New Map - Trickster's Delusion

Please leave feedback for 9.5.0's new map, Trickster's Delusion, here. Thank you!

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Comments

  • indieeden7
    indieeden7 Member Posts: 3,642

    This wouldn't class as feedback so feel free to delete this reply, but does this map feature ANY elevation? I've been watching streamers showcase the map and I'm not seeing any. If there isn't any, this would be the second map in a row that Balanced Landing is (or is nearly) unusable on.

  • StellarGenerator
    StellarGenerator Member Posts: 5

    New map is very impressive looking and beautifly crafted. You can tell a lot of work was put into making it and that's awesome.

    That being said, in terms of raw gameplay and balance the map is too big. It's hard to find players on both sides there. As Trickster it took me over minute several times to find someone before even starting the chase.

  • BongoBoys
    BongoBoys Member Posts: 789

    Map is beautiful and finely crafted however I don't like that there's a good pallet and apparently there's nowhere you can use balanced landing on

  • Emeal
    Emeal Member Posts: 6,777

    Me when Im playing Trickster and the Survivors run around those little trucks. 😫🤬

  • OneShape
    OneShape Member Posts: 11

    Everytime I played on it, both the Survivors and the Killer spawned on the roughly same points at the match, I wish there was more variety or at least swap them around.

  • lehmasai
    lehmasai Member Posts: 1
    • I think some of the "bloom" on the neon could be pulled down a little? It can get quite burning on the eyes in certain areas especially if you have higher gamma settings (yes one could change the settings but this would be the only map one would need to do it on so.. 😅). In a gameplay sense the intense neon also makes auras hard to read or even notice.
    • This might be planned already, but it would be great if the ⚡️signs by generators would turn off once the generator is finished like in Lery's.

    Obsessed with this map otherwise! I heard a kitten meow so naturally I spent precious time looking for the little cat. It must be there somewhere… I must keep looking…

    Great work!

  • Satelit
    Satelit Member Posts: 1,380

    I think the map could be shrunk down a bit, it's currently very big. Killers like Pig are going to really suffer playing on it.

  • CompetitifDBD
    CompetitifDBD Member Posts: 995
    edited February 24

    The map is too big. The many interior accessible buildings make finding your way around too hard. Resources are either God pallets, or 20/80s, windows too are too weak or too strong, no in between.

    Visually, this map is incredible. Gameplay wise, needs improvement

  • Emeal
    Emeal Member Posts: 6,777

    Hey BHVR can you explain why one of the most powerful and easy loops for Survivors is placed right next to shack, a loop which is also strong for Survivors?

    Sequence 01_3.gif

    Seems a bit of an oversight to me, if you run here and know how to use checkspots there is no way in hell the Killer can get you without bloodlust.

    Hope we can have this changed with a single closed doors before the launch.

  • Wyndsor
    Wyndsor Member Posts: 29

    Don't see what's wrong with having some maps have powerful loops when we have plenty of maps as barren and useless as Fallen Refuge.

  • SuperCookieHero
    SuperCookieHero Member Posts: 5

    this window forces you to lose distance every time you vault it since the door to leave pushing you closer towards the killer. The problem is you vaulting it, even a Z wall looks strong if the killer vaults it instead of mindgaming.

  • Emeal
    Emeal Member Posts: 6,777

    there is no mindgame to be had there all you have to do as survivor is keep running and if the killer doubles back you just keep running, you can loop it for minutes. Not to mention the three pallets that can spawn on that route. Im only vaulting it because i want to show where survivors run it to show bhvr, me running around the window would change nothing.

  • Dinadin
    Dinadin Member Posts: 173

    There is at least one thick wall you cannot blink through as nurse for whatever reason no matter the chargetime. Probably not the only one, but I am not interested to try out every wall out there.

    Also, just 3 windows? Seriously?

    And not a single elevation. Pretty good job so far.

  • NotJared
    NotJared Member Posts: 759
    edited February 25

    It's a beautiful map! My first impressions:

    1. This map has a SERIOUS problem with how easy it is for the Killer to stand in the middle of the Market and watch/guard both Exit Gates at the same time. I beg for some more obstacles that would require the Killer to have to travel even a little bit (especially movement-based Killers), and maybe raise the height of any obstacles so that the increasing roster of 3rd-person Killers can't see over obstacles.

      The reason why this is an issue, is because this is a static map: Meaning this will never change. No matter what happens with map generation, every match on this Map the Killer will be able to guard both exit gates standing in one spot.

      Please take a moment and observe how easy it is:

    2) The edge of the map looks weird in some places. There are gaps in the alleys around the map with no ground that make buildings look like they are floating or that the floor just ends into a void, and it breaks the immersion:

    202602~3.JPG 202602~2.JPG
    Post edited by NotJared on
  • MythicalTwinkie
    MythicalTwinkie Member Posts: 23
    edited February 24

    Edit: I was mentioning how the cars are left hand drive when they're supposed to be right hand, but I forget trickster was Korean and that Korea does in fact use left hand drive

  • CakeIsTheRoad
    CakeIsTheRoad Member Posts: 63

    Feedback On Pallet Placement:

    Certain areas of the map can spawn with really good setups. This wall can spawn with a pallet between car. The window into it is too long for non-mobile killers to play. The loop is window jump back to pallet. I suggest moving the door closer to the window or putting in a breakable door. Either that or having the window and pallet not spawn together period.

    image.png

    There is also spawns like these very close. Both pallets don't really have a "short side" which would be fine if they weren't so close together. These are both pallets that M1s would need to bloodlust or break IMO.

    image.png image.png

    Then we have buildings that spawn pallets in the same tile: IDK if this is intentional.

    image.png

    Some buildings are not spawning pallets leaving deadzones (no pallet in building or outside it):

    image.png image.png image.png

    Then you have this pallet:

    image.png image.png

    I kinda feel like having it spawn between car and the junk would be better.

    This side of the lobby has no pallet which may be necessary due to the long straight walls. I would suggest between this couch and the railing. It wouldn't be a good pallet, but at least you'd have one.

    image.png

    Once again — dead zones: We could use one crappy pallet somewhere in this building.

    image.png image.png
  • MythicalTwinkie
    MythicalTwinkie Member Posts: 23
    edited February 24

    I totally forgot Trickster was Korean and didn't realize the map is Korean themed…

    They infact do use left-hand drive 🤦‍♂️

  • OneShape
    OneShape Member Posts: 11

    I like it visually.

    Some of the gens spawn too close together I feel.

    Sometimes I can walk onto objects, no other map has that AFAIK, not sure if that is intended.

    This map feels really strong for Survivor, it has a ton of pallets and, unless I am mistaken, 4 of them are god pallets. It barely has any windows, but the ones it does have are extremely strong and can be chained into pallets. The indoor-like structure of the map, with many turns and LOS blockers also makes prerunning extremely effective.

  • SuperCookieHero
    SuperCookieHero Member Posts: 5

    Idk maybe since noone knows how to loop the map I haven't really had anyone run it as efficiently as the survivor you're going against do.

  • Ghosti1521
    Ghosti1521 Member Posts: 40

    Well first of all the map is BEAUTIFUL! Designwise its 10/10 and the best map in the game but there are 2 issues [1 for per side lmfao]

    1. The pallets. Pallets are either really 50/50 unsafe ones and there are SO MANY OF THEM btw. Its like THE GAME Amount of pallets or GOD pallets [there are about 3 God pallets on that map]. Some other spots [like near market but not on it] have lots of deadzones. But yeah i get it why so many pallets are so unsafe, thats prob cuz of my 2nd point.
    2. Windows. There is one window chain u can abuse vs EVERY killer [killer HAS to vault the window or just go around ENTIRE BUILDING] and guess what! Theres another window next to it with a pallet in between! Yay such a fun gameplay. Even for me as survivor main its. rly weird design. Dropping pallets is not worth it when u can just get a hit, run to that spot [Its somewhere near market where u can get into shops] and just triple vault wasting about 40s of the game cuz lots of killers cant do anything about it [only First and Nurse can rly counter it lmao]

    So yeah map is really beautiful and full of details but IMO we need to fix the pallets by making some more safe and deleting that INSANE window chain. Also yeah the wall near ambulance on market is also ridicolous vs 4.4 killers 😭

  • ShanoaLegendaryPlz
    ShanoaLegendaryPlz Member Posts: 1,530

    There are several hook deadzones in between buildings where its impossiple to reach a hook in time, may need more hooks. happened 2 or 3 times just trying a custom match

  • Brimp
    Brimp Member Posts: 3,596

    I feel like we could remove at least one of the 3 potential god pallet spawns.

  • random1543
    random1543 Member Posts: 470
    edited February 25

    No comment on balancing yet as I've mostly just versed Tricksters but the map is absolutely stunning visually and I'm in love with how it looks.

    This should be the standard for new maps especially compared to our last new The Walking Dead map.

  • AManNamedNorville
    AManNamedNorville Applicant Posts: 8
    edited February 25

    There is a spot on the map where Survivors can get permanently stuck. No idea if the Killer could down and free them or not since the Killer never downed or attempted to pick them up.

    Edit: Killers can infact down and pick up survivors caught in this spot.

    Post edited by AManNamedNorville on
  • AManNamedNorville
    AManNamedNorville Applicant Posts: 8

    There is absolutely no elevation on this map. Balanced landing is completely useless here.

  • MoZo
    MoZo Member Posts: 826
    edited February 25

    the map is already flooded with unsafe and stupidly easy mindgameable pallets and you want to remove one of the only good pallets survivors have? maybe give a compensation request like remove 1 or 2 god pallets but make the other ones a bit more safe… this map will end up like hawkins where 95% of the pallets are unsafe so you just have to predrop when you have distance on survivor (you know, the gameplay that EVERY killer player hates).

  • AVoiceOfReason
    AVoiceOfReason Member Posts: 2,747

    Most of the pallets are useless 50/50's, the picnic table pallet against the white bus near the market is bugged and cannot be vaulted from the open end side (pallet is too far on the picnic table once thrown, and as everyone else has said, need more hook locations and such.

  • Brimp
    Brimp Member Posts: 3,596

    The pallets are playable when played correctly as a lot of pallets are.

    Never mind the map being huge with lots of nook and crannies you can hide in along with strong windows like I said earlier. You could probably win on this map as survivor off of sheer immersion alone. God pallets are simply NOT good solutions or healthy for the game in general especially when given in excess amounts. If this map had actually safe pallets… it would be WAY more survivor sided than it already is.

  • dramafinesseXD
    dramafinesseXD Unconfirmed, Member Posts: 161

    Map is full of unplayable 50/50 pallets design wise it’s really beautiful and I love it but the pallets could be made safer you guys forget that trapper isn’t the only killer and even then 90% of these pallets trapper wouldn’t even have to break

    Stop this trend of useless pallets the community has made it clear we don’t like useless crappy pallets

  • XombieJoker
    XombieJoker Member Posts: 103

    As usual the map always looks amazing, however it does not flow very well. Near Killer Shack there's some shops with a very strong window loop paired with some decent pallets making it as a whole feel REALLY strong. Not to mention the Killer Shack itself is a bit bigger than its other-realm instances. Also a few god-pallet locations that have 0 counter-play other than the pallet MUST be broken. The Nightclub is a larger version of the RPD main hall staircase where a Survivor can pre-run from a killer and the Killer has no choice but to hold W for 30 seconds to catch up. Only ranged killers can deal with this annoyance. Exit Gates also can be watched by patrolling a 6m circle in the middle of the street. Maybe some more obstacles in the way but at the same time there are MANY spots to rat in when it's down to the last gen with only 2 survivors left. I still think the fewer Survivors alive, the faster the AFK Crow system should build up for non-objective actions.

  • Elan
    Elan Member Posts: 1,684

    Map is well-design esteticaly, however it reminds me of Midwich where you just hold w around and it takes killer minute to catch up to even start chase. 4.4 killers will hate this map. Some windows are bit too tuned and a lot of parts of map will be guaranteed down to many antiloop killers.

  • champzaza007
    champzaza007 Member Posts: 118

    Hello, I'm JohnVelma Creator Program Gold Tier from Thailand. and this is my feedback for this map. Thank you.

    Overall, many pallets and vault locations are placed fairly close to each other. Even so, the loops are neither too long nor too short, which feels fair for both killer and survivor.

    However, my only issue is that the map is too large.

    For killers who move at 4.4 m/s, patrolling the entire map and searching for hidden survivors can feel excessively difficult. As for 4.6 m/s killers especially those without high mobility abilities. it’s just as exhausting if they have to rely purely on walking.

    For example, killers like The Blight, The Hillbilly, The Ghoul, or Albert Wesker can compensate for large maps because they have strong mobility powers. But killers who lack that kind of movement and must traverse the map on foot alone will struggle significantly more on maps of this size.

    My record in this map (First game).

  • Emeal
    Emeal Member Posts: 6,777

    It really is extraordinary how well holding W works against Trickster in his own map, and you even got a few busted loops.
    Seems to me that the change Trickster had from 4.6 to 4.4 was made later than the map in development cause hot damn its just running and if he gets too close just run into a small shop and there are plenty of loops he cant shoot over.

  • Emeal
    Emeal Member Posts: 6,777

    Back again with that mega broken loop next to shack, but from a survivor's perspective.

    Even the survivor thinks its kinda gross with all the pallets it has too.

  • Rickprado
    Rickprado Member Posts: 988

    Aesthetically this map is awesome. Colorful, shiny, etc.

    But from a gameplay perspective… its a nightmare! I feel like a semi-indoor Old Haddonfield 2.0. I was playing mostly Trickster in this map and if the survivor has minimal game knowledge, is probably impossible to catch them.

    Killer will struggle a lot in this map, specially considering there are 2 a god windows, tons of LOS blockers and good pallets. This maps REALLY needs balancing before hit live servers.

  • Dustin
    Dustin Member Posts: 2,425

    I love the new map although the only two bits of feedback I'd have is there could be maybe a few more area where you could maybe put like a bit of tall grass for traps or even stealthing in plain site. There also seems to be no spots for Balanced Landing outside of the basement if it spawns in shack. I feel the only spot you could somehow incorporate Balanced Landing is if you made the dance floor an area you could walk in. Admittedly my feedback about this map at least from the survivor perspective would be requesting this area be toned down for how bright it is either by reducing the overall brightness or shifting the color so it isn't so white.

    image.png

    As a survivor doing a generator in this area is painful on the eyes. I have a widescreen monitor and I get flashbanged anytime I looked in the direction of that display before the generator in the room was complete. It's a lot easier to look at when the room is completed because the screen shifts to a more darker red.

    Also not really related to anything other than an oversight - some albums in the record store don't have any meshes on the side

    image.png
  • Bhaalspawn
    Bhaalspawn Member Posts: 7

    Visually the map is fine (maybe a bit less bloom on some lights, as people already suggested) but gameplay wise, the map is just too big and has very strong loops, which can basically be infinited if played smartly by the survivor, so no chance for most of the killers to catch up. One building has a really long wall with a good pallet, and only 2 doors total, it would benefit having one more.

  • httpain
    httpain Member Posts: 9
    edited February 25

    The map is filled with pallets that are unplayable for the survivor. 90% of the loops are structures that the killer can just swing around and secure the hit. There is no mindgame and even no luck: no matter, how skilled you are as a survivor, or how low of a ping you have, any killer of any skill level can win on these tiles. These are not 50/50 's and not even 30/70's, they are 0/100's.

    These pallets might as well not exist - it is better for the survivor to just hold W around the map to get a better chase then trap themselwes in these loops. And it's not like these are the edgemap pallets that are supposed to be the last resort survivor has.
    Please, stop designing loops like these. Look at common loops of pre-pallet-density Macmillan, for example - these loops offered engaging 50/50's based on both survivor and killer knowledge, reaction and prediction.

    -2147483648_-221438.jpg -2147483648_-221442.jpg -2147483648_-221444.jpg -2147483648_-221446.jpg -2147483648_-221448.jpg -2147483648_-221450.jpg
  • Pez055
    Pez055 Member Posts: 5

    Visually it looks fantastic and a lot of work has obviously gone into it by the art team. That’s the positive. However, it is so survivor sided it’s almost laughable. Huge map and some of the ridiculous loops make me wonder if any dev has actually tested this map at all prior to release. It’s like Badham had a baby with Garden of Joy. As for the shack, what is going on? It’s the size of Dead Dawg Saloon’s shack without the breakable door. There won’t be any killer mains left soon.

  • PetTheDoggo
    PetTheDoggo Member Posts: 2,189

    It's basically Garden of Joy situation, with god window. It's pretty annoying to have such resource you can't do anything about it unless you have Bamboozle.
    Then you just have all survivors holding W toward that loop.

    This one is kinda even better when you have another god loop next to it.

  • PetTheDoggo
    PetTheDoggo Member Posts: 2,189

    Map looks very good, but not sure about gameplay:

    • so many unsafe pallets, which can be used only for predrop
    • god window, right next to the shack
    • hold W simulator (around that dance floor) is going to feel really bad for killers
    • no elevation for balance landing
    • so bad gens (for killer), you just can't defend any of those

    Strength of this map is definetly hold W and windows. Which is going to feel very bad for lots of killers, especially when 3-gen doesn't exist.

  • The_Count
    The_Count Member Posts: 261

    Instead of wasting time saying what's good in this map (would take forever) it's best to say what needs improvement.

    -Pallets: Some of them are too damn useless "trapping" survs in some that will be a guarantee hit while others connect some pretty nasty windows that would be ok if wasn't for the pallets connecting them to other stuff.

    Aside from that… GREAT JOB! o/
    Please promote the guy who did this and Ormond Mine, two amazing maps.

  • CatboyWesker
    CatboyWesker Unconfirmed, Member Posts: 1

    Please do not go through with the Wesker changes for changing his bound. It will make me stop playing him, and it's really the only reason why I play DBD is wesker.

  • ZeThrongler
    ZeThrongler Applicant Posts: 2

    I tested quite a few killers on the new map. I only ever had an issue with the Trapper. Sometimes his traps would spawn inside the debris of loops and you couldn't pick them up.

    Map looks and feels amazing though.