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Unpopular Opinions on maps.

Calebs_tobacco
Calebs_tobacco Member Posts: 23
edited May 2025 in General Discussions

As the title suggests id like to hear what unpopular opinions you have on maps.

To start of the discussion I would like to say that I feel that the original realms aren't as balanced as some people try to make out. I feel that whilst the Autohevan/McMillan maps have a good balance on most of their realms A few stick out to me as been subject to rng on whether the map favours one side or the other. To pick an example, the middle segment of Suffocation pit is one of the worst offenders of rng tipping the scales onto one sides favour, as it is common for various tiles such as jungle gyms/ variant gyms & trash pile gyms to spawn in close proximity to each other.

Another map id like to point out is Azarov's resting place, the I shape of the map hurts both the killers & survivors experience on the map. It hurts killers as the gen spread is present at both ends of the I & it hurts survivors as the wide gen spread encourages the killer to camp one side of the map.

Id love to hear your unpopular opinions on maps (or maybe I wont who knows).

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Comments

  • TotemsCleanser
    TotemsCleanser Member Posts: 849

    Azarov used to be one of my favorite maps as both roles back around 2020 but these days I just hate it.

    Midwich is my favorite map for both sides currently. It is more killer sided but I just love it as survivor too, can't help it. I also like Dead Dawg a lot, both roles.

    Haddonfield is hella killer sided but I don't mind playing there as survivor and will take a Haddonfield match over a Forgotten Ruins/Hawkins one gladly.

    I actually like Toba Landing :) And find Nostromo boring af but I think finding Nostromo boring is a popular opinion.

    Totem spawns are the most balanced in Dead Dawg Saloon and Midwich.

  • Iron_Cutlass
    Iron_Cutlass Member Posts: 3,866

    I think Balanced Landing should be reverted to have the Reduced Stagger effect apply from all falls but all maps should be designed in a way to cater to this design since it would actually make more niche Exhaustion perks more viable without making them too overbearing.

  • ad19970
    ad19970 Member Posts: 6,759
    edited May 2025

    I found some of the newer map creations or reworks to not be bad actually. For example, I enjoyed the Mount Ormond variants all quite a bit and found them pretty balanced. They also did a good job with the Dead Sands map, which in my opinion is pretty balanced.

    They did botcher some of the maps though, like some of the Coldwin maps and the Borgo maps.

  • TwinsMain2004
    TwinsMain2004 Member Posts: 175

    Dead Dawg isn't as killer sided as people claim You have a godlike main building and multiple safe gens the killer cant defend

    Azarovs and Macmilian is actually not balanced at all and every variant but 1 on each is a survivor's dream

  • tjt85
    tjt85 Member Posts: 1,657
    edited May 2025

    As a Legion main, I LOVE getting multi level maps with high pallet and window densities. Give me RPD, Midwich and The Game to play on, because those maps have relatively easy to defend gens that are often easy to ping pong between and chain hits, since they tend to spawn fairly close together between the two floors. I'm in my element on these maps.

    Also, their expanded terror radius in Frenzy gives them a pseudo-stealth because there are few open lines of sight, you can often sneak up on Survivors. Their power is really effective and fun to use on these maps, especially compared to wide, high visibility maps that give Survivors more opportunities to see you coming to pre-run away from their gens.

    I also really like Toba Landing, but this is less for game play reasons. I know it has some strange looping structures that a lot of Survivors don't like, but that stuff doesn't matter much when you can hardly loop anyway! I mostly just dig the Sci-Fi aesthetics, all the little details and the beauty of the map.

  • MaTtRoSiTy
    MaTtRoSiTy Member Posts: 2,643

    I love RPD and I HATE, I mean HATE Hawkins and cursed its return lol

  • tjt85
    tjt85 Member Posts: 1,657

    Good to see some fellow Hawkins haters. I knew I wasn't the only one.

    There are only two maps I dislike as much as Hawkins, The Forgotten Ruins and Dead Sands. It's pitch black down in the dungeon on Forgotten Ruins and not much easier to see above ground (this might change soon with the new settings coming for console, because it's not as bad on PC). And despite the decent number of pallets on Dead Sands, on this tiny map nowhere really feels safe to me. It's like BHVR decided that rather than balance the Eyrie to address the problem of map offerings, they decided to add one of the most Killer sided maps ever to the realm instead.

    I doubt those are unpopular opinions, though. I think those two maps are probably universally disliked.

  • Brokenbones
    Brokenbones Member Posts: 5,629

    Dead sands genuinely feels unfinished. Like a map you'd see in a leaked dev build or something.

    I know a few maps have the shack as the centerpiece of the map but comparing dead sands to rotten fields/wreckers yard the difference is night and day.

  • Deathslinger1of2
    Deathslinger1of2 Member Posts: 188

    Nostromo Wreckage is terribly designed. 80% of the map is just random crap. Absolutely HATE going on that map on both killer and survivor. And I get it all the time! 😭

  • THE_Crazy_Hyena
    THE_Crazy_Hyena Member Posts: 1,345

    Personally, I find RPD East Wing to be pretty balanced.
    It is the map I am most comfortable with. Might be a hot take, but I think it is the best balanced map currently in the game.

  • Xxjwaynexx
    Xxjwaynexx Member Posts: 468
    edited May 2025

    As huntress I love rpd, swamp, the game, lerys and to a lesser extent Hawkins all these maps have crazy places to hit trick hatchets. I hate absolutely hate toba too much unnecessary filler and everything crazy collision boxes, and nostromo idk what it is about it but I hate it lol

  • JPLongstreet
    JPLongstreet Member Posts: 7,002
    edited May 2025

    That map can feel awfully small depending on the killer. It's main building is strong but useless once that gen is done. If my teammates do all of the perimeter gens first then we're cooked against pretty much anyone.

  • HeroLives
    HeroLives Member Posts: 3,233

    There’s two gens that are pivotal to doing on that map or you shoot yourself in the foot fr.

  • 09SHARKBOSS
    09SHARKBOSS Member Posts: 1,727
  • 100PercentBPMain
    100PercentBPMain Member Posts: 2,798

    I used to like Dead Dawg on both sides but I just hate it now. Which is odd, because when I loved dead dawg I didn't even know how to loop the main building.

    Too open, too many sightlines. Don't like the gen spread sometimes.

  • LockerLurk
    LockerLurk Member Posts: 1,683
    edited May 2025

    I really. REALLY. Hate Ormond Resort. I cannot stand that map. I genuinely do not enjoy the map either side. I don't understand the appeal. It's so big and so bright and too easy to navigate with too many things that trip up anyone with collision, stealth, low mobility, or who aren't ranged. It's also terrible for my Main, Dredge.

    I don't think Greenville is too big, I think it's actually fine in regards to gen spread and pretty fair. I do think it may have a few too many pallets.

    I think Dead Dawg is a fair map for both sides, as long as the Killer is M1 and low mobility. I think it's less fair if the Killer's M2.

    The new map in the Eyrie realm sucks for both sides.

    I also enjoy all the Indoor maps. All of them. Both sides. I think they're great and pretty well balanced. I like them.

    Ghostface's weak maps are not as simple as saying "he sucks on large outdoor maps", those are actually OK sometimes if you're careful. It's actually maps that are bright and/or wide open that give him trouble and there's a limited number of those. His only truly awful maps are the Coldwind realm, Eyrie, Dead Sands, Ormond Resort, and any maps that already suck for everyone like GoJ. If you can't figure out how to use the darkness to your advantage on maps like MacMillan's or Greenville as a stealth Killer of all Killers, you simply are not that good at Ghostface - and he's really easy to comprehend so I'm not sure what that says about you.

    Similarly, a lack of lockers isn't quite always a problem on Dredge, if your M1 fundamentals are good. It does hamper mobility somewhat, but good enough gamesense and tactical movement can mitigate that. It's also helpful to know that breaking locks on these limited lockers limits what Survivors can do to stop you as well, meaning if you see it you can stop it ahead of time. All you need to do to succeed as Dredge on maps like these is play tactically.

    Most M1 Killers, even low mobility ones, are actually fine on bigger or outdoor maps as long as you have good fundamentals and try a bit harder.

  • Calebs_tobacco
    Calebs_tobacco Member Posts: 23

    I personally feel that Dead Dog is terrible for M1 killers, specifically the main building as survivors can chain the upstairs window with the window on the balcony on the side of the building. That loop if played correctly can wast a lot of time that most M1 killers don’t have. But regardless of the main building, I do agree that Dead Dog is one of the better balanced maps for both sides.

  • radiantHero23
    radiantHero23 Member Posts: 5,061
    edited May 2025

    Top 3 worst map for any m1 oriented killer is Groaning storehouse. Main building has two extremely strong interconnected windows and chains into shack. The map has two outgrowths next to shack, which almost always have gens. Trying to protect them means giving up the whole rest of the map (75+%) to the survivors to do gens.

    They should have kept the altered version and deleted the normal layout.

    More acceptable take?:
    - Gideon meat plant is the worst designed map in dbd. Most pallets only allow one-sided gameplay without much interaction. The map is way too small, making some killer and perks exponentially stronger than they should be (Sadako, Doctor, Surge).

    Post edited by radiantHero23 on
  • terumisan
    terumisan Member Posts: 2,214

    when i play survivor i miss old sheltered woods (with the big tree) despite it being heavily killer sided at the time there was a lot less clutter compared to sm map

  • Wiccamanplays
    Wiccamanplays Member Posts: 223

    Ormond Lake Mine is bad for everyone. It's not that big and has some unexpected dead zones, so Survivors often get caught out, and camouflage options are dreadful since it's all white with some pale blues that stand out massively. For Killer, the multiple disjointed floors, including the weird underground section, mean patrolling and chasing can be not so much difficult as really annoying, plus that ambient sound of tarps flapping in the wind that sound EXACTLY like Survivor footsteps is maddening because it's almost omnipresent, like having an oil drum fire in every tile. I don't think I've lost a Trial on that map yet as Killer but I hate it so much.

  • jajay119
    jajay119 Member Posts: 1,232
    edited May 2025

    The new design philosophy to make maps much smaller is very problematic now we have so many high mobility killers in the game.

    Ormond Mine has too much visibility - i.e. no real viable loops that break LoS.

  • ChaosWam
    ChaosWam Member Posts: 2,087
    edited May 2025

    Mine is that Hawkins is pretty survivor sided, if not in specific situations.

    I find that most M1 killers and even some with no teleport powers sort of flounder due to room RNG if certain doors are opened one match and closed another. Plus, it's got pretty dense pallet spawns and even one that can spawn to block off a hall with no way around it aside going through a room or two in the middle.

    Then there are killers like Singularity who can't really use their power effectively on the map. Last time I got a 4k on Hawkins as Singu, it was because I seldomly used my cams and went full M1 most of the time, only slipstreaming/camera placing to punish survivors holding a loop. Which is fine, don't get me wrong, but when you can't place your cams on 30-40% of the map because of the way the walls function it gets tedious.

    That said, it's still one of the best for undetectable killers/builds, can't deny that at all.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    Aside from that main which can be bad, I mostly agree. However yoy really need to know what doors to break on it; if you break the wrong ones it's a nightmare. That main could definitely use a redesign blocking off some of those doors.

    And I think a few of the breakables on some loops, shack included, could just be deleted. Shack shouldn't be strong on a map with a fairly good Main like that.

    I think Haddonfield should be about the size of Dead Dawg, with more breakables. That entire middle street section needs to be made with a couple pallets and the outside loops by the bushes need strengthening. House of Pain is already a time sink, it needs ONE god pallet that is IT. The rest is fine.

  • LockerLurk
    LockerLurk Member Posts: 1,683

    Groaning Storehouse can be bad yes, due to size and the way vaults are. It definitely needs something done with the windows.

    RE: Gideon - all the Meatplant needs is to be more navigable (getting lost is too easy), have WAY fewer strong/God pallets, and add some more tiles on the upper floor that allow for mindgames with vaults. You are not doing any mindgames on that upper floor, and as an M1 Killer if you lack mobility and most gens spawn topside, you're getting nowhere. That basement with the two God Pallets is a war crime for both sides, and the size of it ends up being, if we looked at it logically, about the same as something like Ormond if you think about the combo of both halves of it together. Pretty much only a handful of Killers have any fun on it, it's so cool and well designed thematically but in play it's simply awful.

    Ormond Lake Mine does not need that entire basement section. It serves no purpose, remove it. No map needs THREE levels like this.

  • radiantHero23
    radiantHero23 Member Posts: 5,061

    The problem with the size of Gideon is, that certain killer powers don't care about elevation. Against Sadako, the whole map becomes a death box every time you TP to a TV. Doctor can almost shock the entire map every single time he uses it, making survivors be in an endless loop of madness. Surge always hits at least 2 gens.

    Midwich is a bit bigger, making it less problematic in comparison.

  • danielmaster87
    danielmaster87 Member Posts: 10,719

    MacMillan and Autohaven maps have always been survivor sided. Coldwind, too, up until very recently (and still is, on multiple variants).

    Wrecker's Yard is terribly survivor sided. Loops every which way.

    The main building windows on Shelter Woods, Father Campbell's Chapel, and Garden Of Joy are way overpowered. If you're a 110% killer and the survivor runs to any of those places, just forget it. You must retreat from them. Chapel also has that dumb spot where shack directly connects with a jungle gym, or sometimes a 4-wall. And like OP said, Suffocation Pit's middle area where there's tons of strong loops connected to each other, not cool. They have the same thing on Azarov's, on top of the map being an automatic survivor win if the gens get split.

    People haven't really liked the new Eyrie map, but I think it's crazy survivor sided as well, basically the Wrecker's Yard of Eyrie, but it's got all those god pallet tiles.

    And the swamp maps are the most polarizing, because they can have the biggest deadzones, but regardless they have those ridiculous main buildings, and when they have good filler tiles as well, you just can't win there as killer. Every time I see those corner log tiles, it's like "Great, that's a free Entity Blocker chase."

    The Unknown's map is just crazy. All those filler pallets, including those double pallet ones which were also added to the new map AND its new jungle gym type tiles? It set a terrible precedent for map design. Even those very edge tiles, pretty strong as long as the pallet is still up.

  • radiantHero23
    radiantHero23 Member Posts: 5,061

    It is, but not an issue with the killers or the perks, but with the map.