Hawkins improvement suggenstions
There is a lot which bothered me about Hawkins in the past, but it's nothing that can't be fixed.
- Too many save gens
There are at least 2 gens at really hard to reach positions for killer (Upside-down room & Isolation Cell) which are also on the opposite side of the map, making it near impossible to defend those. Smart survivors will keep these 2 gens for last at all cost. If there is another gen on top of a catwalk this gets even harder for killer.
Suggestion:
Move the Upside-Down room gen to this corner here.
It's on the bottom, can be defended a lot easier but leaves the good loop intact. Maybe remove one of the windows as they are a very strong loop ...
- Totems on top levels
Boons may be not a thing anymore, but I remember how annoying Shadowstep was on this map, especially when the totem was somewhere at the top floor like here:
Maybe remove all spawn on the top floor for balancing reasons.
- Some hooks fatshame you in the corridors
Yeah. You hook someone in the corridor next to boxes, you can't get through. This is a similar problem to Lery's and RPD.
- Tube dropdowns
The tube drop downs are unfair for the killer as they cannot hit you if you are standing right at the back end making it a very frustrating loop as you need a long time to get back up. When you finally do, the survivor is gone.
- Map traversing
Sometimes traversing from one short side of the map to another is not easy as the long rooms have closed doors which makes movement feel weird.
Edit:
- No Gen indicators
Currently no lights are flickering next to an unfinished Gen in the corridors, which was the case back then. Please bring these back. Closed doors still mark a Gen in one of the rooms though.
If I find any more I will edit these in.
pls feel free to put your suggestions below.
Comments
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I know this gonna happen
Hawkins does not comply with "current map standards"
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- "Too many save gens
There are at least 2 gens at really hard to reach positions for killer (Upside-down room & Isolation Cell) which are also on the opposite side of the map, making it near impossible to defend those. Smart survivors will keep these 2 gens for last at all cost. If there is another gen on top of a catwalk this gets even harder for killer.
Suggestion:
Move the Upside-Down room gen to this corner here."
I mean... Just ignore those two Gens? It should be a basic understanding for Killers that some Gens are not worth defending. E.g. the Saloon-Gen on Dead Dawg.
Those two Gens are the same. If you just focus on the middle Gens, you will have 5 Gens to defend and if the Survivors do the two Gens which are free for them, it is whatever.
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As I said, they will do ANYTHING not to do these gens and rush the others first. It was a common strategy back then and it worked. Maybe it is different now but we all know that survivors got a lot smarter over the years.
Even only having one of those gens in the end is pain (even with a 3 gen) because you need so much time going up. Same as on Saloon. If main is one of the last 3? Good luck....
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Current map standards? Which standard? You mean Borgo, Toba and Nostromo? Where you bump into ######### every few meters?
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Wait, who bump into things every few meters?
Post edited by Rizzo on0 -
Clutter everywhere, hay piles, uneven hitboxes where you get stuck, trees and other vegetation that blocks projectiles where they shouldn't etc.
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The only thing I would like changed is some of these loops. With the right killer the survivor is screwed in about 75% of these and others can't do anything about them. Also the amount of pallets could be reduced a bit, if some of these loops weren't quite as unsafe. Have you seen what Doctor can do on Hawkins? I assure you it's not pretty.
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I know.... don't remind me 😱
Hag was insane back in the day, Twins was also not bad on it, Trapper was also insane (hidden traps in rubble), I bet Artist will be too and it also looks like a decent Wesker map (if there wasn't the issue with him being unable to dash through open slide doors).
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