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The problem with New Graphic Update Maps...

Name_Unavailable
Name_Unavailable Member Posts: 520
edited October 2020 in Feedback and Suggestions

I kinda like the upgrade but i have 3 problem with them

  • All new maps almost look the same Mcmillan/Freddy maps feels they are from the same realm now, Unlike before when each one were more unique.
  • The grass, I hate it. The old one was much better.
  • More dead zones. Dead zones means boring chases, I perfer making the map smaller than having an empty space with nothing there no pallets or windows.

what do you guys think?

Post edited by Mandy on

Comments

  • pwncxkes
    pwncxkes Member Posts: 235

    I agree with all of what you said.

    The number of pallets wasn’t a problem anyway

  • Slickstyles
    Slickstyles Member Posts: 446

    The middle zone with Coal Tower leading up to shack is a dead zone, which is fine I guess. There used to be 2 pallet loops there I think. They could've kept 1 but w/e. There's plenty of resources around the outskirts of the map and near Coal Tower.

    There's about 30-40m of dead space from shack to the next tile with no foliage on Shelter Woods on ALL sides. I guess they expect us to just get hit by ranged and high mobility killers after dropping the pallet/leaving shack. I do like how shack is near a wall now instead of the middle. The middle of Shelter Woods is complete dead space.

    No pallets inside Groaning storehouse main. There should at least be 1. The windows are still strong and this being a big map, it's still relatively survivor sided.

    Suffocation pit looks the same.

    Ironworks is looking like the next pallet city. The breakable door on the first floor is stupid and should be removed. They should make the hole next to the god loop a breakable wall instead of a walkable doorway.

  • SpacingLlamas
    SpacingLlamas Member Posts: 602
    edited September 2020

    I thinks its just the grass textures looking the same. Also the coloring for the maps are different. Like the Badham maps dont have much of a purple tint to it. And the Macmillan maps dont have this very bright blue color to it either.

    I think changing the grass textures for each realm would help give its uniqueness back, but yeah the maps are starting to feel the same just with different structures.

    Post edited by SpacingLlamas on
  • ClickyClicky
    ClickyClicky Member Posts: 3,536
    • All new maps almost look the same Mcmillan/Freddy maps feels they are from the same realm now, Unlike before when each one were more unique.

    I’m glad I’m not the only one as that is exactly how I felt.

    I saw a streamer say other people arent happy that the blue filter is gone. Maybe a blue filter alone would bring back that classic mcmillan feel. I do miss every real having its own unique aesthetic.

    While the new grass is nice and a buff for Trapper I have to say with how thick it is I’m really worried about what the cornfields will look like once coldwind gets the update.

  • MrSmashem
    MrSmashem Member Posts: 161

    I disagree with the first 2 points.


    I personally think all 3 of the new Realms look distinctly different(and much better), but I can see why people might think they all look the same now. I think it comes down to the new grass. Its only on Badham and Yamaoka right now, so adding it to a new Realm makes it feel more like those 2, especially when the vast majority of realms dont have that style of grass. Once every map shares that grass and it becomes the standard, I think the map's differences will stand out more.


    In terms of the grass, I actually like it. I haven't had issues finding Survivors in it, but it still adds a bit of extra concealment for the Survivors; so it compliments the gameplay, without being overbearing. I also dig the look; maps look so much more lush and rich with it, imo. It adds so much to the atmosphere.


    I can't really comment much on Deadzones, other than I haven't noticed an issue on Yamaoka or Badham, yet(on either side). Badham was actually one of my least favorite Realms(especially for Killer), but its become one of my favorites for both sides. It feels pretty well balanced based on what I've played of it. Yamaoka seems decent, but I've played that Realm significantly less.

  • FogNoob
    FogNoob Member Posts: 116

    I appreciate the effort from the devs but I kinda prefer the old versions.

    I feel right now it's way too dark!! And I feel they removed all the color.. I miss the blue hue from the old mcmilan maps. Everything now is so grey and muted, like a PS3 game (even though textures are much better, of course).

  • DoctorMadness
    DoctorMadness Member Posts: 45

    It amazes me how shelter woods is still a big dead zone xD what a ######### map for survivors

  • Anara
    Anara Member Posts: 1,297
    edited September 2020

    How can you complain about that gorgeous graphic update.... Really I don't understand y'all....

    It doesn't look the same as Freddy's map.

    You just like to complain for nothing.

    This update is very nice I don't agree at all and don't understand how is it possible to complain.

    MacMillan is a forest, have you ever seen a blue forest? No. It's better in green.

  • KIKI_
    KIKI_ Member Posts: 135

    The grass is soooo bad, i hate it

  • Gylfie
    Gylfie Member Posts: 644

    We're being forced to hide from killers with supernatural abilities to appease a supernatural entity but I'm relieved to know at least now our forests are green.

  • ClickyClicky
    ClickyClicky Member Posts: 3,536
    edited September 2020

    I grabbed a screenshot from a youtube video and used a website to slap on a filter so it's a bit rough.

    What do you guys think? is it literally just a blue sky/filter effect that the map needs to make it feel like Macmillan estate? to separate it from the other realms?

    Here's an image of the current one I grabbed from google...


  • MrSmashem
    MrSmashem Member Posts: 161
    edited September 2020

    I mean, its all personal preference, but I prefer the top picture. With the filter(including the current, live version), it looks kind of cheesy, imo. I like the more natural and realistic look the top has; it looks way more immersive.


    I like how they are using the moon/sky to give the new map its traditional blue lighting without adding an overly saturated blue hue to everything else; it allows for more color variety/distinction and doesnt make everything look washed out. Instead of the whole map being different shades of blue, you really see the browns of the trees, the greens of the grass, the reds of the brick, etc. It also makes the wall lights and fire lighting really pop(warm, bright colors to contrast the cool, dark lighting of the rest of the map).


    Im surprised so many people are saying this looks worse or that they'd rather the old map. This is lightyears better than the old, imo. Maybe its just that those who don't like it are being vocal, meanwhile those who do like it are just enjoying it?


    Edit: To sum up my thoughts, I think the new maps look much more saturated and rich, even if they are a bit darker, which I think is great considering the theme of the game. Also, Im talking about the higher/highest level graphics settings. Im on a PS4, so I can't adjust the graphics settings and the videos I watch are all on Ultra. What Im saying might not apply to lower settings.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    @MrSmashem For me, blue filter or not, I dont mind. What I want is to feel each realm is completely different from others. Key buildings and those unique obstacles are not enough.

    I just simply Google Asia forest & America forest

    Do u feel the different between these 2? There is not even a single buildings. But they give you the feel of "different realms" in them.

    Different key buildings with the same plants is just like telling MacMillan Coal Tower & Suffo Pit are 2 different realms.

    I love the new graphic though, its just the distinguishing that I complain.

  • LittilAvindar
    LittilAvindar Member Posts: 255
    edited October 2020

    I like the graphics. My problem is that they felt the need to add all these kick-able walls and doors, so now, running into a building during a chase just hands you a dead end. They've also more or less just filled the place with unsafe pallets. Imagine having a limited number of pallets on a map, and most of them are unsafe pallets. So you got to vault a window, but the window is blocked because it's that version of the map. So you go to leave through another door, killer approaching from the one you entered, and the only other door is a kickable wall.

  • dspaceman20
    dspaceman20 Member Posts: 4,699

    In my opinion, I feel graphic updates for the map like this is a really good step in the right direction. Dark maps like this are good at capturing the dark scary atmosphere the game has been missing for a while. It also could be a good buff for stealth killers that could greatly rely on the darkness to make an impact.

  • MrSmashem
    MrSmashem Member Posts: 161

    I get what you're saying, and yeah, at a glance those 2 look pretty similar. If you look at them a bit more closely, the differences start to stand out. I digress though, I get what you're saying.


    To me though, Macmillan looks very different from the other 2. If anything, Yamaoka and Badham look more similar to me, than Macmillan. Macmillan has a dark blue sky and prominant moonlight, whereas the other 2 have a very similarly-colored sky and no real lighting differences. Badham's sky is like a purple/red, whereas Yamaoka's looks possibly a bit more orange/red. The big reason those 2 feel different(I think) comes down to the map's structure design: Yamaoka is full of Japanese-style architecture, statues and bamboo, whereas Badham has loads of white fences, modern buildings and playground equipment. Yamaoka is much more open, as well.


    Macmillan, on the other hand, not only has a noticeably different sky and lighting, but it has wooden crates lying around everywhere, instead of cars or statues. Its buildings are concrete with industrial windows. The loops are broken-down brick and concrete structures with exterior, mounted lights, instead of bamboo walls or fences/houses. Even the ground is a dark mud, compared to light dirt/snow(Yamaoka) or asphalt/grass with flowers(Badham).


    I really don't see much that is similar beyond the new grass. The thing is, I think the new grass is really what grabs most people's attention and that's most of what you notice on the new maps. That's why I think a lot of people feel like the maps look similar, which is why I think when all of the maps have overhauled grass and people get more accustomed to it, the differences will start popping out more.

  • Ryan489x
    Ryan489x Member Posts: 1,501

    graphical updates are great and all that but we could really use better map rotation. the estate and coldwin farm look pretty much the same. I played some games the other week that were all on Badham pre school just with different numbers next to them. I'm talking 3 in a row without offerings.


    I know making new maps isn't a cheap thing and I'm not saying it NEEDS to happen but with these realms and all what if you had different maps in Hadonfield, or Silent Hill may not be able to happen and I can except that instead of one map for some and 3 versions of other maps and so on.

  • C3Tooth
    C3Tooth Member Posts: 8,266

    @MrSmashem Grass, thats the point.

    In 2 different realms that 30% objects are different, the other 70% (grass & plant) make each realm 70% alike. They can just change the grass in each realm, I believe it will be good enough

  • Jill10230
    Jill10230 Member Posts: 475

    "Guys" or all?😀



    Me i think the grass make the Trapper, Hag, Spirit, and Ghostface strong. Yes, and it was necessery ! There is too much camp and tunnel, too much ragequit, too much nastiness in the killers today... The front maps were too open, too big, not at all to the killer's advantage... now everybody is happy, the survivors can hide, and the stealthy killers too, while the normal killers take advantage of their powers (like the trapper).



    The numbers of paletts and windows is fine, now the survivors will be quiet, loop but not everytime... We are in a HORROR game. Now the survivors will hesitate to loop for nothing !

  • MrSmashem
    MrSmashem Member Posts: 161

    I mean, if you look at the old grass, its all pretty much the same(and generously distributed), as well; just different shades(some are the same). The new grass is just a lot larger and has a distinctive look, so its more noticeable(which I think they intended to do for viable concealment); the old grass was much easier to ignore.


    Im sure there will be some variance to it once we get to stuff like Coldwind(will probably be brown/yellow). The style will probably stay the same, though. We'll see what happens.


    In terms of the 70/30 split, I strongly disagree with that number(unless you just picked a random number to make your point and it wasnt meant to be taken literally). Grass, even if it takes up a large surface area of a map, in no way accounts for 70% of the assets that make up a map. But lets just say it does, for the sake of argument, you could say the exact same thing for the current maps. Next time you play, really focus on how much grass covers each of the old-school maps. You'll find that grass is a common feature on all of the maps and there's a lot of it. That's why I think that once people adjust to the new look and it becomes standard across all maps that utilize grass, it'll fade into the background and things won't feel as similar anymore, much like they dont now, because you'll begin to focus on other things.


    Btw, not trying to dump on anyone's opinion here. Just throwing in my 2 cents and trying to give people something to think about.