http://dbd.game/killswitch
Does BHVR have any news or plans to change some maps?
I genuinely want to know if there are any changes regarding this because there are maps in the game that are absurdly ridiculous. Haddonfield and Forgotten Ruins are perfect examples of terrible maps for survivors, while Badham Preschool and Disturbed Ward are for killers. I believe Nostromo is terrible for both sides and Toba Landing even reshade can't save that map. In addition, the new Coldwind tiles are stupid and we still haven't got the Swamp rework. I could mention other maps with a few problems but nothing compares to those I said. Have maps been forgotten?
Answers
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I hope so. There are so many maps that are just stupidly big. Or you get maps like Haddonfield. A nicely balanced map is hard to come by.
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- The scariest thing is that the current "Haddonfield" is a reworked and "balanced" map (according to the DEVS). So if they have to destroy other maps, I'd rather stay as they are now. Even the current "D&D" map is the result of a recent work, I don't understand how the devs can't understand how wrong this map is in its "structure"
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Borgo is very bad as survivor.
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The problem is that there is too much content in the game now for BHVR to actively maintain with its limited resources. I suspect that a majority of their resources are dedicated to working on new content, while the remaining resources (a fixed amount or maybe even a shrinking amount) are left to tackle the ever-growing mountain of older content. This is why so many killers, perks, maps, items, add-ons etc have been tossed into the garbage bin and untouched for years.
The especially frustrating thing is when BHVR uses their limited resources on older content for things that seemingly nobody is asking for such as the recent Clown update, new colors for blood web items or the 10th Skull Merchant rework. Those things only benefit a very limited number of players, while things like map reworks benefit the entire player base.
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Haddonfield needs to be top priority. The current version brings a whole new meaning to unbalanced.
It's the size of a shoe box with about two usable pallets on it if you're lucky.
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the new spawn rules feel like an insult when Nurse spawns in seeing all auras on Haddonfield and there's nothing to work with. and they all tunnel at 5 gens
it's like these terrible map rework want you to stealth because quite frankly there's nothing to do. kinda late for that though
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The Coldwind realm should follow, my friend. Most of those maps are terrible.
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True. In Haddonfield you actually have to go down to keep a decent pallet for later and the pallets on the edge are just dumb. The event was fun in Haddonfield because of the party pallets but the moment I went to normal mode and got this map, I felt the pain again.
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Yes, all of them besides Torment Creek are bad to play on as survivor.
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Hoping for that swamp rework soon more than anything. The elevation on it screws so many killers, and so many walls on it you can just blind through because they aren't technically solid or have a small gap in them. Not to mention just how empty the map is outside of the main structures.
Badham, Haddonfield, and Garden of Joy also really need to be looked at0 -
Badham and Nostromo is first in line before Haddonfield
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Especially Rancid Abattoir, imo.
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What are some things they could do to those maps to start fixing them?
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Rancid Abattoir was even bad before they introduced the new Tiles to Coldwind. But then replacing the good Tiles with those weird, weak Tiles made the map even worse.
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I really miss the old main building. It was one of my favorite ones. The new one sucks. No good window and one trashy pallet.
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The big issue with the Main Building is that there is nothing nearby. This was somewhat fine when it was stronger (even tho boring, since Survivors would always run to the Main Building, since there was nothing else to work with), but making it weaker without adding something around it was weird.
Same with the Coldwind-Tiles. They removed the strong Tiles and added weak Tiles in a ratio of 1:1. It is fine if they want to get rid of a God Pallet, but putting a very weak Pallet instead of it without anything else is not really a good move. They should have added 2-3 weak Pallets instead of that one God Pallet.
Same with the Main Building - a strong Main Building in a big spot of nothingness is fine, but replacing it with a weak Main Building but keeping the nothingness is not. Again - just a few weak Pallets would be fair.
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Why fixing problematic maps when you can put time and resource into making variants of all the already well-balanced maps only to disable them all after less than a year anyway.
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Imo Badham has too many buildings, the killer shack and a ton of safe pallets. I think a good fix is to remove some houses depending on the variation you get, remove and adjust some fillers to replace the buildings and change the layout of the main building a little bit, especially the position of the breakable doors.
Haddonfield just needs to be a little bit bigger and needs more pallets, good pallets btw. I'd change Michael's house to have a hole on the wall on the other side too and idk if it's a good idea but I'd also bring the yellow house back and make it similar to shack but less strong.
In Forgotten Ruins, the tower NEEDS to be in the middle and more good pallets. I really don't have any idea on how to fix the portals since they can really hurt some killers (like Knight or Twins) but their position are not smart especially the one behind the tower that teleports you right next to the stairs for some reason.
Toba is just horrendous to look at and I'd just change the visuals or lighting.
Nostromo is way too big and has the weirdest tiles in the entire game.
Swamp just need a rework. If you take a close look to the tiles, you will realize that they don't even have textures lol.
Coldwind? Change these new stupid tiles and save Rotten Fields and Rancid Abattoir.
Disturbed Yard is also way too big.
Another one that I didn't mention but Midwich just needs a small buff. In the event I notice you could place a god pallet in a really nice spot and made me realize why that pallet was never there...
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I think the problem with Abattoir in particular is that it was left with nothing. I understand wanting to remove that one window the main building used to have, because it was extremely strong, but the rest of the map was fine. There was really no need to remove tiles, or replace what remained with weaker tiles, especially in an era where more anti-loop or mobility killers were being added to the game.
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Maps that still badly need looking at:
- ALL MacMillan's Estate maps should have had their second iteration be the one that was seen on live, not their first iteration. The original iterations aren't great, especially Groaning Storehouse and Suffocation Pit. That Main in Suffo is a war crime, and Storehouse is too large with too many resources. I'd also like to see Shelter Woods get a quick pass through just because some of the resources are a little weak while that main can be too strong. The rest are balanced to slightly Survivor-sided.
- Gas Heaven and Wrecker's Yard. Gas Heaven is too large and too Survivor-sided, while Wrecker's Yard frankly doesn't have a whole lot going for it. Many of the tiles in the Auto Haven maps also feel like they are missing the plot with too many strong tiles and not enough fillers, or sometimes too many fillers and not enough strong tiles. Not a priority realm to balance save for the two maps listed.
- All Coldwind Maps. These maps are currently Killer-Sided since the lack of resources makes them abysmal for Survivors, especially Rotten Fields. Frankly, can we please just delete Rotten Fields from the game? I promise you nobody will miss it. It's an absolute barren wasteland of NOTHING that you can't do anything in either side most of the time except Hold W. All of these maps also are too bright, making it very hard for Killers to track scratch marks in. You basically have to track blood trails and pray. Adjust the brightness of this Realm and give a FEW more resources, maybe some junk tiles, and it's fine.
- Disturbed Ward: Weirdly shaped and too big with too many resources. Somewhat Survivor-Sided for that reason. Adjust the size down - I suggest making two new realms out of it a little larger each than Crotus Prenn is - The Asylum and the Carnival. Cut out the Carnival from Crotus Prenn entirely and reduce resources to balance it, then Expand the Carnival into its own creepy spooky Evil Circus map in the same realm as Crotus Prenn. And readjust the sizing so neither map has such a wonky shape.
- Haddonfield: This entire map has been a problem child from day one. Currently, it's heavily Killer-Sided. I think the tiles themselves are fine, specifically all the houses. But the size needs to go up a bit, and those bush tiles should be extended into their own tile. Space out the houses and replace with a playground tile set or some bush maze tiles. House of Pain and the Myers House should be the only strong tiles. You will never be able to fix that street, so just remove the tiles there and focus on either side. Make it a "resource guarding" map the way Shrine of Wrath or Azarov's Resting Place are.
- Backwater Swamp: The whole realm is a wet fart. Whole realm has to be darker, what is this nonsense we have now? It looks awful. Pale Rose is probably too big for what it should be, and the elevation is kinda bad. Grim Pantry is Survivor-sided, that double window on its main is again, a war crime. Weaken the Main like you did to the Haddonfield buildings and bring the number of filler tiles down. Shrink the size of both maps slightly. Stop making all the hooks and generators and the Hatch spawn in the corner, WHAT is this spawn logic?
- Red Forest: Generally OK, but definitely needs less filler tiles. This is less obnoxious on Temple of Purgation than it is on Mother's Dwelling. Both need a slight reduction in fillers. The amount of collision blockers feels kinda bad, but it's tolerable.
- Badham: Still too Survivor-Sided and really deserves a rework. Just remove some breakable walls in some buildings and weaken the dropoffs in those buildings. Rework the Main. Change those things and the map will be fine. NEVER BRING THE OTHER VARIANTS BESIDES WHAT WE CURRENTLY HAVE BACK TO THE GAME AGAIN. I'd argue you could merge Badham and Haddonfield into a new Realm called Dark Streets, maybe whenever we get another urban map again. Such a realm could have a lot of potential! You could put a theoretical All-Kill, Scream, or other such urban map there, instead of having three different realms for them.
- The Game: This has always been another problem child map nobody really has any fun on. There's nothing for Survivors to use up top, and downstairs is too strong for Survivors. Meanwhile Killer can guard one half of the map depending on who they are if many of the generators Spawn in that area. Very cool map packed with Easter Eggs for SAW, yes, but really feels bad to play on. Especially for Killer, since there's approximately 9 billion pallets every square inch and no vaults. Reduce the number of pallets on both floors to about half of what we have now, and add some vaults topside. You could even have some generators change things and create vaults where ones did not previously exist. Whole map needs a redo.
- Ormond: My big issue is that one map is too Survivor Sided while the other is slightly too Killer sided. Ormond Resort probably needs a reduction in fillers and reduction in size a little, and some slight changes to weaken the main. Maybe just don't spawn some breakable doors. Ormand Lake Mine deadass doesn't need that entire lowest section you can drop into, and could probably get a slight increase in size if you removed it. The snow also tends to muffle footsteps, making it too hard to track in - adjust the sound levels.
- Hawkins: This map is mostly okay, my issue is that maybe some of those dropoffs are a bit too strong and there may not be enough resources for Survivors to use. The map is also extremely confusing to navigate similarly to the Treatment Theatre. Change that and the map is OK.
- RCPD, both Wings: My ONLY issue with this map is that the extended loop in Main is much too strong and too easy to chain with the Welcome Leon room, the Safe Room, or the rooms adjacent to it. That desk AND the stairs both deadass don't need to both spawn pallets, it's already huge and hard for some Killers to keep up on. I promise you that loop is strong enough if you only had ONE of those pallets spawn at a time. Or, you could add a dropoff from that upper balcony next to the statues to break the loop into being less strong, and keep both pallets. The rest of the map is okay.
- Forsaken Boneyards: Another issue realm, one is still Survivor-Sided while the other is Killer-Sided. This isn't balance, BHVR. Eyrie of Crows STILL has too many resources, often ones that are strong loops or lead into other strong loops. It needs more filler pallets and less of the kind of loops we see between the mausoleums. Why does that pallet on the little plaza even exist? Why can you chain from Main into a few semi-strong fillers into a tile into shack? That feels like too much. Dead Sands has the opposite problem - no real tiles, not enough resources. It feels like Rotten Fields. It really needs more for Survivors to use, there's nothing here. That feels really bad especially if the Killer tunnels. And BOTH maps have the awful issue of muffling footsteps, making it hard to track Survivors and sometimes Killers in - adjust the sound levels.
- Garden of Joy: Garden. Of. Joy. This map has been THE most Survivor-Sided map since its inception. The whole map is just awful, it has the same problems Haddonfield has but in reverse. That Main is TOO STRONG and those dropoffs need addressing. Having it easily chain into strong tiles either side is a war crime. The other side isn't much better, chaining shack into strong tile into strong loop. Then you add a bunch of fillers as resources to extend it. I'm gonna say it - remove the Shack entirely, and space out the tiles on that one side with a dead zone and some fillers in between, not every map NEEDS to have a Killer Shack. As for the Main, add more dropoffs and weaken some of the vaults, there's too many exit points for Survivor and too many loops the Killer can waste time on. Plus it has two strong pallets in it. Maybe weaken those somehow, the house shouldn't be a guaranteed safety zone. Then remove one of the maze tiles on that side and put fillers there. There, fixed, balanced, even. Also, rework the lighting to match the other two Withered Isle maps - it should be dark like Fazbear's and Greenville. Looks cooler, is cooler, do it.
- Forgotten Ruins: Killer-sided for some Killers, Survivor-Sided otherwise. Has the same issue as The Game - the underground is too Survivor sided but the topside is too Killer-Sided. Weaken some vaults in the dungeons and add some resources or a maze tile topside.
- Toba Landing and Nostromo Wreckage: Let's be honest here, these two do not need their own map offerings. Make the Spaceship Door send you to one of these two maps, not one for one and another for another. Nostromo Wreckage is currently too big with too few resources. It SHOULD have been an indoor map with a small outside, but since BHVR won't do that here's a better solution: split it into two - an outdoors map, and an indoor map - and then expand both. We have NEVER seen a realm give you either an outdoors OR indoors map, that would be new and interesting. I am not sure why BHVR is so damn averse to making more indoors maps when we haven't had one in ages, it's like they're afraid after the disaster RPD was at launch. As for Toba Landing, it's STILL too red and hides scratch marks too well, plus that Main probably needs a slight look at. It's quite a strong structure. I am also not sure why on earth they put two shacks on Toba Landing, it seems pointless. Map is otherwise fine.
- Fazbear's Pizza: Should. Have. Been. An. Indoor. Map. The FNAF games are indoors games. They have always occurred indoors. it's baffling you didn't make this map also occur mostly indoors with a small outdoors. You could have blended multiple games' locations into one bigger reality-bending indoors map - the FNAF 1 security room, the FNAF 2 big open area, the FNAF 3 Fazbear's Frights room, the Sister Location galleries. You could then have added the party room, the arcade, and the kitchen as areas. It could have been another Lery's, which is still IMHO peak indoor map design. Instead you chickened out, played it safe, and gave us another "cool main in a barren field" map like Greenville that you have no real reason to go explore in because it's strong and there's nothing for anyone there after its one generator is finished. Please stop designing every map like this or like Rotten Fields, it gets old, give us something new. Give us more interesting Indoor maps at least! Not every damn map has to be outdoors!
- New Walking Dead Map: OK, if any map deserved better, it's this one. It shouldn't be in Withered Isles to start with, it should be in Lery's Memorial - and it should be a fully indoors map. WHAT is this "cool Main in a barren field" design philosophy that BHVR can't seem to shake? The coloring doesn't even match Withered Isles! Please, for the love of everything, just make it a more open but fully indoors Lery's Memorial with a Walking Dead coat of paint, it would fit there so so so much better.
Realms that need more maps or need to be combined:
- Crotus Prenn: Has only two maps, splitting Disturbed Ward into The Asylum and The Carnival would give you a third, making a nicely balanced realm.
- Haddonfield and Springwood: After nixing the other NOES maps, now Badham has just one map and Haddonfield has only had one map ever. I say either bring that "The Facility" map idea back as another callback to Halloween (the second one in this case), or merge the one Badham map with this realm to create a new Realm called The Dark Streets or The Urban Jungle. Then you can add say, an All-Kill city map or things like maps for urban Killers like Ghostface or Skull Merchant without repurposing other maps. How cool would it be to have a fully urban realm made up of classic horror locations like Badham and Haddonfield?
- Backwater Swamp: Badly needs more maps as it has just two. How about bringing back any of the previously scrapped map ideas for this realm, such as The Mound? How about a deeply murky muddy forested map for this realm? How about a creepy otherworldly bog with much too big carnivorous plants and creepy reeds and a big wicker man like object or a big old tree you can loop inside of for a Main or something? Something cool!
- Lery's Memorial: Put the new Walking Dead map here, and make that map fully indoors but more open space than the Treatment Theatre. Call it The Institute.
- Red Forest: Could use another map as there are only two. What if we had a cool underground caverns map and it had a small outdoors section that is forested, connecting it to the Red Forest? Maybe with a new Killer this could be their lair. It'd give us another "big indoors small outdoors" map which we don't have very many of.
- Springwood: As stated, blend this with Haddonfield and some new maps into a new Realm called The Dark Streets or The Urban Jungle.
- The Game: I don't know how, but I'd like to see this realm become The Indoors Realm. Rename the realm to The Game and the map to Gideon Meat Plant, and then add maybe some more sci-fi type places to the realm. IDK, something, having it be its own thing feels kinda lonely when plenty of other licensed maps are being folded into realms that exist already. Maybe give it more SAW inspired maps?
- Yamaoka Estate: Needs another map. Maybe add a Fatal Frame inspired creepy old house map to explore, there's a good map idea for an indoors map. How about an old Aokigahara inspired creepy Yokai Forest? You could do that. What about a Japanese seashore vacation house? How about a mass burial grounds for the Yamaoka family, with Tori Gates and spooky gravestones to hide behind and little shrines like that elevated one in this map?
- Ormond: Needs another Map. How about the abandoned halls of the school that the Legion dropped out of? Solid indoor map. How about a cold frozen over lake at the height of a harsh blizzard with a crashed plane deep in the Canadian Mountains? Solid outdoors map idea. We already have "Ormond Lake" as a concept, show us the actual beautiful, crystal clear Canadian lake with mountains in the background! C'mon BHVR, you're a Canadian company… show us your country's natural beauty in map form, I know you're capable…
- Hawkins National Laboratory: Probably could be merged with the Lery's Realm into a new Realm. Call it The Institute and have it be Hawkins National Lab, Treatment Theatre, and The Walking Dead Map. Bam. If you don't do that, what about adding The Upside Down, like the actual Upside Down, as a map? Could be really cool!
- Grave of Glenvale: Dead Dawg could stand several more maps, why is it all alone? :( You could do a creepy abandoned gold mine. You could do a large scale canyon map. You could do a nighttime desert map. All of these would be really cool, but you haven't done them yet. This realm needs more maps!
- Silent Hill: If you do another Silent Hill chapter or release, this realm needs more maps, and frankly it deserves to be its own realm. How about Alchemilla Hospital? How about the Hotel from SH2? How about the streets of Silent Hill itself? How about the carnival grounds?
- Raccoon City: Fine as it is I think but if another map were added, why not add a creepy Las Plagas village or something? Or put the Walking Dead map here because it's "the zombie horror realm".
- Forsaken Boneyard: STILL needs another map or two. Why not create a cool underground catacombs map, kinda based off Ossuaries and the Paris Catacombs? That would be a terrifying map to run around in! It baffles me you haven't done some kind of catacomb-maze map yet, like what are you waiting for, it's ripe for horror and this is the Scary Graveyard Realm.
- Decimated Borgo: Could use one more map, probably in a future chapter. I would like to see perhaps a King's throne room or something. Make a genuine castle map. I bet people would love to see that.
- Dvarka Deepwood: Could use another map. I feel like something involving cosmic horror in a future chapter could go here. Like, if you did a Rl'yeh or Carcosa or other cosmic horror inspired type weird trippy map. Put it here, perfection.
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Bro wrote a whole book lol. But I agree with the majority of things here. I really like the idea of Carnival having it's own map and the fact that you mentioned that not every map needs shack. I still don't know why Eyrie of Crows has the killer shack after the nerf and new variation. Also, the sound in Forsaken Boneyard and Ormond really suck.
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Even as killer theyre terrible bc you can forget seeing scratchmarks and auras (make the realm dark again i beg you. Same goes for making eyrie dark. Light maps dont belong in DEAD by DAYLIGHT
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I agree, just darken the Coldwind maps. Ormond can stay bright, that's fine, the snow doesn't impact tracking. Coldwind does. Toba does. It's the same problem old Borgo had.
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I had a whole book's worth of stuff to say about maps lol.
But yes. Not every map needs to:- Be outdoors
- Be bright
- Have a shack
- Have a set number of pallets or vaults
- Have a gimmick
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I just want them to stop adding weird loops that are useless, as they have done all over Coldwind and most loops on Toba and Nostromo. They are an indirect nerf to survivor in most cases and while the game was far too survivor sided years back, they have made many maps significantly smaller but also added junk loops that are extremely unsafe.
I was all for survivors being nerfed but I feel this went too far on specific maps. Cant be bothered writing a novel but I think most people can figure out which ones.
Oh and I agree with killers that some maps like preschool and OG Eyrie always have been and are still pretty rough for them
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I started playing DBD in 2023 and a friend showed me images of the old Coldwind and I never understood why they removed the old atmosphere from the game. The map was so much better dark. I only hated the old cornfield though
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same i started in like 2020 ish? also can you imagine how cool eyrie would look with only moonlight as ilumination with a fog effect?
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I started 2017, and was a Huntress Main at that time. They changed it so she and Nurse could see better to aim, but I still prefer the old dark maps… they just had so much more going for them.
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Torment Creek is okay, I would say. Not nearly as good as it used to be, but reasonable. Cowshed, Abattoir, Rotten Fields and Thompson's House aren't good, imo.
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Honestly if we're talking about adding new maps to already existing realms something I'd love to see is an abandoned WW1 style frontline map for the red forest realm. This is mainly because it'd be incredibly cool having trenches and that sort but also because it connects really well with huntresses lore.
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Oh my god you know what would be such an interesting map?
An abandoned trench encampment. Genuinely. Could you imagine the twists and turns on a map like that? It'd be spooky, unique, and great for Huntress' lore too. It's something we don't have yet. And it could be an example of an "indoor" map with a small outdoors "No Man's Land", so everyone gets something.
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I'd like to see the maps have a chance to spawn strong, weak, or "weird" loops depending. Every time a map is chosen, it doesn't make sense for it to ALWAYS have the same exact tiles, or combos of strong and weak tiles. Increase the map randomness. Maybe sometimes that gym at MacMillan's could be a useless weird loop and sometimes it could be strong.
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