NEW HADDONFIELD IS LITERALLY WORST?
How the ######### you managed to make this map even worst? GOD WINDOWS EVERY CORNER the whole map feels like a one big house of pain. What the hell is that?
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with a infinite in the main building btw!
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House Of Pain has 2 God Pallets, that's cool
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Looks better to me but I haven’t played on it yet to get a feel of it.
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Have they changed it since the PTB? Playing it on PTB felt fine.
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I like It
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Frame drops and stuttering is more annoying.
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Oh damn, did they change it? It felt pretty good on the PTB.
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With 3 generators close to each other with nothing between them, along with other generators being also close to each other, dead zone in the middle low coverage easy to be spotted, windows so tall that it nulifies any value from them, windows so part way and pallets almost all unsafe.
You must be trolling
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Couldn't check the PTB (console), but new Haddonfield feels worse than old Haddonfield.
Loops are still safe, they spawn really close to each other, House Of Pain has 2 God Pallets and there's an abundance of God Windows.
Only things that are better is the smaller Gen spread and worse stealth
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the focus of the map has always been the strong windows like on Lerry's. As they removed several of the house instances, leaving only 2, they put more safe pallets on coner of the map, with 2 god pallets in the house of pain basement, but the main street is an entire dead zone.
I thought they were going to change the loop in the main building, putting some breakable door. But the basement is now spawn on it, so there's a high risk of looping through it.
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The one upstairs isn’t a god pallet, unless they changed it
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it is an unsafe pallet. ButI think having 3 pallets in the same zone (with 2 super safes in the basement part) is a bit much, even if they removed the chance of spawn the window to enter in the house of pain
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I think that house is ok now. There’s one good pallet and 2 that can be played around and no more busted windows. I’ll take that over the old one any day of my life.
Also if there’s actually still 2 pallets downstairs then that’s a bug, the devs mentioned during the ptb that wasn’t supposed to happen.
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i thought the 2 pallets in the house of pain is a bug
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If there’s 2 downstairs then yeah it is
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I do not find it to be a particularly well designed map for either side.
1: The map is MASSIVE - like, Red Forest levels of size, perhaps even bigger. It may not seem like it at first, but if you want to get from the back of the main building to the generator parked in the front room - you have to spend upwards of 10 or so seconds to walk there as killer. (That's nearly 46 meters!) While the direct distance is closer to 12 meters, having to walk around fences and go through several rooms and hallways severely hinders access.
2: Breakable Walls - Where are they? I thought those were supposed to be a big thing for new maps coming out. The primary method of designing loops is that a killer must preform a break action to make a loop weaker - but there are no breakable walls to truly allow this in many loops found in the houses.
3: House Infinites - Each house is designed with massively safe windows and incredibly punishing fences on the inside. A survivor vault in some areas can force the killer to take the window or legitimately abandon the chase. This was a primary issue with the first map, not sure why it's still the case. While taking killers like Nemesis, Demogorgon, Clown, or Cenobite may allow the killer to gain distance and tackle health states - I can't imagine playing this map on run-of-the-mill M1 characters. 4.6m/s is simply not enough to effectuate a hit with some of these windows and inner home loops - especially before the pallets are broken. The saving grace is that many of the pallets outside of the houses are not particularly useful and are hard to mind-game as survivors. Even the safe ones have very shallow hedges around them, making them pointless against Huntress, Executioner, and other such killers.
4: Gen Spawns - Seriously, who coded these things? It's hilariously bad for survivors, which is the only true saving grace for killer mains. I've played on this map for several hours yesterday and each match had a few generators bunched up so tightly it was hilarious. There's a gen spawn in the main building's living room - and one at it's front porch. It takes less than 2 seconds to change from pressuring one to the other. On three separate occasions, I saw these two gens spawn in conjunction with the playground gen next door as well as the neighboring backyard gen - creating an incredibly tight 4 gen situation. Pro-tip. Forget about all of the other gens as killer. Find your 3/4 gen setup and protect those only. Got a Pop? It can take over 24 seconds to walk to a generator across the way - it's not worth the time as much as 6 seconds of progress on a generator you're trying to defend. Survivors may have been given some super strong houses, but killers have been given the easiest 3-gen defense in DbD history.
5: Dead Zone Mid - There's a massive open area in the middle. Devoid of pallets and certainly devoid of generators. Killers that thrive on line of sight are going to have a picnic with this: Huntress, Nemesis, Nurse, Trickster, Plague, Deathslinger, and Executioner mains rejoice! But stealth killers and low mobility boyos are going to be slamming their fists into their keyboards. Ghosface and Onryo are the saddest little ones in the room. While half of the map being dead may make certain sense, and benefit killers - it's such a detriment to survivors that sensible lads are going to avoid it altogether. Literally. Survivors will avoid crossing the street whenever possible. The houses are incredibly powerful loops that can be chained together seamlessly, but the street has nothing of value to draw survivors out. The entire map is 3 lines of Kit-Kat with the middle one being a factory defect without a wafer, there's just nothing there to play around with. It's highly rewarding to catch survivors out in this place, but it's often more frustrating than it's worth. Especially since cocky survivors with good awareness will draw killers into dead zones to waste their time and pull them away from generators to create breathing room for their allies - meaning a survivor that starts to cross the street is more or less accomplishing the same as the ones who run into a completed gen area and hold W to the corner of the map just to waste your time.
6: God Windows? More like God Doors - The biggest problem of the houses are not the windows, contrary to popular belief. Especially when Balanced Landing is out of play, the windows are a hinderance, but not a deal breaker. At least, not by themselves. The major problem is that houses tend to have 2 doors - 2 ways to get in and out... that's it. If you are not by one of these doors, it can take several seconds to get into the building or - on the flip side - get out. 3 survivors choose to body block the main entrance? You need to get in there pronto, but hitting each one is going to take almost 10 seconds? Well, what are you going to do, go around? Going around the house can take almost 12 seconds! Upstairs chasing someone you don't care about - then get a notification that someone is working on a gen just outside the house? Have fun running the 30+m distance to get through a door. Either that, or you can run all the way to one of the windows, vault it, drop, and THEN walk around the house. There simply are not enough ways to come and go from houses - which makes the map feel so much bigger than it actually is... and matches feel much much slower than they actually are. Objective times don't change, but the time it takes you to walk from one side of a structure to another has been artificially lengthened. And to make matters worse, survivors always know where you're coming from. Trying to pressure a generator? No biggie, they know you're coming through the front door? What, don't want to use the front door and have them run out the back again? Going to have to cut them off and go to the back door to surprise them, right? Running the distance can easily give them an extra 8 seconds before you chase them away - that's a tenth of a gen for FREE.
7: Meyers Worst Nightmare - Ironically, this is probably the worst map for Meyers I can ever imagine. M1 phobic interiors, wide open areas in the mid that will cause him to instantly be spotted. 109% movement speed nightmare with the labyrinthine house design and fences. Massive dead zones that punish commitment. Safe survivor sightlines from generators in buildings, meaning you can't just walk up without them having a second or so to run. Pallet central outside that doesn't punish most killers, but will make Shape mains cry into their pillows at night. Generator locations so bad that you'd ball up your hands and cry out to God himself and ask why you weren't playing literally any other killer who could apply pressure to them. I haven't played Shape on this map yet and now I'm afraid to cue up as him in case I do. This design is, quite frankly, the worst thing for him. The only potential upside is the faster vault speed built into his T3, which would make him far more competitive in the houses that were clearly designed with inspiration from Fallout 2, because they're all Vault-City. But if you're that close, many other killers are already better options.
For the next few days, bring mobility and ranged killers for this match. You have a few seconds where survivors are forced to run towards windows - Huntress can give you a hit, Nemesis can give you a hit, Demogorgon can give you a hit, even CLOWN - in some cases - can give you a hit. The other half of the roster, however, will suffer greatly.
Good luck out there, and may God help us all!
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It feels like they made all the long fences that people complained about on old haddonfield into houses.
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No more windows and ony one pallet is guaranteed btw.
I'm ok with these 2 pallets since there is a huge empyness in the middle and other loops are mostly mediocre.
It's fine.
Look at The Game: there are at least 10 god pallets
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The middle sucks, the corners are filled with God Pallets, so the Map isn't much better that it was before
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I think its fine. Most of the map is centered around the houses this time around with the everywhere else being mostly deadzones.
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I actually think its way better then old Haddonfield. I would argue its balanced at the moment. I havent seen it favor survivor or killer significantly yet. In time I could change my mind but as of right now ive had great games on it as both roles. Old Haddonfield was busted and heavily survivor sided. With each house being able to be looped multiple times before the killer could catch up and thats not taking into account linking them together. Some of you are complaining about the 2 pallets in new house of pain. What you're failing to realize is that it wasnt the pallets that gave house of pain its name. It was the windows and see through stairs.
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The map isn’t “massive”, in fact they reduced its size in the revamp. From the notes on the updated Wiki for Lampkkn Land
- This update also removed two rectangular pieces from opposite outer edges of the Map outline, reducing the Map's size from 168 sqT to 152 sqT.
For context the median map size is 156 tiles so it’s actually smaller than most maps. (For comparison Mother’s Dwelling, the “Red Forest” map you’re probably referring to, is 188 tiles, it’s way bigger than Haddenfield.)
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I was going to say the new Haddonfield map looked small.
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Remember your highschool geometry, my friend.
While the tile size is not all that big, the distance you must travel to navigate it is.
If you have to get around 2 structures / fences that are 3 tiles wide in order to travel 2 tiles of distance - those 2 tiles are effectively going to be 6 tiles long.
The distance from the back yard of the main building to the generator inside is less than 12 meters, but requires over twice that distance to be traveled to kick it.
If you KNOW that someone is healing upstairs, so you walk around the insde of the house, around the fence, through the door, around the rooms, up the stairs, and over to the balcony where they are healing - it's a much greater distance you have to travel than the sum of the space between,
Volume =/= distance.
By volume, it's not at all the largest map around. But by relative distance - it is massive.
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But that's true of all-but-two maps in DbD. The only 2 that don't have structures in them is Shelter Woods and Wreckers yard.
Unless, Haddonfield is a complete maze, like RPD?
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Absolutely.
There are places in the map, due to only having two doors, where things are maze like - but it isn't centralized, each house is its own little maze.
You know how in RPD you get annoyed because you can hear a gen getting done, but you have to walk all the way around, take the stairs, then walk back? It's like that around each and every house because there's no simple way through.
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I just played on new Haddonfield for the first time, I hate to say it but I prefer the old Haddonfield. Haddonfield in the movies is not as open as the new map BHVR done, it just doesn't feel like Haddonfield.
the aesthetic is much nicer though, if you combine the new aesthetic with the old map, it would be a winner for me then, but this map just doesn't feel like a real street at all and certainly doesn't make me think of Haddonfield from the movies, its way to open. If anything it makes me think of that small group of houses in a courtyard they go to in Hunger Games after the games, or before they leave to go to the games.
sorry BHVR, I know you probably worked hard on it but the new Haddonfield is worse and I'm more likely to disconnect when it comes up than I was on the old Haddonfield.
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There’s no reason to think Haddenfield is more complicated to get around that other bigger maps that also have similarly sized structures.
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