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How would you change Haddonfield?

TheArbiter
TheArbiter Member Posts: 2,744

We've all been there, either as Survivor or Killer and I think both sides can agree changes are necessary. What would you do to change the map if you could?

Comments

  • DemonDaddy
    DemonDaddy Member Posts: 4,168

    Shrink the map down and convert it into a multi layer map like the game.

    Top portion is the house with smaller fields containing junk/car obstacles, also corn but far less to avoid large dead zones

    Bottom portion would be bubba's basement playground; meat cellar, torture room, labyrinth of pile junk and victims belongings, even throw in some tunnels leading into the fields around the house

  • GeneralV
    GeneralV Member Posts: 12,666

    Make it actually balanced or even slightly killer sided... if that is even possible. Perhaps remove house of pain? And god windows.

  • poomanchu
    poomanchu Member Posts: 242

    Less solid hedges. How can a hedge stop a charging Oni? Let’s be realistic here

  • GodLikeTerror
    GodLikeTerror Member Posts: 1,054

    Haddonfield needs a serious rework bigger than what ormond got to make it less painful to play on.

  • MadLordJack
    MadLordJack Member Posts: 8,814

    Remove every window in every house. They are legitimatly all god windows of varying degrees except the super weak ones at the verandas.

    Remove every picket fence. All of them. Gone. Make them fall in the ground and become little ground cosmetics. Same for the long hedges.

    Weaken every pallet on the map. Even the ones on the corners of the houses. And especially mega nerf those junk tiles in the park areas, those things are just stupidly op.

    Add in more doorways in the houses, add more pallet loops within the houses. Make it so that every balcony has a doorway and a window at all times, close enough that it cannot be a loop but strong enough to be a single-use window. Add a chainable 1-use weak drop-pallet to the end of each of the balconies.

    Shrink the map a little, or barring that make it so that no more than 2 gens can spawn in a basement or second floor.

  • fray1919
    fray1919 Member Posts: 199

    When you're playing on Haddonfield, survivors start injured and can be mori'd before being hooked.

    Hot characters stand on the side and cheer on the killer during the match.

    If you swing your weapon, Jeff Bezos has to send you $10,000. This has no cooldown.

    In the postgame chat, the survivors have to call you Super Kami Guru.

  • TheRockstarKnight
    TheRockstarKnight Member Posts: 2,171
    edited March 2021

    Generators don't spawn on the second floor of the houses.

    There are no fences in the front or sides of the houses just the back, the hedges on the sides can be walked through but are NOT see through (so Myers can't be spotted but so he also has to do his whole 'peek around the hedge' deal in order to stalk. Despite having no collision, Ghostface can lean off their edges.)

    The houses themselves make up more of the map being wider and have first floor loops made up of narrow and claustrophobic multiple rooms inside them on the first floor - pallets around furniture/doorways and/or vaults over couches, tables, or dressers. These loops are of varying strength depending on the house layout - some easily mimdgameable, others strong. None are God loops.

    Gens on the first floor can spawn with no Survivor LOS - so you're at risk of getting grabbed off them or can spawn instead of a loop in a large room with many windows.

    The second floor windows are all unvaultable except one at most, but there are doorways that can be used to access the roofs/balconies - one will be a breakable wall (beside the single window if it spawns) the other will always be open.

    All blocked windows (first floor and second) can be stalked through a la Hawkins glass, some are cracked open and can be shot through by Deathslinger, Plague or Trickster.

    Totems and chest spawns are upstairs, hidden inside furnished rooms with no doorway drops or windows out.

    Hooks spawn on the balcony that has an open doorway to it or on the ground in front of that balcony. The second floors can have God Pallets at the stairway entrance to the floor, but only if the one possible window does not spawn AND the first floor loops are unsafe.

    Crows spawn on the porches that are disturbed if someone is inside without Calm Spirit or not crouching. Porchlights and interior room lights flicker if a gen is inside and not repaired - fully repairing the gen brightens them up.

    Every house can be entered; some have their upstairs doorway blocked, so only the first floor can be used. But there are no more block houses.

    The Myers' House basement now spawns behind the house via open cellar doors down under the building. The interior of the house has a very strong pallet - God Pallet equivalent, but a breakable wall weakens it: upstairs never has windows that can be vaulted, but does have an open doorway out as well as two garbage pallets. The Myers' House gen of trophy fame spawns outside the house by the basement entrance, with a hedge all around it for jumpscare potential. Windows are same as the rest of the houses; additionally there are multiple on the second floor with clear vision of the entire street.

    The House of Pain doesn't spawn on this map anymore.

    The street is very open now; just two cars, the Sanitorium station wagon Michael used and the police car. One is a pallet loops of the same calibre as before, the other will have a busted trash can beside it that acts as a vault location. The road blockers at the end of the street never have totems behind them, and always have hooks in front. Chests can spawn behind them now. Hooks can spawn along the street which has regular lampposts along it.

    The park section will only spawn by a house with no upstairs. It now has two bench loops in front and behind the square hedge 'loop' (since hedges have no collision it no longer works as a loop now though). A hook is always inside the hedge square.

    This park tile will never spawn on the end of the street - it will always be between two houses.

    The goal is to make this map more of an indoor map than an outdoor one, while also allowing from crow tracking, traversibility from house to house, and for Myers to stalk/sneak up on Survivors.

  • bjorksnas
    bjorksnas Member Posts: 5,804
    edited March 2021

    Change the layout of the map

    houses no longer have a backyard as they are all pushed up against a wall there are still openings on the sides of the houses (even closed) so you are never cornered house of pain is the only one with a backyard

    total of 3 houses open (2 not including strode house) total of 15 pallets max and minimum on the map

    strode house has 1 upstairs window only on the front and 1 window for the basement

    house of pain can never spawn with windows at the top of staircases or falling into staircases

    house with double upstairs windows and doorways has no other windows open ever

    houses with garage pallet always have pallet spawn and have only 1 window in the house that is right above the front entrance

    gen spawns are 3 in houses and 4 randomly split between the open yards either at the top of them or at the bottom in the street

    fences are removed

    exit gates always spawn opposite of each other aka if one is on the top of the map the other is on the bottom and vice versa

    windows in the map drop to a total of 5 pallet count is at 15 (8 garenteed on the bottom)(4 in the street)(3 at the top 2 of them are extremely strong to compensate)

    image.png


  • Withered8
    Withered8 Member Posts: 1,241

    Replacing the busted houses with maze tiles is a good place to start.