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Would you like this change in the current Groaning store house?

This is the version we have now of the main building in the map Groaning store house. I draw only the most important things, is to say, the basic structure.

red = window

black = pallet

blue = breakable wall

G = generator

Details

  • Two options of pallet spawn (1 or 2)
  • One decent window
  • One god window
  • One breakable wall

Comment

A lot of people of course complains about the breakable wall, because creates a god window and an infinite if the killer doesn't break it. In the middle of a chase you still lose distance breaking it.

In the rest of reworked maps happens the same thing which demonstrates a bad design. Personally I love the idea of breakable walls, but the devs are implementing it in a wrong and poor way, which makes loose their true potential.

Changes

My objective is to create a main building that benefits killer and survivors. So here is my design.

Details

  • Two options of pallet and window spawn (1 or 2)
  • One decent window.
  • Two breakable walls

Comment

Here I eliminated the infinite loop by eliminating the BW, also I improoved just a little bit the window. My important change is the addition of two BW, each one in the long walls of the building. With those if the killer breaks them, he can reach quickly the middle generator and also patrol more easily the map by traversing the structure of the main building. This way the killer doesn't go around a wastes time, also if he chooses to not break them, he isn't hurt at all for taking that decision unlike with the current BW.

In the other hand the survivors still have a normal looping area without being unfair to the killer. Because there are the same number of windows and pallets than in the current version.

Example

Down here I show a visual demonstration of the value in the BW. The two circles in the outside are the points where the killer starts to patrol.

Comments

  • NoOneKnowsNova
    NoOneKnowsNova Member Posts: 2,785

    For the most part, this seems good! However, I do feel window 1 and 2 are too weak (more so 2 than 1). Then again, maybe this is a good thing as there is already a strong window and pallet.

    Overall good rework ^^ 👏

  • danielmaster87
    danielmaster87 Member Posts: 9,773

    I think no matter where they put the windows on this building, they're gonna be too strong.

  • Masterninja
    Masterninja Member Posts: 427

    danielmaster87, well at least there isn't anymore a god window, you can't complain about that.

  • MJ_Out
    MJ_Out Member Posts: 184

    Unpopular opinion here; I like the BWs the way like it is now.

    You have in the beginning a god or a really strong window and as a survivor u can use it maybe one time (maybe u cannot use it at all id the killer broke it already). If you break the window, u create a really weak window which will help u in later chases. So u gets a reward for breaking that wall. In my opinion that is the best way to implement BWs.

    In ur version the BW are pretty weak, they have just the purpose to trafers the map a little bit easier but they won't help in any other scenarios. So the reward is pretty low and maybe u shouldn't interact with them at all. Also ur two windows are to strong. One window is always a slow vault and one window is always a fast vault, that way u can loop the killer easily for three rounds without any trouble.

    Threse are my thoughts about it.

  • terumisan
    terumisan Member Posts: 1,293
    edited June 2021

    If rng doesn't leave window 1 and 2 open at the same time it's better i guess but what's the point of that breakable wall near pallet 1

  • Masterninja
    Masterninja Member Posts: 427

    terumisan, can you please look the third image, thank you...

  • Masterninja
    Masterninja Member Posts: 427

    MJ_Out, the looping is the same than in the current version, two windows and one pallet. The windows are the same and the pallet is the same.

  • Pilot
    Pilot Member Posts: 1,158

    I would probably get rid of window number 2 as you can chain it with window number 1 possibly resulting in an infinite.

    I've marked the path a survivor can take to abuse pallet 1, window 2, and window 1.

    Essentially, you can loop around pallet number 1 a couple of times, then jump through window 2, and then chain it through window number 1. The killer losses a lot of distance by just going around windows 2 & 1. Once you vault through window 1 as survivor, you come and repeat the same thing.

    The same thing can happen if u were to loop around pallet 2, then go through window 1, then 2, and repeat.

    Window 2 was removed due to the sheer fact this loop was possible in older versions of the map.

    I really like the positioning of walls, though. Great work.

  • Masterninja
    Masterninja Member Posts: 427

    Pilot, you don't understand, the numbers in the windows and pallets are two spawn options in the structure.

    Spawn 1: Window 1 and pallet 1 appears

    Spawn 2: Window 2 and pallet 2 appears

  • Pilot
    Pilot Member Posts: 1,158

    Oh right, guess I was just blind. That's my bad.

    Then, yeah, It's pretty good. I got nothing else to add. Love the design.

    Other than I would try to shorten a loop somehow and add an unsafe pallet. To me, 1 pallet seems rather unsafe & the distance you need to travel to get from inside the building to anything safe or meaningful might be a tad too much.