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Shelter Woods (The MacMillan Estate)
We'd like to know what you think about the Shelter Woods map, part of the MacMillan Estate realm. Please leave any feedback you have concerning this map as a comment on this thread. Your feedback can be as brief or detailed as you'd like!
Shelter Woods (The MacMillan Estate) 228 votes
Comments
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Same issue as Disturbed Ward and old Mother's Dwelling, both variants of this map are far too large for most killers to play. Map strength being tied to size is just boring on both sides.
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This map is way too big for killers that are stuck traversing the map at 4.4 or 4.6 speed.
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Slightly survivor sided because of size, but i voted balanced. Also sometimes it has crazy RNG, where you can chain pallets mindlessly and it's boring to play against, but it's not often in my experience.
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Too large of a map. Traveling around this map takes ages as an M1. (I mostly play as) That’s my only issue
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big map that favors survivors, the "main building" feels laggy for me just that part of the map (120 fps constant until i get to those PC's) feels awful to play as killer sometimes
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This map is peculiar in that some killers have an incredibly easy time, while others have an incredibly hard time, depending on how they deal with the potentially large amount of filler pallet tiles and the size of the map.
The first issue is simply the size of the map. It's too big, plain and simple.
The second issue is tile RNG. The amount of strong filler pallets you get at the large rock loops can make or break the game. Sometimes it feels like you spend the whole game going from filler to filler without being able to get a down because all the rocks spawned a pallet, and these rocks are very strong when played correctly against an M1 killer. Good survivors will predrop them and force you to break them or waste a ton of time trying to get a hit.
But when the map spawns few pallets, the fillers are gone in a couple chases and the whole map becomes a deadzone outside of jungle gyms, shack and main.
I don't mind the main building. It's decently balanced and feels reasonable for both killer and survivor.
The changes I'd make to the map is to make it much smaller, add more interesting fillers than just big rocks, and make the amount of pallets that spawn, and where they spawn less RNG dependent.
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These maps (both versions) are too big. This used to be kinda offset by the old version of the map having a lot of deadzones back when it didn't have a main building (which was bad for survivors), but now that it has a main building it's just a survivor sided map because of the size. It's good that it has a building now, but the map size should be reduced.
Both versions of this map also need more lockers too.
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Despite being a way too large map, it also just has way too many deadzones. It also has an extreme lack of lockers, it's not too bad on huntress/trickster, but especially for Dredge it feels like playing with half a power.
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Shrink the map and make the tree-shrine thing in the middle a loopable tile
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Bit too big especially now that it has a (survivor strong) main building. Before that it was lacking something so good decision to add SMs building even though it feels kinda out of place a bit.
i haven’t even realized there are two variants of this map yet 🫠
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Shelter Woods has two versions that are quite alike with not that many differences, yet these are distinct: variation I has 3 mazetiles, 0 hills and a very unoptimized layout, while variation II has 4 mazetiles, 1 fixed hill next to the tree landmark and an optimized layout where all mazetiles and shack are placed along the edge of the map, leaving not as many gaps without structures. The main issues of the map are shared in both versions. The map could be regarded as slightly survivor sided, with variation II being more survivor favored than variation I.
There are 3 maps that rank as largest and Shelter Woods are 2 of the 3 maps, its vast size makes the generator spread quite troublesome and despite the map having consistent pallet counts in both versions (about 12 to 14 pallets in Shelter Woods I and 12 to 13 in Shelter Woods II), it results hard for survivors to find which rock have pallets due to the magnitude of the map and the fact all fillers are rock loops. The focus on rock fillers, with over half the pallets being filler loops, makes the chases feel too dull.
The MacMillan Estate is a realm that provides good consistent safety when the amount of mazetiles is 5, since it has 7 types of which 3 are strong (meaning that with 5, the survivors will at least have 1 strong type). Shelter Woods fails to meet this requirement in both versions, which is a subtle but important issue. Related to this, the locker distribution of the map is horrible because there are lockers only at the 3-4 mazetiles, main building and shack.
The main building counts with 4 fixed windows and 2 fixed pallets, but one of the windows has a variable at the loop it belongs, since the doorway next to it switches from side to side. When the resulting loop has the L shape, this loop becomes "an infinite" because the survivor can stay out of chase (with the right initial distance) and vault the window endlessly without being caught while being able to keep track of the killer through the wall (which is not fully opaque). Without a compatible power or a window blocking perk, the killer can't outplay this loop.
Shelter Woods should reduce its size and increase its mazetile count to 5 to add consistency to the predictable safety, make the rock filler loops not so prominent and improve the locker distribution of the map. The main building "infinite" should be addressed too.
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The main building can spawn a ridiculous window into filler loop setup, other than that the only issue is that the map is rather big.
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Map is just a bit too big, and yet has a habit of either spawning many deadzones or many easy-to-chain tiles based on RNG. If the map were slightly shrunken and RNG reduced, it would be completely fine in my opinion.
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As cool as it was to repurpose a map notorious for being sparse of pallets with a Skull Merchant theme, this is still Killer sided and has very bland loops outside of the Main building.
The size of it can be daunting to try to navigate, but you really don't need to, there are so many gems clustered around Main that you generally always just spend the whole game bouncing between main and shack on the original variation.
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Survivors have an advantage, but highly mobile killers can relatively compete with survivors.
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Way too large, sometimes the main building spawns with the right door RNG to spawn some really strong set ups, but its overall not that crazy, just way too large to handle.
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Of all the MacMillan variants, this is the only one I can't actually tell apart ingame. They're just way too similar, I don't know why a variant exists for this one.
The map is way, way too big for dbd. Pretty sure it's the biggest map in the game. The main building is extremely unpleasant to play because it has the chance of spawning an infinite window in addition to one god pallet and one very strong pallet. The giant tree is just pointless.
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It is balanced overall.
Maybe too big in size but at the same time many deadzones and lacking of maze tiles.
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a bit too big, not enough locker but great overall
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this map is way too large, it's really painful for M1 killers, and for sure this map favors survivors, making this map small would be nice!, thank you.
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It feels like it leans slightly in the killer's favor. While it is large, a number of the loops are complete filler that are not entirely safe to begin with, and lose all value as soon as the pallet is dropped. This, combined with larger deadzones, means that chases are quite short, which compensates for how large it is. Overall, I'd say it's fairly balanced, with some of it's design leaning into the killer's favor a little.
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You forgot to add lockers to this map btw
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What everyone else is saying: the map is very big. The size makes it hard to get from point A to B but the loops are nothing special mostly just filler with 1 pallet.
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Shelter woods one and two are both about the same in terms of strength for either side. Both large. Biggest issue the large deadzones it can spawn or areas with only one pallet. It does spawn a lot of strong filler pallets. The filler rock pallets with long and short side. the long side having a tree at each end is considered a god filler. If played right by the survivor the only way to get a hit on it without power is blood lust 3. So when the map can spawn a lot of those. it can become a little silly.
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It favours survivors. It's too big, has not enough lockers, and the main building can spawn extremely strong windows.
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i generally don't have any issues on the map or with its size as killer, except for that main window. that big of window loops especially with an abundance of sight is NEVER a good idea.
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I recently got wrecked as Myers on this map because there are a bunch of REALLY strong loops in the camp and his anti-loop is weak.
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I think its bit annoying to play both side and whole realm needs a grafik boost
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It's a map I find to not be super great for either side cuz the map is absolutely large and quite a bit of deadzones but also the main building around the tent areas it can possibly be an infinite if run correctly with the right RNG especially for the 4.4 killers
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I don't mind this map (again, we didn't need 2. they are not even that different), but I wish it was smaller and comprised more filler pallets.
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Too large, the tree in the middle has nothing interesting to it and is just a deadzone.
NO MacMillan map needed two variants. Drop them. Take them out. That's just even more memorizing in a game that's already heavy on it.
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This map is great, definitely one of my favourities out of the macmillan realm.
Although it can be a little rough for low mobility killers due to the size. I think trimming it down a little would help those killers create pressure.
One particular window by the main building in the tent area is also a little too long. It's fine as is, but a breakable wall would be a really smart decision here.
Overall, good map. Not much else to say.
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Main building loves to lag my game on console.
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