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Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

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Greenville Square problems as Killer, and possible solutions

It's not even a square. It's a huge rectangle that's impossible for non S-Tier Killers to navigate and defend at any stage of the game. At the start of the match you usually spawn in the middle, forcing you to commit to searching one side, wasting a lot of time if nobody's there. Even with Corrupt Intervention you end up with horrible gen spreads with really safe loops all closely connected to one another. The only redeeming feature is a main building that doesn't feel overwhelming for weaker Killers to play on, but it's always at one extreme end of the map and has only one generator that's usually anywhere close to it, and a Survivor nearly always spawns there and if you're not playing a high-mobility Killer the generator will be complete before you get there. Even in the endgame the gates are usually on opposite ends of the length of the map, making them impossible to monitor as well (I'm not inherently opposed to this, since I don't think it's fair that some smaller maps have close Gates as well which makes them even harder for Survivors, but Greenville is hardly lacking in other Survivor-friendly resources). Finally, Killer resource placement (lockers for Dredge, cases for Wesker and Nemesis, Plague fountains, Xenomorph tunnels) can be pretty rough as well, being a fair distance from key locations.

Again, all of these are not a big deal for the strongest Killers, but make the weaker ones even harder and less fun to play. Having a map offering that's guaranteed to shaft most Killers regardless of where you end up is really unfunny to deal with, and even when map offerings get nerfed, having unbalanced maps will still be an issue and the most egregious ones should really be tackled soon.

If I could change Greenville Square, I'd cut out some of the tiles from the edge of the map (probably by the car park or the edge section behind the statue) and stick one on the side opposite to Shack, to make the shape of the map more rounded and centre the main building a little more. I'd then remove the structure between Shack and main building and shift some of the clutter and pallets from the centre to where it used to be to avoid a complete dead zone while thinning out some of the total resources available.

Comments

  • SoGo
    SoGo Member Posts: 4,259

    It's not that hard to defend, tho.

    It has some of, if not THE best 3-gen setups in the entire game, the 4-5 gens in the middle are really close together.

    Plus, while it has a high pallet count, it's full of those loops where there are just 3 rocks and 2 pallets between them.

  • Emeal
    Emeal Member Posts: 6,626
    edited May 2025

    I find that Greenville Square is designed to be an EndGame Map, meaning if I contest the gen at the Statue or in the Cinema as Killer then I will likely lose the match. But If I protect the middle forest, then usually things turn out better.

    Honestly I like that map, but my problem isnt the Gameplay of the map and I do agree the map has problems with huge parts of the map, like the parking lot, being dead in the water and rarely used. I also think the Cinema and Square honestly need to be more seen in that map, rarely do those parts of the map get explored or looped. That is a huge mistake I think.

    image.png

    I'm not a great artist, but I can copy and fiddle around with what the talented people over at the Wiki use.

    I think this way the important parts of the map are more centered and they will see more use, or be seen more than not. Also note the blue circle, like there could be a Gate there with a breakable wall, forcing people more often through the Cinema to experience it way better.

    I honestly could not find a great pick to place shack, so I pulled a Ormond Resort and put it down in the corner. 😆