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How are we thinking about Ormond lake mine?
How is everyone feeling about the new map balance wise? I think it’s the most balanced map they have released in a while. The map isn’t too big and isn’t too small, the fillers are nice but not insane like eyrie, the tiles are evenly spread apart, the main building is good but not overbearingly good like goj or badham. The secondary building is a really nice and fun loop if you know how to run it. This map is also probably top 3 best maps for balanced landing users. I wish the underground area had a bit more to it besides a pathway and a pallet and a chest but I get why it’s not a lot because the map would be like vecnas where the killer won’t go down there. Overall I love this map and the vibe it has, especially the brand new exit gates. What does everyone else think?
Edit: I also love the recent map interactions they’ve been doing the past few maps (the face hugger on nostromo, the movie projector playing after the gen is completed on Greenville, the beholder on d&d map, and now the elevator with dead bodies going down what sounds like thousands of feet below the map on Ormond lake mine)
Comments
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I think it’s the most balanced map they have released in a while.
Completely agree. Finally map which doesn't lean on one side or another.
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Haven't seen it on live servers yet.
Ptb - version felt pretty cool though.
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I absolutely love the map, it is the best map we've gotten in a very long time.
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Very balanced map and super fun as Ghostface. SO MUCH LINE OF SIGHT BLOCKING :D
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I've only played on it twice but it seems alright so far
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Seems cool,the underground area in main could use a pallet and a hook,otherwise it's pretty good
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Its alright, not a bad map.
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Having only played on it a couple of times, I'm going to say the map is okay, definitely the least bullshit map they've released in a while
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I got the map once. Ghostie didn't give a chance to look around, so no opinion yet.
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Havent played the game much recently due to some VERY important things:
And I totally forgot they added a new map.
But hey it looked cool on PTB!
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I love snowy maps, so i love it so far. I did not see any issue for now by balance-wise.
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It looks good and balance wise it’s okay. I only don’t understand, why they made the upstairs windows so bad, when the stagger makes them relatively useless.
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It's a pretty common pattern among newer maps for some reason. The only reason I can think of for it's explanation are that the Devs are trying to avoid a situation similar to Old Haddonfield + BL, where some buildings were actual infinites if Balanced was in play. The only thing is though, this design pattern literally makes verticality useless UNLESS you're running Balanced, which completely nullifies what could be a pretty interesting part of level design.
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best map since deathslinger’s map, which is depressing but im glad it happened
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map is not great for tracking on killer. Footsteps are eyrie 2.0 without the weird ink sounds. The different elevation on some pallet loops makes some killer powers difficult to use. Map is ok gameplay wise. Good size. Map as a whole is just ok to me.
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Haven’t gotten it enough yet to know
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The only reason I can think of for it's explanation are that the Devs are trying to avoid a situation similar to Old Haddonfield + BL, where some buildings were actual infinites if Balanced was in play.
Why would they think about it that way? Balanced landing didn’t have a effect like that for a long time. The funny thing is you would require 0 stagger to be able to play them.
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I like the new map because it feels really balanced overall: the map is more open but also has decent line of sight blockers which is good for both sides, it has a good mix of pallets and nothing feels too strong or weak, the map has a good size (big but not too big). The map feels really balanced but also unique: Nostromo and Tobalanding are balanced map too but have a similar structur than old maps. The new one feels more really unique due to its little underground, tubes, and holes that makes the map more intresting. The only thing I don't like is that scratch marks a bit difficult to see but the other Ormond has a similar issue because bright red on white snow is sometimes difficult to track - but accessibility has always a low priority, I guess.
But overall, a very good balanced and unique map. Hope we will see more of them and whatever team created it, deserve a big thumbs up.
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Nostromo has a lot of dead zones. In fact at least one corner of the map is a giant dead zone. Toba is balanced though
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I like the new loopable elements. Had a lot of fun against a good billy trying out how curveable the new elements are.
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The map is survivor sided, because the brightness is cranked so high that it's more difficult to see scratchmarks.
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Nostromo has not a lot of dead zones. The mainbuilding has always three pallets which are good and usable. The left and right side (from the mainbuilding if you look to the mainbuilding) has the typical tiles like junble gym or 4 lane walls and between them, there is a filler pallet - the left side also has a little filler pallet. Infront of the mainbuilding, there are four filler pallets. Behind that, there is the short "4lane wall" which has two pallets. Then there is the shack with a pallet to the right. Only the edge of the map is empy but this fair because it is a rather big map. The map also has a reliable spawn logic for generators and you have a good view over the map which makes it easier to find gens. So, Idk what you mean with "has a lot of dead zones".
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Despite the brightness it is really hard to see the Killer, and it makes it really scary to verse a Stealth Killer on.
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If map doesn't have a pallet every meter, then map is killer sided obviously.
Jokes aside, I remember some people here claim that old Borgo was killer sided, even consider the fact that 7 tokens blight wasn't enough to cross it from one edge to another.4 -
Visually it is good, gameplay wise I hate it. The map is full of many deadzones, main has 2 playable pallets and a semi-god pallet (for M1s) as well as a wall that needs to be broken. There are only 3 actual tiles on the map and the fillers around it are boring and weak. The underground area is too bland. Most of the map doesn't have anything at all to use.
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I like it overall, cool map visually and gameplay-wise, with some interesting pallet setups, sensible gyms, and reasonably well-balanced map-specific structures. I do think they could have gotten a bit more creative with the gameplay design still, and they could altogether be much more ambitious (e. g. more of that "steam trap" Nostromo stuff, interactables or things that change the map as gens become completed and such), but yeah, overall this shows a good direction in their map design approach from a basic layout and structuring perspective. Forgotten Ruins has good ideas and blatant issues, but Greenville is another reasonably well-designed, well-balanced map, and both also look pretty great.
It's unfortunate that they rarely put out maps these days, there's so many more ideas (how cool would the manor from the current lobby background have been, in the context of some cemetery map? Not to mention a castle for Castlevania, a cityscape for Trickster, a swamp visual upgrade with a new pirate ship isle map for the Houndmaster, Chucky's toy factory, …), but for any map to come in the future at least their new releases are showing a good trend.
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I think it's crazy survivor sided. It's deceptively big, and almost every pallet is a god pallet.
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Toba is so not balanced. There are filler pallets everywhere.
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Its a little big with all the places we'd checked out but it's a very balanced map all considered. Nothing stupid strong and no pure dead zones when we got it.
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I'm beginning to believe that the map is just a giant prank people online are playing on me because I havent seen it once
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Good potential 3 gens, good clown/other ranged killer sniping spots, easy to see. Good map for me idk how survivors are liking it though. It seems balanced but I also feel like I dominate every game I get there. Could be because it's new, could be because it's small how ever I think the size is balanced well with the main building blocking off like 1/4th of the map but for the most part you can just ignore it and rock with a 3 gen by the killer shack.
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Only been to that map once. Can anyone tell me if there's a hook or not in bottomest indoor area of that map? Chased a Kate down there with Boil Over and it just messed me up.
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Is it as balanced as Toba?
I haven't had much chance to play it yet, my one time it was a Nurse so yeah
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You’re playing a different game.
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I can't think of too many bad things to say about it. It's neat to see them add new environmental loops instead of the the same old tiles. The tunnel from the tower to main building is also a nice touch. Some of the loops in the main building, especially the upstairs, seem a bit unsafe, but after dealing with grave of glendale's main building and others, it feels good not to have a stupidly strong main building. In summary, one of the better maps BHVR has given us in a hot minute!
1