders have to stay basically in their spot
@@GiantProcrastiNationnobody made it to 16 min, so more like 14
@@reesejohnson58 fair enough
Most entertaining Hide and Seek in a while. Great job on the moving around and running away from the seekers.
I like the dynamic hide & seek. It's so much more fun when the hiders can move around
Scrapman is officially the master of changing hiding spots in this mode he went first and managed to get both of their times well past his own to win
Yeah he was an absolute Beast in this one 😎
A few days ago, I started building my own hide and seek map (coincidentally, the video I just watched was by the guy who designed the core inspiration for my map). After 13 hours, I don’t think I’m even 10% done.
i hope scrapman uses it one day
@@SuperStan2519 thanks. Hopefully I actually manage to complete it
@@quakxy_dukx i still play sometimes if you ever need help
@@SuperStan2519 that could be interesting to try. The inspiration is [redacted] if you wanna check it out (though I’m only building the [redacted])
Edit: didn’t want to spoil it for everyone
I'm working on one as well
But it's a bit too big and I'm trying to make it beautiful so after more than 100h and half a year of sporadic work I'm maybe halfway done...
this was amazing and much more intense, lots of close calls
definitely like this more than the usual format
I don't mind the longer rounds. This flavor of hide and seek was thrilling!
This was probably one of the funniest hide and seek challenges yet! Please do more
That was so funny. Watching you dart around the map every time that Kan and Moonbow sorta found you was hilarious, especially that second getaway from Moonbow.
Evolution in the genre! Always welcome.
It's a bit too good for the hiders to always know where the seeker is when they're allowed to move, so I wonder if limiting that could be an option.
OMG I've just noticed at 8:14 the couple pixels of Moonbo's name visible on the right.
That is an insanely small piece, good eye
check out at 8:05
@@irrelevantsafetyI only saw it because I knew where to look for after I was done watching the video. And, as popinjayishuman noted, there's a lot more than a few pixels at some points (but I didn't notice those either, so scrapman isn't blind or something!)
Double the rounds(seek twice),i would love 1 hr+ hide and seek videos every monday,some maps have so many hiding spots we dont see and i would love to see more and longer videos,loving the series
You guys should do the first 2 hints be the hud on like you did here, hints 3 and 4 be shooting spud guns before the seeker does hud on, so they can better choose a direction to look, and remaining hints are hud on and can look around like you guys did.
Hey @Scrapman! Do you know that there is a new DLC for Teardown? If so, PLEASE PLAY IT, YOUR AMAZING!!
Do this mode with "COMPLEX" map, i think the coloured room one will be fun to watch.
Instead of only alowing 360 view, give seeker 1-2 seconds to move camera in any direction (up,down,left,right, ALL) while HUD is on in this way the seeker will get idea of hiders.
Okay this is definitely the way to go moving forward. This is so much fun to watch.
Best variation yet. Way better than "reverse" hide and seek.
He really played to win this time, which made it really entertainment.
allow the seeker to chose which hint is given, either spodgun or hud if the HUD is used as a hint the hiders can move but if it is the spodgun, they need to stay where they are. like this you can use hud to see direction and spodgun to see distance
One of the best. Had so much fun on this one! 😂😂😂
The moving was so much fun. This game mode is so fun to watch.
6:24 The missile knows where it is at all times. It knows this because it knows where it isn't. By subtracting where it is from where it isn't, or where it isn't from where it is (whichever is greater), it obtains a difference, or deviation. The guidance subsystem uses deviations to generate corrective commands to drive the missile from a position where it is to a position where it isn't, and arriving at a position where it wasn't, it now is. Consequently, the position where it is, is now the position that it wasn't, and it follows that the position that it was, is now the position that it isn't.
In the event that the position that it is in is not the position that it wasn't, the system has acquired a variation, the variation being the difference between where the missile is, and where it wasn't. If variation is considered to be a significant factor, it too may be corrected by the GEA. However, the missile must also know where it was.
The missile guidance computer scenario works as follows. Because a variation has modified some of the information the missile has obtained, it is not sure just where it is. However, it is sure where it isn't, within reason, and it knows where it was. It now subtracts where it should be from where it wasn't, or vice-versa, and by differentiating this from the algebraic sum of where it shouldn't be, and where it was, it is able to obtain the deviation and its variation, which is called Error.
-DAY 32- OF ASKING TO DO CHEATER AMOUNG US HIDE AND SEEK-
1, at the beginning someone will be chosen to be a cheater the cheater will be able to turn there hud on every 30 seconds *IF THEY CHOSE* -they must be seeker
2, at the end of the three rounds everyone will vote on the person they believe to be cheating
3, If they are correct the ranking is in order of how fast the non cheaters found everyone
4, If they guess wrong then the cheater will automatically get 1st and whatever non cheater got the fastest time would get 2nd and so on
5, movement is allowed and the cheater can have their hud on for a max of 4 seconds
use any map u like
- THEESE RULES CAN BE TWEAKED TO HOW YOU SEE FIT -
PLEASE DO THIS IT WOULD BE SO COOL :)
These rules make finding a hiding spot with a good view more useful. You want to be able to see what direction the seeker is facing when he turns the HUD on. It would help you know if you have to make a run for it, and which way to go.
This idea went do much better than I anticipated thank you!
The way Scrapman just swooshed Infront of Moonbo... Brilliant. One of the best episodes!
Scrapman knows where he is at all times. He knows this because it knows where he isn't. By subtracting where he is from where he isn't, or where he isn't from where he is (whichever field of view is greater), he obtains a difference, or the hiding spot. The location subsystem uses deviations to generate corrective commands to drive Scrapman from a position where he is to a position where he isn't (but hiders are), and arriving at a position where he wasn't, he now is. Consequently, the position where he is, is now the position that he wasn't, and it follows that the position that Scapman was, is now the position that the hiders are.
I think it would be cool if you guys each built a section of a map and then put them all together into a sort of Franken-map
If you do this again, I think you should ramp up the hints. First hint (4:00), you have to stand still like now. Second hint (6:00), you can rotate 90 degrees. (No cheating, kAN!) Third hint (8:00), 180 degrees, meaning you would see the whole map. Then at 10:00 add the spud gun shot after the HUD hint. 12:00 spud gun shot before the HUD hint. And 14:00 verbal hints start. Or maybe just allow the HUD on for 5 seconds or so while the seeker is allowed to move
If this is still too hard, maybe the hiders can't move until the 2nd hint. So if the seeker guesses right about which direction to face for the first hint, the hider is stuck.
Sardine, but with a twist… the finders-turned-hiders don’t speak… only the original hider and active seekers speak… so, again, any time a seeker finds them and joins the hiding spot they too have to go completely silent, muting the Discord (?) channel and be as nonchalant about it as they can (can still talk to the viewers this way!)… and be completely silent until the round ends. First to pack in gets 2 points, second gets 1 point, last one gets the time recorded-as this is for four players. At the end whoever has the shortest losing time gets 5 points, which could make or break things if there is a tie-or just be hysterical if one player is last place seeker three times out of three!
8:15 A few pixels on the right side of the screen show where moonbo is hiding
Potentially, after the seeker uses there huds the hiders have to stay still for a set amount of time, opposed to just instantly running.
I have an idea for you guys. Maybe next time the hiders should have their HUD off as well and only turn it on when the seeker turns on their HUD. Or have it off the whole time for the hiders. This is so good! well done guys, I always watch your hide 'n' seek videos. (excuse me for my bad English, it's not my first language)
I like this style of play. I think maybe allow camera rotation after three hints. So like 4min HUD on, 6min HUD on, 8min HUD on, but every two minutes after that, can rotate the camera. Cuz it adds more to it I think to have to position yourself and hope you look in the right direction. Also adds suspense for the hiders not knowing if their position was spotted and they need to move ASAP. Can add humorous moments to the game like if the hider is just outside/above/below the seeker's view.
I think this idea could be interesting if the hiders ALSO are only able to have their HUDs on during hint time. Meaning that's the safest time to move because they know where the seeker is, but also the seeker knows where they're moving from
can you imagine if there are spots that have switches on the other side of the map though?
anyways here's what I'd suggest:
set a limit to how many times someone can move in a round, or make it so that you're not allowed to move as a hider after a certain time.
have a map without real corners, making it slightly harder as the seeker.
also have spudgun hints to the hud of the seeker
I'd also suggest a smaller, more vertical map
seeker can take a direction and look a full 90 degrees to any side of starting position for the hint
seekers get a 4 second max after 10 min mark in which they can keep their huds after the hint, starting when they decide to move
For a suggestion on future rules. You can set up specific times that improve the seekers chances. Like for the first 2 hints not turning. Then the next 2 you can turn 360. Then the next to you can move for a count of 3 with your hud on. Then after 14 mins just keep the hud on.
Love how each map gets more and more detailed every new video. Things like uneven terrain, random junk spread around and different materials and colors on buildings really helps with the atmosphere of the map.
this is so exciting with the moving it brings a whole other dimension to excitment love it
I liked the classic mode but this just brings so much tension, it's really fun to watch both the hider and seeker. I feel like movement should always be allowed on this version, as otherwise you only need like 3 hints to have a really precise idea of where the hider is.
I wonder if there might be a way to have the hints give slightly more info, maybe the seeker could jump to try and gauge the distance ? Maybe only on larger maps
As for the rotating I think it might be fun to not allow it for the first couple hints, just because it's hilarious to have the anticipation of getting the hint but not seeing any names/or the relief from the hider's POV of being somewhat safe for another 2 minutes.
One word... Triangulation.
We need a map that's such a crazy maze that the seeker can constantly have their HUD on while still taking 10 minutes to find the hiders
This is so much fun tbh. Since this challenge gives out direction but not distance, what if you do another type of challenge that gives you the distance but not the direction? I can't really think of a way to do this, unless there are mods that let you see the distance to a player. This way the hiders can calculate the distance to the seeker on hint time and tell him.
Either way, I'm so glad you still do different challenges once in a while. This is an amazing series!
I think moving while HUD is ON is OP for the hider, because it basically negate the HUD ON for the seeker and as long as the hider doesn't want to get found, the game will go forever.
How about allowing only move once after Seeker use the HUD and the HUD must be OFF while moving and just turn back the HUD ON when the hider found a spot?
This way, the hider can have certain risk when moving, same with the previous game mode where seekers increase when hiders was found. That was exciting to watch when hiders decides to move.
Watching this new format of turning on the HUD for a moment has me thinking of ideas on how to make my hiding spots in my map that much more difficult to determine using said method... Not that some of the spots need help... It's funny though, I've found that making spots is a lot easier than filling the map so that it's more than an empty building. I have a much better appreciation for all the map makers now that I am making my own.
Scrapman played that impressively well! Maybe some minor rule tweaks so the games are a little quicker for you guys, but as a viewer, I love that whole thing. Excellent idea! Thanks for cheating Kan!
Wow. These rounds were not what I was expecting from the title and intro of this video. I think this should be the new standard hide and seek format.
Note to Kan and Moonbo, Moonbo was not looking right at Scrapman before Moonbo mentioned that, Scrapman was on that roof after Moonbo mentioned that
I think this version is so fun. A different thing you could do would be, when you turn the hud on for the second in the one direction only, if you see a name, then you have to go for that person only before trying to find the next person. And if you see more than one name, choose one and then continue to only try to find that person first before trying to find the other. Hopefully that made sense. lol.
This one made me laugh so hard when you were dipping out on them, and they couldn’t find you. Got a little light headed there. Lol
this gives an entertainment in hider’s POV too rather than staring at a wall with names floating
This was much harder than I expected it to be. Maybe at 10 minutes, AFTER the HUD on time, hiders give a short (2 shot) audible hint. And then maybe if the round is still going at 14 minutes, they give the audible hint before the HUD goes on, to give the seeker a clue as to which direction to face.
How about a modified ruleset where every 5 minutes or so the seeker gets one "cheat point" which they can choose to either save, or spend on a cheat, with 1 point getting a noise hint (like the spud shots), 2 points getting a verbal hint, 3 points getting the HUD cheat in this video, and 4 points getting to take out the connect tool with the same limits as the HUD cheat. (point values and times are only suggestions, and may need balancing) An easy enough way to track cheat points would be to track what they've been spent on and the total time spent seeking. Of course, this might be too complicated to do without a way to actually record the spending or points, but maybe it could be tracked automatically by a mod or something.
In 8:13 you can see a single column of pixels from Moonbo's name if you look closely at the right edge of the frame.
Which made me realize, players with shorter usernames were at an advantage in this game mode in these edge-case scenarios, no pun intended.
I think a 3-5 second countdown to when the seeker has to stop could help balance it out.
Edit: Another version of hide and seek could be the seeker having to "buy" their hints. You'd have to work out the times for balancing, but some examples would be a spud gun for 1 min, hud for 2, and verbal clue for 3.
The seeker would be able to use as many and as fast as they want, or you could put a cool down on them so the rounds aren't like 2 minutes.
This might be my new favorite format, I hope to see it in the other maps aswell!
This was great fun to watch, absolutely love when moving is allowed
In order to balance this type of seeking, I think the time between hints should be reduced to one minute and rather than forcing the seeker to stand still, it should be a maximum of one second with the HUD active but the seeker is allowed to spin around. This way it gives the seeker direction while still allowing the hiders to move and change spots without undoing the information gained.
HUD off for all! Just like real hide and seek. Moving is allowed. Do 360 HUD on every 2 mins OR give the seeker 5 or more (you all decide) "cheats" that he can use at anytime. But he has to announce when he will be using it. When the seeker announces "HUD Time", everyone can use there hud for a 360 spin. Mall map would be good for this!
Scrap rolled a nat 20 on that final juke
Kan is a great trend setter, my favourite set of rules I’ve seen in a hide-and-seek video so far.
Make it better by having the hiders (edited) go by the same rules. You don’t know when or if to run away making it a heart pounding thrill
Do you mean hiders?
@@irrelevantsafety l may have meant hiders hahahaha thank you
this seems like a lot of fun
This was definitely one of the most entertaining hide and seeks in a while
You could combine this Idea with with the blind hiders where everyone has their huds off, and at 2 minutes, the seeker turns their hud on. Or something like that.
Just a suggestion, stationary hud under 10 minutes, then 360 allowed over 10 minutes, to maintain the same structure as auditorial hints under 10 minutes and locational hints above 10 minutes.
That was such an awesome round of hide and seek. I loved it. Can't wait to see more.
This is the best hind and seek variation you guys have ever done. Do more of these
It's been a while, but would there be a freecam mod? As a hider, it would be a nice tool for videos.
Hope ur all doing well
This was way more entertaining than the usual audio hints.
here's an idea, hider's dont get huds but the seeker gets their hud for 10 seconds every 2 minutes
You could add audio hints along with the hud at like 5 minutes or so. So that it gives them a hint on the how far they are from you.
You could also have a “stun” period for the hiders. Say at 10 minutes once the seeker gets their hint the hiders have to stay in place for 30 seconds until they can move again.
This one was crazy!
At larger maps with a lot of hiding spots (like that vertical medival town you guys once did). Make it so the other person hiding has to give a clue to the seeker where to find the other hider. You are basically trying to screw the other over. The better your tips are the more chance you have to not be the first one to be seen.
This also makes it so you have to hide from eachother.
Been a while since a hide and seek got my heart pounding, well played
I think its a recreation of a map from "WEST HUNT"
8:15 seeing Moonbo's name as a single pixel thick line in the right side of the screen is hilarious
I think you would need to make it so that the hiders are also in a spot at each hint time or you can only change spots alternating between hints, so for 1 hint you stay in your spot and the next you move around or find another spot.
Love these hide and seek videos, I hope you guys keep them going :)
To build on the idea for his and seek from some comments: both sides don't get a hud and have the seeker choose which version of a hint they want for each interval. All movement should stop for the hints.
If the seeker chooses a sound hint then the hiders get to turn on their hud for a quick look around. If the seeker chooses a visual hint then the seeker has to use his spud gun so the hiders get to hear where the seeker is.
well that was an awesome concept...would love to see how they build on this model
Its scary in the scrap machanic thing you're in
I really loved this new way of Hide and Seek, i believe there is more difficult for the players and more fun to watch, because it creates more ways to have fun moments like when scrapman avoided moonbo etc
Love the Scrapmechanic content still all these years, as weel for the active comunity to make this possible, keep em coming !
The hiders moving, with the HUD on is what makes it powerful, as they can dodge the seeker with purpose. Without it, moving wouldnt be that bad.
I think they should be able to have the hud on while they're in their hiding spot but not while running that would balance it a little
For Hud and seek I suggest having limited amount of 360 turns, so whenever you're seeking you can only 360 turn with the Hud on 3 to 5 times until your stuck as a security camera
Instead of hide and seek, do freeze tag. Tagger hits target, target freezes for 10 seconds with HUD off and becomes the tagger. Most tags within 20 minutes wins. Or something along those lines.
i look forward to hide and seek so much every monday it one of the best parts of my week
it should be HUD off for hiders when changing location
Scrapman's reactions are priceless
This is the exact opposite of spudgun audio. Spudgun tells you distance this tells you direction
4:13 that's a new pitch from Kan's voice.
8:05 a wild Moonbo sighting, but not by Scrapman.
Makes me remember that monday is just like any other day, and that it can still be good
Another idea if someone hasn't said it already. No hud for anyone except hint time. Maybe the hiders have a small advantage and can look around during the hint. The next evolution of this it seems
gotta say, it's a lot more entertaining to watch when the hiders can move!
I enjoyed it, especially since moving was allowed, yes the hider could move around but they'd have to do so as soon as the seeker turns hud back off again. I guess after a time limit you can disallow moving around or something.
Turns out you can see Moonbow's name in the 'hud on' at 8:14. If you look on the right edge of the screen at the top edge of the cart, between the cart and the wheel, you can see like a single column of white pixels that is from the "M" in Moonbo.
The ending was perfect, hilarious