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Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

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Silent hill map

C3Tooth
C3Tooth Member Posts: 8,266
edited June 2020 in General Discussions

I see many people hate this map in play wise. But we should do a list of reason why you hate the map, so perhaps Devs might change it later.

For my personal:

There should be new way to drop down to the yard from 2nd floor corridor

At least make half of the corridors have different light color, to know where you are.

Have letters A & B on each front door.

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Comments

  • HP150
    HP150 Member Posts: 455
    edited June 2020

    I disagree with the color coding / alphabetical labeling.

    Artistic-wise, it is a near 1:1 perfect recreation of the SH1 school from 11+ years ago brought back to life in a modern engine with added DBD fluff such as gens/pallets/lockers/etc. A color-coding / labeling would be antithetical to this. Gameplay-wise, I think a lot of people are jumping the gun. All of the rooms have at least one fairly easily recognizable landmark if you just peer in to prevent disorientation. From there, it's all a matter of familiarity. No need to dumb it down just yet.

    And you might say, "but what about the new players". Listen, I've played Treatment Theater since the Doc's release. I've played Meat Plant since Pig's release. I've played Hawkin's Lab since Demo's release. Half of the time I still have no goddamn clue where I am on those maps. Not even a week after PH's chapter release and it's nowhere near as bad. It has structure. It's not a complete maze. It's still an indoor map, sure, but it's the lesser of other evils. Give it time. It's definitely a step in the right direction as far as indoor maps are concerned because every individual room is unique visual-wise and will reliably tell you where you're at it (looking at you The Game and Hawkins).

  • Anara
    Anara Member Posts: 1,297

    I think I'm the only one on this forum to like this map both sides. I think it is well balanced.

    Don't change anything, I think the players don't know how to play there, but it takes time to learn a new map.

  • Deadeye
    Deadeye Member Posts: 3,627

    I think it is easy to get down, but hard to get up. In comparison, the Game has also stairs in the middle of the map. On Midschool you have only 3 spots to get on 2nd floor and they are all in the corners of the map, that causes a lot of travel time.

  • Deadeye
    Deadeye Member Posts: 3,627

    Regarding orientation I also think it is not necessary, this comes with time and is way easier than for example Lerys (where I always have a hard time finding the main room or the office). The doors in the middle are always facing each other and the clock tower is always at the same spot. This is the main orientation you can get to know which part of the building you are in (once you have seen the clock tower)