You really need to consider changing the map designer.

How many maps is this now in a row they have been utter terrible to play on gameplay wise. u can make them look as pretty as u want but its not fun to play on.
im sorry to be harsh but i cant help it anymore. i think the map designer is legit trolling.
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Another huge map......just exactly the thing every killer wanted.
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Yeah it’s either a huge outdoor map or a terrible indoor one
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Not just that but they really need to consider telling whoevers baby breakable walls are that enough is enough.
When you place a breakable wall that slightly makes something better, even though you don't necessarily have to break it, it's one thing. But when you purposefully put one at a window that is 100% a god window unless you break it, then you *DO NOT* understand game design or map design *at all* You can talk about the size of maps all you want, but people severely overlook the time waste a few breakable walls have. It's a chase delayed, pressure delayed, it all adds up. Small things, they all further make something like large maps a problem, too. Dont forget it.
These massive maps with pallets that give no interactions between survivor/killer aren't a good thing. Just like not fixing your games issues and band-aiding them with anti-loop killers isn't fixing it.
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I think this map is quite good!
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Would of been okay if it was just not so massive.
I can't imagine trying to play Trapper on this map though, like... Where do you even hide your traps? Lmao
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Who cares about gameplay. Just let be creative YAY.
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Reminds of the swampy area.
With blight its slippery af
With huntress I became slower m1. Almost nowhere to get los for hatchet throws
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I don't care about size, but those totem spawns are killing me.
It's just a ######### hide and seek for a small object. How hard is it?
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I still think they should create small cavities/alcoves inside trees, boulders, boxes, broken barrels, small holes in some walls or other debris objects and spawn totems inside there.
With that totems would be only mostly visible from one side and the could set way more than 5 possible spawn points with ring and a setting that totems can't spawn too close/the same section of a map.
Or go a bit further and reduce the spawn points but have survivor rummage a little bit at potential spawns like vines blocking the wholes in the tree or debris blocking the entrance so that totems can't be seen from half a mile away.
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Haven't played yet.....work during the week with mandatory OT on Friday leaves me with just Saturday to play......I know I'll hate.....
1) The New Map
2) Overcome
3) Boons (as usual)
4) BHVR ignoring everything that Killer players say or suggest and keep pushing out bad ideas and shove it down our throats.
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Yes. Totem just should never be visible from more than 4 meters, so you actually have to go there and check it.
I mean, they know they will have to place totem spawns somewhere, so is it that hard to create a new map with this in mind?
I could understand some ######### totem spawns on older maps, but that is not a case.
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You won’t
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how about we make the traps invisible
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Or change the tar bottle to an adaptive paint bottle that slightly matches the trap color to the theme of the played map.
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How we make traps invisible till u are at 4 m of them.
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I don't think they even have one, probably since the Game rework.
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ive played on the new map about like 5 times now. everytime people have worked out they can just dry hump the windows in the main building until they get hit, then after they are done doing that, u can run upstairs where there are like 2-3 god pallets to save u. this is very time consuming. imagine being a basic m1 killer here.
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Just make the game invisible, uninstall it! Problem solved!
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irridescent dye
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Baby killers need those breakable walls for some points in this chase simulator.
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Does the map designer think breakable walls are meant to: A) be a risk/reward consideration which may open up a loop/remove a dead end but make an area less safe, or B) an amazing pre-dropped pallet that does nothing except force the killer to spend time kicking it?
I'm thinking they're going more and more to B. Missing the idea that the killer chooses to kick doors, doors are not meant to be guaranteed time for survivors.
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IMHO, it's not that bad of a map for me. Save for the Awesomely designed, but nasty Main building (unless you break the mandatory BW's), the only real issues I have with it is that, there's very little cover/mid-large loops or LoS Blockers, and the absolute worst totem spawn locations I've seen on a map. Playing as Plague on it yesterday, I found it incredibly easy to locate and infect survivors, or simply spot already infected survivors, and no matter where my Hex:BF/Ruin spawned, it was just as easily spotted and cleansed/blessed by survivors. This map simply has little to no stealth play or hiding spots, which makes it really difficult for survivors to sneak around but also equally as difficult for the killer to sneak up on anyone. It's gotta be the WORST map for Stealth killers like GF, Shape, Wraith, etc, but a decent one for High mobility/loud n' proud or Ranged killers Like Nurse, Billy, Spirit, Plague, Bubba, Huntress etc.
I'll have to do more testing on it with different killers of course to prove this, but that's the general Feeling I have about it currently: Stealth's Bane, but Ranged and High mobility killers playground, and also, a Hex perk Builds worst map. Either Way, I have conflicted feelings about it thus far. As far as whose side it favors more... I feel that depends on the killer you play/oppose when you go there.
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Reconsider the whole team.
Still waiting on perks that are 5years old to see a buff.
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I've had some success on Hag hiding them under vaults, around corners or in chokepoints.
The map doesn't feel that massive to me. It's long, but it's narrow enough to cut in half. The only area that feels a bit indulgent is the central structure.
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Yeah, I am not at all a fan of "Gigantic map with a strong central building". This map is basically Ormond on crack and I have always despised Ormond.
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