Would you enjoy playing on a tiny map with no verticality?
Map size seems to be a contentious topic.
Would you enjoy playing on a tiny map with no verticality? 9 votes
Comments
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Of course
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you're thinking too big. I mean like 4+ rooms from rpd glued together.
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oops. good point.
smaller than shelter woods, though.
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map is just shack with no door or windows
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Keep in mind there's 7 gens in total, and should be spaced far enough apart so even ranged killers ought not to be able to pressure 3 at a time without moving.
My answer was no. Map sizes should be around 10,000 m^2 - for context, Gideon's is about 9,000 and Disturbed Ward is about 11,000. Minimal verticality is fine, but a complete lack is just more Shift+W promotion.
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How tiny we talking about, and why is it tiny?
(Is it a labyrinth where the pathways cause length, or are there doorways on the sides that Pac-man to the other side of the map?)
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right, I meant minimal verticality, sorry, I was being overly hyperbolic.
I almost said cramped, but that wasn't the right word.
I'm thinking a spaceship or a submarine.
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right.
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Give us an Among Us map, BHVR! I'd honestly love a ship, whether for deep space or deep water, and do hope it gets added eventually.
I think verticality like what we see in Temple of Purgation or Eyrie of Crows is ideal, and I hold Disturbed Ward as one of the most balanced in the game for size, verticality, and pallet distribution. I do like the idea of the verticality in RPD - having what feels like 4 levels is neat, even if i's just two with small areas of additional height, but the map's size and pallet spawns just make it all unwieldy.
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If you're going long and narrow you're probably going to have zoning problems (Hook at one end, all other Survivors at the other) if it doesn't have sufficient "verticality"/ability to be distanced from below/above/aside to create a circular pathway to most major points on the map.
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right. good point. sorry ,my game design expertise falls more in mechanics, and not map design, so I've got lots to learn.
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