Dead Dawg Saloon is an unbearable map to play on.
How long has it been since this map was released now, 2 years maybe? I sincerely cannot comprehend how ANYONE could consider this map to be killer-sided, it's the absolute opposite of that. If I were the victim of a chainsaw freak accident I'd still have enough fingers on me to count the total number of wins I ever had on that map off one hand.
Let me tell you what the biggest issues are with this map.
- Extremely (!) safe gens. The worst offenders are the ones at the saloon itself and the one on top of the gallows. Both spots give survivors a good view of the map and enable them to see the killer coming anytime which makes it impossible to catch out anyone who repairs gens at these locations.
- Overabundance of doors. We know that this map is the posterboy for these since it introduced said gameplay element but the gimmick has long since overstayed its welcome. The number of doors NEEDS to be reduced.
- Infinite loop(s) at the mainbuilding/saloon itself. This place is flatout cursed, 'nuff said.
- Smaller map means easier time with chaining structures and tiles. A safe pallet or vault is never too far away.
Please, for the love of the Entity, rework this wretched map. I'm sick and tired of it, I cannot believe the community even voted for this map during the current community event.
Comments
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There’s no infinites on dead dawg and most the pallets are awful. That alongside its small side makes it pretty killer sided so long as you let the high up gens go early
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Looks like I finally found some else who hates this map. Personally though, I think it sucks for both sides (somehow).
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considering it's the map that introduced the worst mechanic in the game I've disliked like it since day one
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There is. If you run counter clockwise and use the side balcony vault it will always break chase and you can't catch up as killer.
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You always have a fairly tight 3 gen behind shack and usually get another 3 gen between main and the town. You also end up with a loose 4 gen a lot of the time with a gen spawning near water tower and shack+the gens behind shack.
Break the door near the upstairs window in main and break the door at the downstairs window. Now main isn't a huge deal.
The town portion itself can be annoying. Just break the doors and don't overcommit to it if the spawns are that bad.
If you don't like, you don't like it. But I don't see how it's survivor sided.
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You can easily have a map control on saloon as killer. It's a 70/30 killer sided imho . There are no infinites and tons of useless pallets. Plus the map Is super small and hooks are really close to each other, especially on the center. So with this "scourge-deadmanswitch" meta you won't have any problem to play as killer. Then there Is genrush,but it's another story.
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It's my absolutely favorite map on both sides.
Yeah, the main building is extremely survivor sided, but i still have more fun on this map than any other
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The map is still mostly killer sided because it's one of the smallest maps in the game, and most of its loops are unsafe. However, I must say I still hate to play on it as killer. The loops with breakable walls, the main building and the safe gens on higher floors are things that can make it quite annoying. That's also why I disagree when someone says its the best map for killers, Midwich is better.
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if you referring to main-building, there is breakable wall on top vault near gen, though most people don't know about that semi-infinity loop. I don't normally break it unless the survivor knows the loop.
if your talking about buildings, there are holes you can fall through as killer and they're highly vulnerable to red glow mindgames.
problem with midwich is that you can just stand on the other side of hallways and just loop in circles by hold-w in front of the killer for 2-3 loops while your outside of the chase as killer. This gets especially bad on killers like huntress, deathslinger, trickster who move at 110% m/s but cannot really shoot because missing/aiming down sight just slows them down for even more loops.
When you are about catch-up, the survivors.... have god pallets on either side of staircase and can break bloodlust repeating entire.... process again. A lot of midwich pallet loops are unsafe individually, but the issue is that a lot of pallets link into each other such that if you run them in a specific way, they become semi-safe, like for example the 2 pallets by the exit gate, the 3 pallets in library, some classes rooms have those breakable walls with the window+pallet.
I'd say killers that have mobility highly exploit the map really hard. Nurse for example has like.... global mobility on this map with almost no LOS breakers anywhere. Hag can place traps on every doorway and hallways, personally hate playing against midwich hag. Wraith is also really strong on the map, his heighten cloaking m/s prevents hallway looping and undetectable undeniable strong for generator positions.
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By unbearable do you mean very fun with a great aesthetic?
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What killer did you play last on there?
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You have to avoid main building. If you want to play main building you have to break the wall at the upper floor, it’s mandatory. If you are playing m1 killer and spawn at this side of the map break it immediately.
As for the others walls, I don’t know what you are talking about. They are mostly cosmetic and useless.
It’s a very strong map for killer because you can 3 gen or even 4 gen easily.
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I think the map is more 50/50 rather than your estimate of 70/30. It really comes down to which side plays the map better since the map has strong things for both sides and it's a matter of who presses the advantage better.
My experience is that usually saloon gen popping early results in the killer winning and saloon being saved for last usually results in survivors escaping. Well that or the killer plays too much around the saloon.
Since the saloon and the houses are pretty good areas for the survivor as they offer good pallets and good vaults (even with broken walls). The map being small and the other part of the map having no vaults gives the killer something to work to build up there pressure. It's oddly one of the more balanced maps in the game and that's really saying something about the rest of the maps in dbd.
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I dont like that map for both sides
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On dead dawg saloon, you need to know how to loop and pay attention to the killers movements. Sometimes hiding is better too, there’s a lot of huge bushes to hide in.
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I think of it as survivor sided as well and use to lose it a bit when streamers said it was killer sided too. The reason it’s ‘killers sided’ is because it’s a very small map. Which is true. But town is hell if chained together. Then the cart loops in middle and desert are very strong. Killer shack is dead middle meaning it can always be reached on injury.
But it’s hardly like old Haddonfield. I do not mind playing there at all. It’s just not the best killer map by any stretch or in any era of DBD.
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I mean it literally has the best killer shack in the game for killers because of the breakable wall
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Dead Dawg is a pretty balanced Map, for both Sides :3
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this map is one of the FEW (if not the only one) balanced maps in the game, it's true that those spots gave a good FoV, but:
1 you can greatly weakened the shack by breaking the door (you can't do this in other maps)
2 most of the loops can be mind gamed (i said most cause even here there are a couple of them that are too much safe, but compared to the other maps this is good)
3 not so big
4 good FoV for the killer too
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I never win on this map ever.
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The map sucks for both sides. Small so killers like Doc, Demo, Hag, Plague, Trapper, etc can lock down 50% of it at any given time with infection, traps, or range on their power. Myers and ghostface have constant visuals on survivors. Main building gen and gallow gens are super strong, but guess where MOST survivors do gens IMMEDIATELY leaving easy 3 gen or sometimes 4 gen strats down on the more managable gens below. Honestly, if I am playing killer i don't even protect the main building gen if they're on it first. Teleport killers lol on this map. Bushes are still a pain for killer. Lately door spawns haven't sucked, but killer almost always finds hatch first on Dead Dawg. Most pallets suck on this map, windows are stronger until you break a wall. Pick your poison.
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The reason you're losing is because you're more than likely committing to main building chases that starts by you being all the way out in the street seeing them up top on the gen and you're probably a m1 killer, so in that situation the main building is too strong to commit to a chase with that much distance already in play , your best bet on that map depending on gen RNG is to leave the main building alone let that one gen go and then protect the four closest gens , if you can force the survivors to waste the safety in the area and commit to chases where the survivor is zoned into a bad area you will win the game but this is my basic advice for anyone playing m1 killer because gen control is so important when you don't have map pressure or mobility.
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Solely defending/patrolling gens with the hope to create a 3-4gen setup doesn't really cut it sadly. Survivors will split up and do these gens separately which might net you in a hit at most but they'll be off to the mainbuilding immediately where they will most likely heal up via a pal, a medkit or with Circle of Healing. It's a lose-lose scenario in which you get to decide for how long you will delay the inevitable. Also yes, I mostly play m1 killers who get screwed over massively by the meta.
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It's worked for me for years and I played during a time when survivors were much more broken than now, recovering exhaustion, real infinites, real instaheals that could pick someone up from dying to full health, double pallet gyms etc... It works but you have to be really disciplined on not committing to a bad chase, I won't deny that on certain maps if the survivors start separate there's not a whole lot you can do but those are usually big maps where map pressure is a problem, on maps like dead dawg pressure is alot easier to gain as a killer because of how small it is compared to a map like red forest, that's why people say dead dawg is killer sided because they feel pressure is easy to gain but in my opinion dead dawg is a perfectly balanced map for both sides it's not too big for killers and there's just enough safety for survivors to have fun without offering them too much safety and forcing them to use resources more wisely but it's ok we can agree to disagree on this is just my opinion from my experiences in the game
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"just ignore the main building and focus on a 3/4 gen"
HaHaHaHaHa ::puts up boon circle of healing in the saloon and immediately runs there anytime they get hit:: - SWF
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Gotta be honest, it _is_ an easy map to win on as killer. But having to break 2 mb walls + like 3 on the town side + shack one sometimes is extremely dull and makes me hate playing in that map like always
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Killer sided? Nah
But it's one of the better killer maps for quite a few killers compared to some of the unbalanced ones lol
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This map is not killer-sided, it only seems like that compared to the million or so obnoxiously survivor sided maps like Eyrie, Farm, Badham, Garden of Joy, The Game, etc etc
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Saloon is my favorite map as survivor and killer too...
But you really don't want to face Nurse with range addons there.
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yes, I especially hate the annoying amount of breakable walls
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Its one of the easier maps to patrol as killer.
If you can push a chase into the outer corners its all dead zone out there.
Yeah the saloon can be a lost cause if people know how to run it and you have to basically bust those two offending doors to minimize this, but overall it isn't a bad map.
There is only 1-2 good loops in the saloon, all the other rooms are dead space.
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I don't understand why there's still so damn many. I get the map was a testing ground for them, but it's been years now and there's still an extreme amount of them.
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I hope it's one of the maps about to be reworked. I also hope they make the map bigger. Not eerie of crows huge but a bit bigger than what it is right now.
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I like the size it's at right now, but if they finally get rid of the dumb walls they'd probably have to make the map bigger or the loops safer in order to compensate.
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As a killer you have to waste like 1 to 2 minutes smashing breakable walls if you don't want the survivors to keep getting free escapes on vaults on this map.
Main building, shack, the long loop near the bottom and one breakable wall at the top mini loop.
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For killer, I like it for the dead zones and as survivor I love the stealth but eh.. dead dawg can be rough when its bot your day.
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