The Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.
http://dbd.game/killswitch
One thing that always intrigued me: are maps supposed to be good for their respective killers?
One thing that always called my attention in this game is how many of the maps have something that favors the power of the killer they are related to lorewise, as if that map was that killer's territory, where their power could be used properly. But this has exceptions and I never saw a confirmation about this being intentional or not. FNAF's map made me think of this again because that huge main building doesn't seem exactly the best place for an axe throwing power.
Like, I know some of these maps are or used to be survivor-sided and, therefore, bad for any killer, but even then they end up having some design choice that favors their respective killer in SOME way.
- Macmillan State used to be much darker, and have more grass, which could make bear trapps harder to spot.
- Coldwind Farm had open spaces in its corn that allowed for the Hillbilly to traverse it more easily (it's good to remember his colision used to be much worse, it was harder to avoid hitting objects).
- Disturbed Ward had that main building in the center with multiple god pallets and a gen at the upper floor. Only the Nurse could get there instantly and completely ignore
- Haddonfield… okay, old Haddonfield was a nightmare for killers, but its houses where good places for Michael to sneak in and get hits or even grabs.
- The Pale Rose and Blackwater Swamp in general have a muddy floor where the Hag's traps are a bit harder to spot.
- Lery's allows survivors to hide more easily… but not from the Doctor, who has multiple ways of finding them through walls. Also, less visibilty makes some confusing madness effects more effective, like survivors who constantly hear your TR not being able to tell if you're close or far by sight either.
- The Game used to feel like a maze where survivors got lost all the time, which inscreased the time they took to reach the Pig's boxes.
- Hawkins has some long straight corridors that are pretty good for Demogorgon pounces.
- Dead Dawg Saloon has balconies the Deathslinger can pull survivors from. Some of them have gens.
- Midwich allows Pyramid Head to block entire corridors with his trail of torment and make them impossible to avoid without crouching.
- RPD's tight passages and corridors made surprise hits from zombies more likely to happen.
- Even Garden of Joy, another awful map for killers, had and still had a good distribution of lockers that allows the Dredge to quickly move to any important part of the map, leaving out only the middle. The main building's gen is a particularly vulnerable spot against Dredge.
- Greenville Square doesn't have many tall loops, so the Unknown can fire his UVX over them.
Again, there are exceptions, some maps don't seem to give the killer any particular advantage, like Eyrie of Crows for the artist, but I can only think of 2 maps and a realm that were terrible for their respective killer's powers on release: Mother's Dwelling, Ormond and Autohaven Wreckers in general. Still, this are few exceptions in comparison to all the rest I mentioned here.
So, is it intentional game design? Or is it coincidence? And is Fazzbear Pizza an exception?
Comments
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Surprised you didn't mention Badham, my friend.
Now, thinking of my all-time favorite killer, Old Freddy, and Badham is interesting because it works… to some extent. Badham Preschool has always been regarded as a survivor-sided map, but, much like Haddonfield, the structures could be used to your advantage as Old Freddy because, if survivors were asleep, it is easier to sneak in through a structure then an open field.
And, if they are awake, there is no grass to indicate where, exactly, you are.
Now, things get a bit more complicated when you start chasing people. Old Freddy was all about controlling the map, which works well on Badham, but by the time you reach your chases there would be a lot of pallets to go through.
It works partially, at least based on my experience.
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I don't think they're deliberately designed like that, but I wouldn't be surprised if these Killers were playtested a lot on their respective maps and so some natural synergy comes out of that, eg. Dredge's lockers on Garden of Joy.
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I thought about it… but I wasn't sure if it had any advantage for old Freddy, so I was guessing it was one of the most neutral ones like Eyrie of Crows for the Artist. I played Old Freddy quite a lot, but didn't know about him deeply enough to judge how maps affected him, I guess. In my personal experience I usually didn't have a lot of trouble approching awake people anyway, the hardest part was the chase, but you clearly knew the killer much better.
Also, Badham has been a survivor-sided map for years, but I believe it wasn't that much when it was released, right? I mean, it's been years and I don't remember all the details, but one thing I remember is that Badham was the first map to be reworked and one of the changes was an increase in the number of pallets. Old Badham had some really unsafe zones. Some loops wasted a lot of the killer's time, but once their pallet was gone, it created a dead zone. Perhaps it would still be more survivor-sided than many maps today, specially with that main building, but at that time, when maps were more survivor-sided overall, it felt more forgiving for killers.
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Generally speaking, my friend, the easier it was to sneak up on a survivor the better the map was for him, as it gave you the advantage over asleep survivors. In my opinion, that meant his worst map was Blood Lodge. Very few opportunities for sneak attacks and many, many pallets.
As for Badham, it was indeed an interesting map. The biggest complaints from killers were the main building itself, which had two more pallets than it currently has, if memory serves me right. And the house of pain. But overall, I don't think it was that harsh for killers, most of them could handle it.
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Ooof, I have some bad memories of old Blood Lodge. Some people even called it pallet town.
And yeah, old Badham's only really strong spots were these two buildings, but the house of pain was a direct copy from the one in Haddonfield, while the main building was very unique to that map. I remember Nurse and Hag being the only two killers that could easily deal with it, while other killers were often advised to stay away from the main building unless they really needed to protect the gen down there.
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Good ole pallet town, yes. Wouldn't be a guaranteed loss for Old Freddy, no, but it was the worst map you could get with him, imo.
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I'm not sure. toba landing is an infamously bad Singularity level
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I don't play Singularity a lot, but I guess that it's bad for being cluttered, and perhaps for those alien trees also being bad for high biopod placements?
I'd get that, but couldn't the map have been made with the intention of being good for Singu because of the colors? The pink and purple colors on it are very similar to those of Hux's flesh and his biopods, which initially suggests his biopods could be hard to spot there, as their colors wouldn't stand out.
I can't tell myself if that makes a difference in-game because… if I ever played as or against Singu in Toba's Landing, it was right after his release, and everyone (including myself) was doing so bad while trying him out in every map that I wouldn't have noticed a difference. Today I get better results while playing as him, but I rarely pick him anyway so there are many maps where I dind't even get to play as Hux yet.
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