Re-Mapping the Realms: MacMillan
This is gonna be a post describing the MacMillan Estate maps as well as changes that I'd like to see to them. I'll be describing anything from gameplay and loops to themes and accuracy. I might make this a series, hence the weird title, but for now, I'll remain with just MacMillan.
Overview of The MacMillan Estate
The first Realm of the game, the home of DBD's very own mascot (and The Skull Merchant), and the owner of its signature blue hue. Overall, MacMillan looks basic, and that's the point. It's the first, so it's gonna be a bit basic. However, there is room for improvement.
First off, what I'd love to see is more railways for either trains or mining carts. It was an active mining facility at one point, so it did need to transport large amounts of minerals. So far, the only place that has a railway is on Suffocation Pit, but I'd like to see them in more places, such as around the main buildings.
I'd also like to see more tiles and "fluff" around the map that is made of rusted-out industrial equipment. Anything from collapsed water towers to abandoned minecarts to old stumps and destroyed buildings. Also, there should be more foliage slowly taking over the place, if an abandoned mining facility is what you're going for. Nature takes things back quickly and by force, so having some vines going around main structures and plants growing out of the floor would be lovely to see.
Coal Tower
The fan favorite, Coal Tower has very little issues with it. From the above additions, I would like to see a minecart in the center of the bottom floor on a rail that cuts through the "hallway" of the map, and to the Killer Shack, as well as vines taking over the Tower itself and some of the high-walled loops, with the floor of the Tower stained black from the amount of coal that was passed through its doors. The lumber piles would be made of mossy, moldy wood as ancient stumps grow small flowers from their tops. The top floor would also contain old bags of forgotten coal instead of crates, with debris all over the floor from the collapsed roof.
As for gameplay changes, Coal Tower deserves very few. The Breakable Wall on the first floor that is the "main entrance" should be removed and just be open as well the Breakable Wall next to the Generator being removed and closed off instead of opened.
Additionally, the "hallway" deserves more Lockers along it for any Huntresses, Tricksters, and Dredges, and Coal Tower II should be removed. If there's one thing MacMillan really doesn't need, it's more maps in the Realm, and Coal Tower II is inferior to our beloved CT I.
Groaning Storehouse
The "newest" addition to the Realm, Groaning Storehouse is… alright. Wouldn't write home about it, wouldn't hiss, wouldn't cheer. Cosmetic changes first, more railways of course, but instead of them leading directly into the Storehouse, they could be cutting through the map, utilizing the empty spaces. The Storehouse itself would have a majority of its windows destroyed or blocked off with lichen, moss, and vines, with a tree growing out of the corner and reaching into the sky.
Gameplay-wise, Groaning Storehouse I should be removed, keeping the second edition. GS I plays just too similarly to Disturbed Ward. It has a central point with two "wings" that almost always house a Generator. Just like with Disturbed Ward, it's very easy to 3-Gen yourself on Groaning Storehouse I and, unlike Disturbed Ward, GS I is not as big and main isn't nearly as strong.
Also, I would add more destroyed and desiccated buildings since it's described that the Storehouse dwarfs other buildings in the area, and the only other one is Killer Shack. It would also be an opportunity to give some love to our Locker Boys on both sides of the spectrum, from Dredges to Dwights.
Ironworks of Misery
Ironworks of (Oh the) Misery is not a favorable map for me. I don't much care for it. However, cosmetic time! The Ironworks would have vines crawling up the sides of the building, yet still not able to fully climb the mountain of a man-made structure yet. Loose scaffolding would be dangling off of the higher levels, looking as if a strong gust of wind would send it plummeting to the ground. The smelter, once having melted countless bodies, has since fallen due to time, destroying the equipment and crashing into the wall.
Once again, a railway has appeared, going from the center of the Ironworks by the Generator and going all the way towards the Shack through its own "hallway" like Coal Tower, also featuring additional Lockers. Additionally, in the corner of the map, lies the big tree from Shelter Woods, having since moved location to the Ironworks.
Now onto gameplay, and that smelter is gonna play a big part of the Ironworks. The collapsing smelter has left the window side of the Ironworks damaged, meaning that its now a small, one-way drop to the window. Not enough to get staggered on if you're a Survivor, but tall enough to not be able to climb up it.
I would also include more scaffolding on the second floor since it doesn't get used very often, only for the occasional Boon or Hex and Balanced Landing plays. I'd also shrink the map slightly. I always felt that Ironworks of Misery was just a bit too big and empty in some places. Henceforth, that's why I also want the Tree from Shelter Woods to appear here instead. The map has more than enough space for it in one of the emptier corners.
Shelter Woods
It seems Evan has rented out some space for Adriana. An outlier in the Realm, there is no abandoned structures here. Sure, there is a railway going around the map, but the main structure is… new! The surrounding area reflects this as well, with more shipping containers and tents lining the map instead of ancient equipment and forgotten buildings.
With the containers is opportunity, with the option to climb up some of them thanks to some ramps, and hunt your prey or locate your predator, with planks of wood between them.
Onto gameplay, yes, the map is receiving a Skull Merchant-themed facelift. It's not Trapper's anymore. With the shipping containers, there is more ways to play around and artificially increase the size of the map by adding a "second" floor. It's obvious and unsafe, but can give you an advantage to spot someone or get to a location a bit faster.
Also, the Basement of Skull Merchant's Camp should be moved to a nearby tent instead of behind the structure. It's… in a bit of an awkward spot since almost nobody runs near that area. I'd also, once again, shrink the map. Shelter Woods has almost always been a colossal map, and most of it has been empty space. Even now, the map is still mostly empty space with the deadzones and the Tree, which is why I moved it to Ironworks of Misery to be placed in a corner. But now, with the shipping containers and tents, the map is a bit more breathable, and has no reason to be so large anymore. Oh, and yes, some of the MacMillan tiles will still exist, just a bit more limited.
Suffocation Pit
This is where it happened, where the miners were trapped, and where the miners suffocated and starved. The vines and foliage don't dare touch the main structure, as if they know what horrors were committed within. The railway leading out of the Pit leads into the map and into the Killer Shack as always. The pickaxes at the cave-in tell a story of those fortunate enough to not be trapped attempting to rescue their coworkers, their friends, to no avail.
First things first with gameplay, get rid of Suffocation Pit I and just have Suffo Pit II. Suffo Pit I is a 3-Gen map. The center of the map is several interconnected loops and the Shack and Pit sides have basically nothing in them. It doesn't encourage a Killer to really cross the threshold because of how awful it is to try and chase someone in there.
Additionally, for the Pit itself, I'd swap the Breakable Wall near the Window to the other side, so Survivors and Killers have easier access to the Generator as well as the Basement, if it spawns there. And yes, once again, more Lockers for those who love touching the color red. Honestly, it's a bit of theme with a lot of maps: there needs to be more Lockers. I'd also make a Pallet spawn in the center of the Pit in that long hall since that's the weakest part of the structure, mostly because it just has nothing in it and doesn't really loop into anything. It's a "caught with your pants down" area that's a glorified deadzone.
End
So, that's my thoughts on what should be done with the maps within The MacMillan Estate. It's not so much of gameplay changes, since these maps are actually quite tame compared to some, but I do wish there an overhaul for looks to make the place the abandoned mine it has always been, as well as putting less of an emphasis on trees and rocks, and more on equipment and forgotten tools.
Oh, and one last thing that I was thinking and don't feel like going back and changing! The Shelter Woods Tree could really just appear on all the maps either inside the map or outside of it. It's never really been a Main Structure, but I don't want it scrapped since it is quite an impressive tree after all.
Well, there's my two bits!
Comments
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Very well detailed and lore built in to the maps. The Macmillan maps are always nice to come back to. I for one would like to see this upgrade on the realm, and I'm curious what else you could come up with for other realms. Personally, I have been trying to find any information about an update to the Backwater Swamp maps. Perhaps you might shed some intriguing ideas the devs might find fascinating.
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