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Re-Mapping the Realms: Autohaven

So making the one for MacMillan was actually a lot of fun, so I guess I'll be continuing this little mini-series to broadcast ramblings of a madman (me). After some thought, I'm not really gonna be able to spam this stuff out because I actually need to think about things. Regardless, it's time for the mean green car-crushing machine that is Autohaven Wreckers.

Overview of Autohaven Wreckers

When I think of a junkyard, I'll be honest, Autohaven doesn't really strike me as one. It kinda feels like you could just slap a blue filter over it and it's suddenly MacMillan, which I get because it's the second Realm in the game. However, I do wish to see Autohaven feel more… unique.

To begin, there's going to be less grass on the floor. Instead, you're mostly getting gravel roads between major structures. There's no time to pave in a junkyard. The loops will be exclusively made up of vehicles at various points in time. From the newly-left abandoned, to the up on concrete blocks, to the long forgotten, and crushed flat or into a cube. Some piles of hubcaps or tires would also be around, with some hidden limbs and blood within the cracks.

Tall grass and clusters of weeds will poke out from underneath the forgotten vehicles, with cranes and open car crushers dotting the landscape. The edges of the map are no longer basic brick, but instead, massive walls of flattened cars, encasing you within the maze.

Additionally, I have decided to take the Office of Azarov's Resting Place and make it a tile for Autohaven, meaning it will exist on all maps in a set location. I would also like police cars to be floating around. The police came in as Philip Ojomo fled, leaving their cars some of the only ones not abandoned.

Azarov's Resting Place

Visually, the gravel paths will lead between 3 major structures: The Killer Shack, The Office, and The Crusher. In a diagonal pattern, the Office is in between the Shack and the Crusher, and this particular Crusher is not like the others. This one is a different model, and it's closed. Instead, there is a massive blood stain in the center, by the floor and, upon completing the accompanying Generator, the Crusher opens up, revealing a squashed corpse underneath that's still fresh.

And since this is the map that contains the Office today, it's due for a remodel. Instead of being able to house the Basement, the desk at the end is much larger, providing context to the kind of person Azarov was. Bundles of money are hidden throughout the office and the massive safe bolted into the floor… well, actually appears!

You know what my biggest gripe with Azzy's is? The fact that Azarov's Resting Place isn't actually in Azarov's Resting Place! The car crusher where he was at is not present. So, the map has been cut in half and fattened. No more of the chokehold of Azzy's, allowing a Killer to face-camp across the map. The Office is, by the way, not a terribly good structure, barely even counting as a main building, which is why I'm placing it around all the Autohaven maps. The Crusher, now the main structure, will have a Basement spawn nearby that will be under the control booth for the Crusher. It's a stone's throw away from the Generator.

Blood Lodge

In the direct center of the map, is the Lodge itself, surrounded by crushed cars, providing some meager privacy. The cabin in the woods looks… different as well, with strange carvings on the walls, guns and ammunition strewn about the floors, and it's now a single-floored structure with a cellar.

The crushed cars outside do not house blood and limbs like the rest, but instead, firearms and ammo. Grenades, both military-grade and homemade, and some rolls of barbed wire. At a moment's notice, the cabin could become highly defensive should the law come a-knockin'. The gravel surrounds the floor of this cabin, with a gravel road leading to an Exit Gate.

Inside the Lodge itself are four rooms: the living room, a bedroom, a bathroom, and a kitchen. The living room has a fireplace that never seems to be extinguished, a Generator next to the dingy couch with stains of beer and blood, and small coffee table filled with empty bottles and cans. The bathroom and bedroom are encrusted with stains of blood, vomit, and alcohol, and the kitchen has an ajar fridge full of liquor and beer. Additionally, the kitchen also has a massive hole in the wall, leading outside, next to it, being the cellar entrance. A possible Basement location.

One major issue with Blood Lodge is how open the map is. You could easily spot someone across the map because there's just no line of sight blockers. These new "fortifications" of Blood Lodge will also have Lockers attached to them, functioning as "gun lockers." The Office will be located by where the Truck (one with the window) spawns, making a triangle between main, Shack, and it. Additionally, unlike other Autohaven maps, Blood Lodge will have a lot more trees in it, given its location at the edge of the forest.

Gas Heaven

Although this place is far from heaven, for some weary travelers, it is. This map features an actual road that leads into the gas station and by the pumps where you pay inside. The gravel lies along the sides of the road, providing the most meager and humble of shoulders, but it's in your best interest to not pull over near here. Cop cars surround the place, as they raided the Wreckers. The garage has been doubled in width, providing two trucks along with the Generator, and the sign out front holds some Easter Eggs for eagle-eyed players. Who knew that a "Survivor Pudding" costs only $3.99, and that a slice of an "Escape Cake" is $4.99? And who knows what "HL RSHKK GDQD -AA" means… it doesn't even have a price.

First order of business is to shrink Gas Heaven. It always felt like this thing was the size of a small country. As for the location of the Office, it'll be right across the street from the gas station, meaning the center of the map finally has some line of sight blocking and Locker guys can finally not suffer on the map! I also doubled the width of the garage attached to the station because there was always a strange "meh" area next to main. It almost never had a Pallet and instead, it was either a dead zone or a hill. Basement spawn does remain the same though, and both doors will open upon completion of the Generator… and one of the cars will lift up because, well, that just sounds cool, doesn't it?

Wreckers' Yard

Another favorite like Coal Tower, Wreckers' Yard is an even playing field for both sides to test their mettle. Due to the way Wreckers' Yard is, I cannot really describe any visual changes, they've all been said before. Gravel around Shack and the Office, and other than that, everything has been described.

Gameplay changes are even simpler. One of the tiles will just instead be the Office.

Wretched Shop

Now I can describe unique things! The shop we've all grown accustomed to has… gained some weight recently. It's much wider now, allowing three or even four cars to inhabit its inner workings. In the center of the back wall is now an office that can lead to the outside, providing an entrance for those who approach it from behind. But now, there is something more to it. The Shop itself is now facing inwards, towards the map at all times, with gravel going down the road to the Killer Shack and the Office.

To the right of the Shop (if you're facing towards it), is a gravel parking lot of sorts, filled with abandoned vehicles lined up next to each other in several rectangles. Those whose cars couldn't be fixed were hauled out to this lot, remaining there to rot until the weeds took over. While inside the shop, many wheeled tool containers dot the inside, providing meaningful places to hide and well as throw down Pallets.

Once again, shrinking this map would do wonders, and the parking lot would provide an interesting layout to set itself apart from other maps. I've also widened it to make it more of a monument rather than just a terrible tile with a Gen spawn sometimes. Also, the Basement entrance on main has been moved to the office of the Shop, allowing easier access since it's wider now. The Office is to the right of the Shop and Killer Shack. Pretend as if you were walking down that little "road" from main to Shack. It'll be to the right.

End

Well, there's my little thoughts on Autohaven. Making a police presence, gravel roads and sections, a bigger emphasis on crushed cars and loose parts being the loops instead of things like dumpsters and lawn chairs, and building a story of sorts with some of the maps. Blood Lodge especially felt out of place to me, since it really didn't make much sense. You could plop that main building in Mac or Coldwind and it'd fit perfectly, so, I decided to make it seem like a shootout could've occurred here, had Azarov not been gotten to by The Wraith first.

I also did a lot with Azarov's Resting Place, and making the Office an integral part of the map, as if Azarov himself is always looming, always knowing what's going on with his little business…. and adding his corpse. It's all gooey now!

Oh! And in case you didn't get to see what I did to MacMillan!

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