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Garden of Pain
One side of the map is a giant, unbroken chain of pallets and tiles, complete with the Killer Shack and several safe pallets off to the side. It is so pallet-dense that some pallets can literally spawn within lunging distance of one another.
A layout like that is bad for the Killer, but sometimes survivable; just drop chase if Survivors run that way.
But the other side of the map would have something to say about that. Apart from the pallet loops and strong tiles scattered throughout the area, there's the elephant in the room: The main building. Colossal in size, easily accessible for Survivors, and featuring some of the strongest, if not THE strongest windows in the game.
What's the end result of all this? You can't chew through pallets until Survivors run out, because the game will be over before you've created a significant dead zone. You can't chase Survivors through the weaker areas of the map, because they're all within dashing distance of the main building.
So, how do Killers win on this map? Fight dirty. Avoid actual chases as much as possible. Proxy camp, tunnel, do whatever it takes to get free hits and create pressure without actually playing the map. Or just play the Killer that laughs in the face of pallets and windows, Nurse.
I seem to recall BHVR at one point saying they would put breakable walls next to god-windows in their map updates to keep them from being too oppressive. Well, where are the breakable walls at the main building? You couldn't ask for a case where they're more obviously needed.
Considering how recent this map is, it makes me question how Garden of Joy even made it past early testing.