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Re-Mapping the Realms: Crotus Prenn

This is the fourth Re-Mapping The Realms post I'm making. I should probably link the others, but until then, you can just check my profile I guess. Anyway, we're out of the OG three and now I can put some more substance into the maps. I thought Haddonfield was next for a second, but silly me, I forgot about The Nurse.

Overview of Crotus Prenn Asylum

Well, ain't this kinda… not pretty at all to look at… like at all… Crotus Prenn is a fugly ass Realm. Let's get that out of the way first. It's drab with grays and browns, nothing exciting is going on visually. So, let's fix that.
On the grounds of Crotus Prenn, are burnt bodies. Countless, nameless bodies littering the grassy and tiled floors of the interior and exterior of the buildings. They weren't burnt when they died, they were burnt within the Fog as the past of those dead in their beds mixed with the present of the asylum burning down within the memories of those trapped. Corroded iron and destroyed hedges litter the place, almost forming a maze within the Realm, as a stone path leads the way out like a piece of yarn in a labyrinth.

Disturbed Ward

The Map that started it all, along with The Nurse's arrival. This place has seen better days, but it'll be much fatter than before, as the edge of Trial closes in around it. The layout is no longer a octagonal hallway, but instead, a much larger octagon in the center of the map. This ward was made specifically for the most insane, with a Surgery Center on the second floor.

The first floor is home to the day room, lobby, and several rooms with a single bed and window. It almost calls back to Lery's Memorial Institute (but we'll get there soon!), but the walls are all scorched and peeling, with sections even collapsed. There is no more back entrance as the front get flipped to face the map, while the back becomes the edge of the Trial. The Basement can reside in one of the rooms here, in the Bad Man's Room; and he didn't get that name for no reason. Sometimes, it's better off knowing, but if it was powerful enough to have a Basement spawn, maybe it should remain a secret. The second floor contains the Surgery Center. No longer is it a Shock Therapy Center, because that belongs to someone else now… Along with the surgery, it contains mostly offices and side rooms, with a bathroom that drops down into the first floor bathroom. The Generator will still spawn up on the second floor, next to the decaying body on the stretcher under the open ceiling of hanged men.

In front of the ward itself is now hedges arranged in a decorative pattern as the iron fences are loosely scattered around. The Shack remains where it always lies, just across the way from the ward, as if competing to see who can contain the most suffering. The outskirts itself have less of a drab gray and more of a sickly green due to the corrosion of iron and copper.

Now we get into gameplay. Yes, the map is being shrunk, but the edge of the map is becoming flush with the back end of the ward. There's no longer going to be anything behind the main building, and, as such, in front is going to be expanded. Those walls that block access from the wings to the Shack-side are being demolished as well. Do note that the ward itself is being enlarged. It's always felt too claustrophobic to me, and despite the day room, it didn't really look like patients actually lived in here. Also note, the Basement in main is no longer in an awful spot, being behind the counter in the lobby, and due to the increased size, Hooks can naturally spawn inside.

Father Campbell's Chapel

My first thought of Father Campell's whenever I think about the map is, "What kind of chapel looks like this?" So, yes, it's due for a makeover. The Chapel wasn't burnt down, unlike the other buildings, but maybe it should have. Instead, it was left to rot and decay, as the bell fell from the tower under aging wood, collapsing into the chapel and shattering the marble altar into countless pieces. The room itself is of peace, or at least, it once was. Pews going back from the front to the back, with most rotten and fading away. The Chapel is symmetrical, and the Generator is next to the bell on the first floor, with the second floor being entirely removed. On the side lays the confessional, with one booth open, displaying the corpse of Father Campbell himself. If you're facing the altar, you go left and head into the misery of Crotus Prenn… or you can go right, and head to a strange carnival of one caravan…. and a horse! Strangely enough, the mini-circus appears to be infecting the map itself, as little pieces of brightly colored string and tapestries are spread out along the map, giving the Realm an unnatural color.

I've left the map, gameplay-wise, almost entirely unchanged. The only thing I did change was main for three reasons. Reason one is because, if the Generator wasn't up there, nobody would ever go to the second floor unless they had a specific Perk. By making it just one floor, it's kept simple, with more wiggle room on the first floor for non-window loops. Reason two is because, like old Rancid Abbatoir, RNG can either make or break this map for you. Because the layout is so much different, the God Window that appears above the Basement spawn is entirely gone. The Basement itself, by the way, can spawn behind the Altar. Now, the Chapel is going to be consistent every single time you load into the match, and the Breakable Walls have been drastically reduced. Reason three was because no chapel looks like the one in game. I'm sorry, I get that the Entity isn't always correct when making buildings as she doesn't understand, but what kind of Chapel looks like this!? There's legit not even an altar in it! Not even a confessional!

End

This was much quicker… for obvious reasons, of course. There's only two maps compared to the five of the other three. I did try to incorporate more color into the maps as well, with Disturbed Ward having a lot of strange green from the corrosion and Chapel having tapestries strewn about. Crotus Prenn is much better than it was years ago, but yeah, it's visually unpleasant. I still kept the gray nature of the map, but wanted to add upon it. By the way, next Realm is Haddonfield! That's not gonna be fun to try and do what Bhvr could not: make Haddonfield playable!

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