Reworked maps are detrimental for trapper
So first, let's start off by saying that across the reworked maps, the ground textures look very much the same, with the exception of badham and ormond.
Taking a look at the most recently reworked map, that being Autohaven.
You'll notice that the original ground textures were more full of random foliage. The leaves, smashed grass and other things let the ground feel more full, and visually it is darker. This means that you'll have a harder time picking out traps on the ground because of the visual richness of the texture.
The reworked ground textures have nothing going for them. They are bright, have no fallen leaves, or any kind of foliage in the texture itself. Leaving it pretty clear when a trap is present on the ground.
Now looking at OG macmillan
Again, it is full of leaves, fallen twigs, with the occassional bright green foliage. This texture is full of stuff to see, and allows traps to be better hidden among the leaves.
Reworked macmillan also has nothing going for it. The ground is clear, bright, but also come with the occassional wet spot on the ground. This let's you see traps clearly on the ground when you pay attention.
This is without talking about the new grass. You can pretty clearly see the ground through the grass, which also means you'll be able to see traps relatively easily through them. If you run trappers tar addon, this will actually make your traps easier to see on the new maps because of the brighter ground.
Plus, just talking about the overall aesthetic, the brighter ground feels out of place. Like it doesn't belong in the map it's in. Adding leaves, twigs, and other debris would go a long way towards making the ground textures look darker, more aesthetically pleasing, and full.
Edit: here's some photos of traps on autohaven, minus the outline, they are pretty easy to see, even in dark areas.
(Credit goes to bm33 for getting the pictures in another post of mine)
Comments
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How did you manage to put Suzy and Daddy Myers in the same match?
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I kinda disagree. The quality of the game was bad enough to easily figure out a 3D trap placed on the 2D floor textures. I agree that the textures are kinda boring compared to the old ones, but the new grass hides traps even better than before. Especially the plants completely cover them.
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Found a picture on Google just to showcase the ground textures, but that was when you could glitch the game out and get two killers in a match.
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Oh sounds fun :D
I don't play trapper but when I played against, they didn't have trouble by laying traps on patches of grass or choke points on the map. But I think the issues might be better addressed by changing the trapper, not the maps.
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The issue is that there is nothing beyond the grass to help obscure the traps on the new maps
On the old maps there were bright leaves and other debris in the textures to slightly hide the trap more.
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Yeah and that should be addressed with the killer, not the maps. Trapper surfer from the same issue in indoor maps and desperately needs a small to medium scale rework (mostly Addons). The only addons that offer reduced visibility on traps just darken their colour and there is so much space for improvement here. Like an addon that after X seconds of being laid down, the trap would be covered in grass while outdoors or map-specific assets indoors (goo in midwich, etc).
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Said the same since yamaoka rework, noone cared i just stopped playing trapper. There's no way someone will ever get caught in a trap unless he's literally looking at the sky. The only way of playing trapper is either bringing offerings of maps that haven't been reworked yet or just playing at lower ranks.
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As someone who "mains" Trapper I kinda disagree. Trap placement oppurtunities have shifted in certain areas, but the overall gameplay hasn´t changed a tad for me. Still rank 1, still killing it with Trapper.
It was right to gradually patch out the invisible trap spots (although they were very funny) but there are new spots where traps can be at least partially hidden.
The bugs will hopefully one day be patched out and exit gates can be trapped again.
The biggest detriment with the reworked maps are the Autohaven jungle gyms. They have walls so short it´s so ez to see a tall Killer over, that the survivor has to be seriously unattentive to get hit there before entity blocker, especially considering that certain walls are now see-through (not even accounting for stretch res gamers who can almost watch your feet over the wall at these locations).
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I made the same topic since PTB https://forum.deadbydaylight.com/en/discussion/205820/autoheaven-vs-macmilan#latest
Ormond is much brighter, but the ground texture is much more rich that trap actually can blend into low volume grass.
MacMillan has good light though, the dark area is not that dark, the bright area is not that bright. Traps can blend pretty good. Trapper is stronger in new MacMillan over the old one.
New AutoHeaven, the map is a pain. Grass volume is too low that you cant even set traps at loops. The dark area is dark enough that you cant see a Clau sit in open. The bright area is too bright that Green darken add-on is useless even in grass. As Trapper main, I just want to quit when get into new AutoHeaven.
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I disagree, grass/plant in Yamaoka is extremely good. Except the map dont have much key points to set traps (Yamaoka estate). Mostly hope they get trapped in open/unexpected places.
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Agreed,most reworked maps more or less killed those sneaky trapps with trapper because of this stupid grass.
Autohaven and Macmillan were my favourite trapper maps :(
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I know it doesn't really affect his ability to cut off loops, but it does make them more visible with the clearer ground textures on the reworked maps.
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I wish the ground textures had more debris in them, it just looks like dirt or mud.
At the very least adding debris would give some slight character to the ground. It's wierd not seeing any leaves on the ground when the map is covered with trees.
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New yamaoka grass seems more like a balding's man head
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I just dislike all the reworks. Guess I’m old now.
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They should speed up his trap setting animation by like 30% but then use that 30% to add a few extra frames of him just kicking dirt/foliage over the trap to obscure it- and then have the traps turn half transparent and have some leaves or dirt piles sorta over the edges visually depending on if it's placed on an indoor or outdoor tile.
The effect would disappear once a trap was triggered, or if it was triggered by the iri addon.
ᵀʰᵃᵗ ᵐᶦᵍʰᵗ ᵇᵉ ᵗᵒᵒ ᶜᵒᵐᵖˡᵉˣ ᶠᵒʳ ᴮᴴⱽᴿ ᵗʰᵒᵘᵍʰ....
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The grass doesn't have as much density then as before the reworked maps.
Also the grass looks more plastic and fake looking. On top of the brighter colors of the grass.
And also the floor/ground is much brighter too. It's not a darker green-ish/black floor
If the Devs change at least the first two options of what do said back, then it would be better
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I despise the Autohaven rework. It always seemed like that map was pretty fair for both sides. I've played it as both killer and survivor and I hate it. Same with Yamaoka. I'm not sure why they devs constantly need to change things that don't need to be changed? You put all this time into learning a game and then things get changed and you have to relearn maps. If you even can, because they're so dark. I get the rework for Badham and Haddonfield (I assume it's coming) but MacMillan and Autohaven didn't seem necessary to me.
Trapper was one of my favorite killers to play. I stopped because I so often get good SWFs I can't do anything against, but it's a shame he's even weaker now with these changes.
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