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Is Gideon Meat Plant/The Game Procedurally Generated?
Title. It seems like its the exact same layout every time I play it, unlike other maps. Has anyone noticed any differences in different playthroughs?
Comments
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It is indeed procedurally generated to a point. All of the doors...big and small have a habit of sometimes being open or closed.
The individual rooms/ pallets/ totems are randomly all over the place to a point. (All of the upstairs room are only shuffled upstairs....and downstairs with downstairs.)
Generators are only at closed big doors....so, they are also random.
It's a very annoying map at first for several reasons....but after a while you catch on that certain things stay somewhat the same...and others a bit different.
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@ceridwen309 said:
It is indeed procedurally generated to a point. All of the doors...big and small have a habit of sometimes being open or closed.The individual rooms/ pallets/ totems are randomly all over the place to a point. (All of the upstairs room are only shuffled upstairs....and downstairs with downstairs.)
Generators are only at closed big doors....so, they are also random.
It's a very annoying map at first for several reasons....but after a while you catch on that certain things stay somewhat the same...and others a bit different.
Thanks for the response, I guess it just feels a lot less procedurally generated than other maps because it has so many details that don't change, with all the different rooms etc.
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FerretBandit said:
Title. It seems like its the exact same layout every time I play it, unlike other maps. Has anyone noticed any differences in different playthroughs?
You can check each variation there is through the kill your friends mode
I hope this helped to clear things up a bit ^^2 -
Fun fact: Almost all maps are basically the same way.
The game as a whole is procedural, but not random. Each realm has multiple maps. While individual maps are different from one another, any given map will always generate with a fairly strict set of rules each time. Key locations will always spawn in the same spots and the shape and size of the map will always be the same. It'll randomize the less important locations (cow tree, harvesters, various filler props/tiles) to some extent, although certain types of tiles (e.g. maze tiles) are limited as to where they can spawn.
It's especially noticeable on Coldwind Farm maps. Keep an eye out for the Thompson house the next couple times you play it. You'll notice that it always spawns in the middle of the upper edge with maze tiles on either side. The shack will also be in the same place each time, opposite the Thompson house. The center is always corn, leaving only the edge non-maze tiles to be randomized. The harvester and cow tree might swap, for example.
Generally speaking, maps are mostly the same each time. Some have more freedom while others are more strict. I believe Gideon Meat Plant is one of the more strict ones. It's also a little tricky because it's two floors, and lower floor tiles can only spawn on the lower floor while the upper floor tiles can only spawn on the upper floor. If I recall correctly, the door locations can be randomly opened or closed.
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@epicassassin said:
The reason why the layout is the same is because the game only has one map variation. Coldwind farm, McMillan estate, autohaven wreckers and crotus prenn asylum have multiple variations, the first three having six variations. Lery's memorial institute, Haddonfied and badham preschool only have one variation as well, thus all of them having the same layouts except for window, door and pallet placements.You can check each variation there is through the kill your friends mode
I hope this helped to clear things up a bit ^^
I don't think any of that is what he was referring to at all.
oh, and
@epicassassin said:
Coldwind farm, McMillan estate, autohaven wreckers and crotus prenn asylum have multiple variations, the first three having six variations.Coldwind Farm, MacMillan Estate and Autohaven Wreckers have five variants each, not six.
and the Backwater Swamp has two. Didn't mention that either.1 -
@FerretBandit said:
Title. It seems like its the exact same layout every time I play it, unlike other maps. Has anyone noticed any differences in different playthroughs?Partially, as every other map. There is a core, exact the same loctions of most of the objects, only like maybe 5% of them are generated.
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Superyoshiegg said:
@epicassassin said:
The reason why the layout is the same is because the game only has one map variation. Coldwind farm, McMillan estate, autohaven wreckers and crotus prenn asylum have multiple variations, the first three having six variations. Lery's memorial institute, Haddonfied and badham preschool only have one variation as well, thus all of them having the same layouts except for window, door and pallet placements.You can check each variation there is through the kill your friends mode
I hope this helped to clear things up a bit ^^
I don't think any of that is what he was referring to at all.
oh, and
@epicassassin said:
Coldwind farm, McMillan estate, autohaven wreckers and crotus prenn asylum have multiple variations, the first three having six variations.Coldwind Farm, MacMillan Estate and Autohaven Wreckers have five variants each, not six.
and the Backwater Swamp has two. Didn't mention that either.0