We'd love your feedback on the new 2v8 maps!
Now that two more maps have entered the 2v8 rotation, we've got two burning questions for you:
📝How do you like these updated maps?
📝What maps would you like to see in 2v8?
Drop your feedback below so we can pass it on to the team!
Comments
-
I would love to see Freddy Fazbear's be in 2v8 but with obvious changes like making the map bigger so something similar to Greenville Square but with Freddy's instead of the theater
5 -
Way too big. Low mobility killers have a harder time getting from A to B and have less time because of the lower gen-to-survivors ratio
7 -
Buff trapper and add meat plant map but bigger
4 -
I love Groaning Storehouse and Rotten Fields. They feel much larger and fit 2v8.
For maps I'd like to see in 2v8: Midwich, Meat Plant, and Ironworks of Misery.
(unrelated but plz aim higher not lower on the survivor bloodpoints bonus)
1 -
I have just one eeny miny little issue with the Greenville Square map. In general and in 2v8 particularly.
Could we finally get a gen moved from the middle cluster into the parking lot? The one that sits unused 90% of the time?
I know it is unrelated, but I have no issue with the new maps, just Greenville.
5 -
More maps = new interesting plays. New maps are always good, the more you can add to the mix imo is better.
Idd love to see Silent Hill Map since you guys are on great terms with Konami, perhaps the map could even be expanded to accommodate 2v8. otherwise I think Garden of Joy and Hawkins.
1 -
We saw Legion removed because people didn't like versing him, and the Shadow class nerfed because stealth is too OP even with 8 survivors in the game, lol
The escapist class is insanely broken and needs to be toned down, as it's insanely boring to verse. Along with the catch up mechanic. Either remove it or balance it proportionately, because it still favors the survivors. Also, at this point, survivor in 2v8 is SO hilariously easy, there's no reason not to increase the gen count to 10, then it would actually be proportionately balanced.
3 -
Bring back trying out DLCs for both killer and survivor for free , like last time I thought Chucky would be free to play for this 2v8. Previous 2v8 you could play for free with the vampire and pyramid head also we should play with more killers.
1 -
That's not up to BHVR. That's up to license holders.
1 -
well it should be a must in every 2v8 , it’s entertaining, and people can try out killers, and encouraging their purchase. While it doesn't directly depend on BHVR, they could always make an effort to make it happen.
1 -
Fix your 2v8 servers, cant play on any map due to awful lag
1 -
The new maps are fine.
I would love to see any licensed maps added in 2v8.
-1 -
Rotten Fields feels pretty empty / open still. Would be nice to have the house + barn on opposite ends.
Still having major issues with Greenville. Please add at least one generator spawn to the parking lot, potentially even two. Right now, it's completely barren and empty causing the rest of the gen spread to be way too close together.
Post edited by Valimure on1 -
I think they’re fine honestly. No issues. :)
Do we still have previous 2v8 maps like Thompson House?
1 -
Nerf the number of pallets, pallets are everywhere on the map, so many that you'd find one almost every two steps, not to mention the survivors' professions allow them to regenerate pallets. Unless two killers cooperate, even a strong killer in 1v4 mode will need a tremendous amount of time to take down a survivor. And two killers cooperating means there's no time to deal with generators. Either way, this mode is too biased towards the survivors.
-1 -
I think that the Gideon's Meatplant could be actually fun for 2 VS 8 as one killer could've patrolled the upper floor, while the second one could take the lower floor. Though I think Survivors will have a MASSIVE adventage, seeing how many pallets there are even on the 1 VS 4 mode…
-1 -
The corn in the Fields has grown so tall that you can't see people for several steps, which is unfriendly to short killer and long-range shooters.
There are also far too many wooden planks.In one game, I got hit by flashbangs several times and also by wooden planks. It's already difficult enough to avoid flashbangs and flashlights, let alone when the AT team is actually downed under a plank and there's no way to prevent others from nearby preparing to knock it down.-1 -
I don't want more variants of the same old realms in 2v8. I didn't even notice that these two were added because they are so boring and basically the same. The fact that there are so many variants of autohaven, macmillan estate and coldwind is why map rotation is so terrible. Please give us the more of the unique realms in 2v8, and in map rotation in general. The whole reason I used map offerings was to break up the awful map rotation, and now they are basically useless.🤡 Like I swear the map rotation gets stuck on the same 3 or 4 maps.
0 -
May be instead of focusing on 2vs8 you'd start focusing on 1vs4 like nerfing swf and gen rush. Balancing killers like ghoul and blight and buffing weak M1 killers:??
-1 -
I think it's good that they added new variations. I'd like to see the map of Ormond Lake Mine and Backwater Swamp.
0 -
So basically you want 2 main buildings?
0 -
Yeah, I think it would be pretty fair for how open the map is in general compared to most others.
As killer you're very susceptible to blinds because there's very few walls to stare at. As survivor, the map has a lot of dead zones with no pallets - even in 2v8.
-1 -
Starting with Rotten Fields and Groaning Storehouse, they generally feel appropriate for 2v8. I agree with what others have said that their scale works better for the mode, and neither map feels fundamentally out of place. Rotten Fields can feel overly open at times, and Groaning Storehouse highlights how sensitive 2v8 is to generator placement.
On these maps, survivors tend to spread more naturally when objectives are spaced well. When generators cluster or when large areas lack meaningful objectives, survivors group up around the same spaces. In 2v8 this becomes more noticeable, especially in solo queue, where players are less likely to commit to long cross-map rotations for rescues. Without tools that support those decisions, survivors usually default to staying nearby rather than crossing the entire map to unhook.
Rotten Fields and Groaning Storehouse reduce early collapse compared to some other maps, but they also show how important traversal is at this scale. When crossing the map takes too long, both survivors and killers gravitate toward tighter areas, which increases clustering and shortens meaningful decision windows. This affects solo-queued survivors the most, since long-distance unhooks already carry more risk without communication.
Greenville Square shows where this breaks down more clearly. The statue generator and the main building generator are commonly completed early, and once those are done the remaining generators collapse into a tight, killer-favored spread. Matches often feel decided shortly after that point. Survivors cluster even more tightly, and cross-map unhooks become uncommon to rare. This feels very similar to Hawkins, where Eleven’s Room and the Portal Room are usually completed first, removing long-term decision space and compressing the rest of the match.
I agree with moving at least one generator out of Greenville’s central cluster and into the parking lot or another outer area. Adjusting spawn logic to guarantee a wider early generator spread would encourage movement, reduce clustering, and preserve mid-game tension without relying on coordination or voice communication.
I was also hoping to see Forgotten Ruins added to 2v8. It’s my favorite map for both killer and survivor, and I think it fits the mode well. Forgotten Ruins has strong landmarks and a clear spatial identity, which helps in a busy 2v8 match. Its layout supports multiple routes and distributes objectives more naturally, reducing the tendency for everyone to pile into the same area. With light tuning, it feels well suited to the pacing and scale of the mode.
One idea that could help across multiple maps in 2v8 would be portals that support both low-mobility killers and solo-queued survivors. For killers, portals could help maintain pressure on larger maps without favoring already mobile characters. For survivors, similar portals would give solo players a deliberate option to cross the map to attempt rescues, instead of defaulting to nearby unhooks and clustering. With fixed locations, clear audio and visual cues, and cooldowns or limited charges, this could support better macro decisions without creating snowball situations. I would not recommend disabling these during endgame collapse, since killer players already tend to double up and sweep known gate locations.
More generally, looking ahead to class-based additions, if a mystic-style survivor class is introduced that includes effects like Shadow Step, map rules should account for solo queue limitations around totems. This should apply to 1v4 as well. In solo queue, survivors have no control over whether other players cleanse dull or hex totems, which directly affects counterplay to high-pressure perks like Hex: Pentimento. Allowing cleansed totems to be rekindled upon blessing would help balance this interaction, ensuring that a Booner’s role is not invalidated by factors entirely outside the player’s control. This would make totem-based gameplay more consistent and fair across coordinated and uncoordinated lobbies.
1 -
So, fair…doesn't mean what you think it means.
-1 -
I'd love to hear your arguments as well and we can actually have a discussion!
0
