Maps: Lore accurate or poorly designed?
From the lore, we know that the entity is copying the Maps out of the related universes with slight twist to really juice that tasty hope out of the survs.
But if you actually look at it, it's ######### stupid. Walls standing random around without a roof, floor or anything, lookers being everywhere to store God knows what and pallets appearing more often than birds.
It's just so stupid sometimes.
P. S. The locks on midwich seem to be the most stupid ones, but funnily I had a school were we had all our lockers Patchworked together from 4 different manufactures.
Comments
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so we should just gut all non main building loops then?
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In this game, this walls are mandatory for survs to stand a chance in chases, and to not go down instantly. But all this design choices are outdated as hell and are forced onto any new map. Ne ideas would be nice to make it look better. Like the small house on new Haddonfield. Instead of a Pallet in the middle of the entrence, why not a shut able door that the killer can (faster than pallets, but not instantly) run down? Or just make the random wall locations look more like burned down buildings.
Not is an angry rant if I ever saw one. XD
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Video game logic is what it is. You do have to give credit to the devs putting effort into making the environment look more natural. The details inside the new Haddonfield houses impressed me.
I'll miss the "blueness" of the old Haddonfield but all in all the new one is better in every way.
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I like that too, actually. That pallets just always makes me cringe when I run near them. Don't lean it against the car, it will scratch the paint like hell.
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What about disturbed ward?
As far as I under stood it, it was supposed to be a run down massive complex with only the ward standing now. When you look at the map Ingame, it's just that building, random walls and vive versa. The new loop spots with the floor was good, but the rest just wasn't anything new.
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Maybe the crumbling walls around the building are remnants of the ward 🤔
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Floor?
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Disturbed ward is actually one of the most accurate maps lorewise, it was supposed to be a somewhat big complex but it burned down, the jungle gyms outside of the main building could be whats left of the cells after the fire.
Anyway you cant have lore accurate stuff in games because gameplay always takes priority over accuracy plus the developers may not know a single thing about other jobs or jobs enviroments (which makes sense) and hiring an expert may not be worth it since general public wont even notice if its realistic or not.
I work in an oil refinery and I can guarantee any oil refinery Ive seen in games, TV, movies or wathever has nothing to do with the actual thing, from minute details to the layout of the place, not even the machinery is accurate but since its made for the general public who doesnt know anything about them either they get a pass, same here, I doubt real wrecking car yards look in the slightest like Autohaven maps and I know for a fact steel mills dont look like the McMillan maps either and Im talking about the main buildings.
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If I take my time and look at every aspect of, it looked more like a garden with a big building in the middle of it than a run down facility. I think, if they would get rid of the big trees in most areas and but areas of burned down cement on the ground it would portrai what it wants to portrai much better. Same for most maps.
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And then we have of course the 5 million pallets and lokkers all over the place. They don't fit into the ambient at all.
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Those are neccessary for gameplay, as I said, gameplay almost always takes over accuracy, even close real life simulators like ARMA games have to make some concessions for the sake of gameplay.
Plus it can be reasoned the asylum burned down but we may be playing in its ruins after 50 years since the fire, that gives enough time for trees to grow and nature to bury the floor, this is a real occurence, you can go to a house ruin after many years and see the floor is regular soil with grass and some weeds, if you dig a few cms you will find the tiles buried under the new soil, this is the reason we find ancient Roman or medieval structures when digging nowadays, nature buries unocupied buildings and infrastructure since plants grow, they die, decay and start making layers of soil, for a whole house it may take centuries or milenia but for a few cms of soil its just a few decades.
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Thank you. Will think about that while playing the map again. I still think there are to much pallets for a burned down facility.
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