BHVR, We have to look into reworking some of these maps
If you play the game enough, it doesn't take long for you to figure out which maps are more tilted in the killers favor and which maps are more tilted in the survivors favor. With this being said, I don't believe anyone should win or lose a match simply because RNG has given them a map with a layout stacked against them.
While survivors have less maps stacked against them, maps like Rotten Fields still exist where there is very few pallets/tiles and lots of open ground. Chases can feel very frustrating against a good bit of killers because the only decent tiles to run are all on the outskirts of the map.
Killer on the other hand has a lot more maps stacked against them. Some of which I can even notice playing as a survivor. Maps like Ormond are so big that without a killer who can teleport/speed across the map, putting pressure on gens becomes insanely difficult. The main way for these killers to get around it is hold a three gen which draws out matches and becomes boring for both sides
Finally we have the main issue which is pallet count, and for this I am talking about one map in particular. The Meat Plant. Please BHVR, if you see any of these suggestions, focus on this one. If you load into the Meat Plant and run around it, you should notice the problem right away. This map seems to spawn way more pallets than any other map in the game, and to make matters worse, a good majority of them are safe pallets so there is no mind game potential. Combine this with the fact that pallets spawn right next to each other and you have a recipe for disaster. I could run through the Meat Plant for a five gen chase while safe dropping pallets and by the time end game hits I could still have pallets left over. This map is brutal for killers, and if you happen to be playing someone without range, you might as well chalk it up as a loss right from the start.
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The games number one issue since release has been map design and is still the number one issue today.
There are tons of maps that need heavy reworks to size and layout. Maps can slightly skew one way or the other, but there are many that nearly decide the outcome before it even starts.
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Borgo, Badham, Garden of Joy, Mothers Dwelling, to name a few. The second I see these maps when I load in there is a 90% chance I will have no chance.
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Yeah those maps for most the killer roster are a forced tunnel if you want to win unless the survivors are just really bad.
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Rotten Fields is definitely not stacked against survivors. Pale Rose, Sanctum of Wrath, and old Shelter Woods are the only ones that fit that category, imho.
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I mean, the first order of buisness is reduce the amount of safe pallets/windows everywhere and make the maps smaller.
then maybe M1 killers with be viable. in a world where they properly balance the blight and nurse and stop making every maps for them in mind essentially.
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That cornfield though.
I've lost survivors as the tallest killers in the game on that map. God help you if you're Onryo and you're sent there.
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Here's a quick guide to making fair maps:
- No maps can be larger than 9000m².
- Do not allow massive linked tiles (see Scott Jund's dream patch notes). Coal tower is one of the biggest offenders for this because too often you have 3 tiles linked together and you can loop it a long time before needing to use any pallets. This breaks the game.
- Make the majority of any pallets in a map "mindgameable". Go pull out some video and look at the Stranger things map. Most of the pallets on this map are "unsafe". No matter what no map should ever have more than 14 pallets.
- Do not make maps that require the killer to 3 gen. Everyone knows Azarov's resting place is a problem- but so are the suffocation pit, Dead Dawg, RPD and Haddonfield. All the good players can immediately tell you which generator you need to finish on game start to break the killer's 3 gen. In fact let's rewrite this rule to be : maps should have multiple locations where the killer can hold a 3 gen.
- Stop making "extreme time wasting" features on main buildings. Remember how busted the old Iron Works of Misery map was for years? Obviously the devs do not since they made an even more broken version of that with the Garden of Joy. That building should have a single strong window that leads outside. In case you don't know we can have a window on the back wall , the window by the generator and the window on the back/side that is close to a god pallet on the side of the house. Every game have "one" of these windows open and close the other two. What other Maps have broken Main buildings? Shelter woods and Badham immediately come to mind.
While we're on the subject let's delete the jungle gym right next to the "car park" on the Garden of Joy map. That area is always like a 6 tile link hotspot and is a perfect example of how not to design a map. The linked tiles are completely gros to play against.
Ok since we seem to be using this map as a bad example let's talk about generator placement. Largely speaking the gens are in a "U" shape around the map. This makes holding a 3 gen near impossible. We could use one generator on the front porch - combine this with the window changes and maybe the window is open or not and maybe the generator upstairs can spawn on the front porch. Move the "Car park" generator about 10m closer to the main building. Move the generator between Shack and the jungle gyms around car park about 10m closer to the house. Move the shack Generator outside of shack about 10m closer to the house. Delete the generator spawn in the far corner of the map (same side of the wall as shack but on the "back side" of the house).
See where I'm going with this? Also it's just easier to re-imagine this map as a 9000m² area (for point of reference this map has 10496m² right now).
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This sounds perfect.
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This. I am 100 percent convinced the map RNG works against you and will roll you the worst maps possible for your killer
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Let's say every map had some kind of pattern where the gens were perfectly spaced. Small maps would work and large maps would not. Why? On large maps you could just shift W into a corner use a pallet there and then when hit shift W back to usable tiles somewhere else.
Remember that small maps make shift W less viable. This is one of the things that is needed for m1 killers.
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