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AMGC

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  • Nostromo Wreckage is the licensed map from the Dvarka Deepwood realm and it introduced many charming features like the freezing traps at main building or the secret chamber of the keycard easter egg. The size of the map is maybe slightly too large for the generator spread. The main building is the largest in the game and…
  • Toba Landing is the original map from the Dvarka Deepwood realm and it introduced many charming features like plenty of small slopes or the alien flower landmark that opens itself whenever a player is within the tile (giving long distance information to aware players). The map improved a lot after its release by reducing…
  • The Shattered Square is a lot better after its rework and could even be considered balanced, but that would be a vacuous title since the generation of safety is enormously inconsistent and it can favor either side. A major issue of the realm is the red hued lightning that makes all kind of gameplay elements hard to keep…
  • Garden of Joy is one of the most survivor favored maps and while the rework did some good changes, they were mostly subtle and didnt tackle the core issues of the map; unfourtunately there were also some very bad changes in the rework regarding the mazetiles. The good changes in the rework consisted of cleaning up clutter…
  • Raccoon City Police Station is a licensed indoors map that classifies as one of the worst designed realms in the game, and after its rework, the resulting maps combine the most unpleasant traits from each indoors map that preceded them. The intrusive over-saturated line of sight blockers that cripple so many killer powers…
  • Raccoon City Police Station is a licensed indoors map that classifies as one of the worst designed realms in the game, and after its rework, the resulting maps combine the most unpleasant traits from each indoors map that preceded them. The intrusive over-saturated line of sight blockers that cripple so many killer powers…
  • Midwich Elementary School is a licensed indoors map that is singlehandlely crippled by the ring shape of the map and the limited navigation it allows, favoring killer but usually not in a pleasant way. Like a few other indoors maps, it counts with numerous pallets (23-24) and some windows (8) but not that many of the…
  • Eyrie of Crows is undoubtedly a survivor favored map that while being a lot better than the original iteration of the map when it comes to the shape and layout, the safety and miscellaneous issues of the map are the exact same or worse. The filler loops are not just absurdly safe and easy to play (therefore uninteractive…
  • Dead Dawg Saloon is considered one of the most balanced maps by many, it is quite the peculiar outdoors map so analyzing its issues is indeed harder. The two outliers of the map are the generators spread and the main building. The main building has several very strong windows that require removing breakable walls and even…
  • The Game is a licensed indoors map that stands out for its overwhelming amount of connected safe pallets, it counts with 25 pallets and over 20 of them are either safe or they can be under the right circumstances. Unlike Treatment Theatre and The Underground Complex, the killer powers are not so crippled or conditioned by…
  • The Underground Complex is one of the licensed indoors maps and it is the one that shares the most with Treatment Theatre. By its own nature, it has plenty of differences from a typical outdoors map, like it being smaller, having lots of line of sight blockers, hard to find generators & totems, lots of pallets (22) at…
  • Greenville Square introduces a few innovative design approaches for maps, as for if they are good or bad is yet to be seen. The first one is the filler loops being mostly unsafe but the map having 25 to 27 pallets (more that in any other map), making for chases where the survivor is likely to always have something to loop…
  • Treatment Theatre is the first of the indoors maps and the only one that isn't licensed. By its own nature, it has plenty of differences from a typical outdoors map, like it being smaller, having lots of line of sight blockers, hard to find generators & totems, lots of windows and pallets at loops that are unconventional.…
  • The Temple of Purgation could be tagged as balanced but it is an incredibly inconsistent map. It overrelies on the filler loops that it generates, which on itself is a very unpredictable display of safety for the survivors. The landmarks are pure pallet loops but the pallets don't spawn consistently, providing no safety…
  • Mother's Dwelling is a slightly survivor sided map that eventhough improved massively with its recent update, it still has some issues. The size is still a bit large so the generator spread is slightly too wide. The pallet density is quite low for its size and there is an area of the map that is full of filler tiles so if…
  • Azarov's Resting Place is the most troublesome map in the realm Autohaven Wreckers. Its size is tied at largest with both versions of Shelter Woods and its length is also tied at longest with Grenville Square, but the determining factor is its peculiar shape with a very thin middle of the map and wide ends, giving it a…
  • Gas Heaven is by far the most survivor sided map in Autohaven Wreckers, its size is large enough to have a very awkward gen spread (even after the rework) but the most outstanding issue is the main building, which counts with a very powerful window that is always complimented by 4 pallets. The amount of mazetiles is too…
  • Blood Lodge is a survivor sided map that is (even after the rework) too large for the generator spread to be balanced. The amount of mazetiles is too low, it needs more than 3 or else the focus of the safety relies a lot more on the filler loops which are less interactive, more killer power reliant and far more…
  • Wreckers' Yard is one of the most balanced maps in the game, with just a few flaws of which most are related to its realm and not the map itself. The safety in the map is a bit inconsistent, having strength variability between trials. One of the filler tile pockets (marked in the graphic) stands out in the sense of…
  • Wretched Shop is a very inconsistent map that stands out for being very barren at times but also very powerful other times. The map is severely large and the generator spread is therefore troublesome for killers without mobility. The main building has a basement that can be incredibly strong to defend when the window…
  • Ironworks of Misery differs massively between variations, both sharing a large size that carries problems. The main building's second floor extrapolates the chase from the rest of the map a bit too much and the many totem spawns up there make boon totems very time wasting to get rid of. The crate fillers in MacMillan are a…
  • Coal Tower I is one of the most balanced maps in the game but it is not without some jarring flaws. Coal Tower II is different enough to the point of being killer sided. Both maps have issues with perimeters of generators that may or may not result hard to contest for survivors. The crate fillers in MacMillan are a bit too…
  • Groaning Storehouse differs from one version to another but both share the same issues, which are more prominent in variation I. The map favors survivors on version I and leans a bit more towards balanced on version II. They are both large maps with an awkward shape that creates pockets with problematic gameplay, Groaning…
  • Shelter Woods has two versions that are quite alike with not that many differences, yet these are distinct: variation I has 3 mazetiles, 0 hills and a very unoptimized layout, while variation II has 4 mazetiles, 1 fixed hill next to the tree landmark and an optimized layout where all mazetiles and shack are placed along…
  • Suffocation Pit has 2 versions that differ greatly from one another. Both variations are large maps with an arguably troublesome generator spread that count with the same amount of mazetiles and landmarks; they also stand out in the realm for having crate and rock filler loops but no road crate filler loops. Suffocation…
  • Rancid Abattoir is a slightly killer favored map that carries problems from its realm and that suffered a rework that brought plenty of new issues to the map while not necessarily addressing all of the old ones. The 2 corn exclusive fillers tiles (where only a few weak filler loops spawn) isolate the shack away from the…
  • Torment Creek is a survivor favored map that carries problems from its realm and has a massive size that makes the generators hard to defend. Unlike its realm mates, this map has no fillers tiles that are exclusively corn tiles (where only a few weak filler loops spawn), making where most of those spawn partially…
  • Fractured Cowshed is a slightly survivor favored map that carries problems from its realm and has a still large size that makes the generators hard to defend. The 3 corn exclusive fillers tiles (where only a few weak filler loops spawn) around main building offer some awkward areas away from the road fillers (where only…
  • The Thompson House is a slightly survivor favored map that carries problems from its realm and has a long shape that makes the generators hard to defend. The 5 corn exclusive fillers tiles (where only a few weak filler loops spawn) in the middle of the map push the gameplay towards the edges of the map (where the strong…
  • Rotten Fields is a survivor favored map that carries problems from its realm and counts with a massive size that spreads the generators far and wide. The emphasis in having 12 corn exclusive filler tiles (where only a few weak filler loops spawn) makes the generators very easy to find (and therefore to repair efficiently)…
  • Father Campbell's Chapel could be considered one of the best maps in the game and is far less troublesome than its realm mate (Disturbed Ward), yet it is not without flaws. The shape of the map may or may not be problematic when it comes to perimeters of generators that are hard to contest when the killer is defending…
  • Disturbed Ward has stood out as one of the most survivor sided maps for a very long time. Its massive size (4th largest) along with the awkward shape and its outstanding main building make the generators incredibly hard to defend on a normal basis. The layout itself is also certainly confusing for many players, making them…
  • Lampkin Lane may be greatly different from its old version and it may not be as absurdly survivor sided as before, but it is still one of the worse designed maps in the game. The size of the map is already large but the 5 houses along with some generators spawning near the edge of the map add artificial size that make the…
  • Badham Preschool is one of the most survivor favored maps and that is including every single of the 5 variations that the map has. The size of the maps is not particularly large but the multi-building nature of it vastly difficults the task for the killer to patrol the generators, since checking inside the buildings as…
  • Grim Pantry is a map with very pronounced features and it usually favors survivor but that doesn't mean the problems that survivors have to endure are none. Similar to The Pale Rose, it drags core issues from its realm, Backwater Swamp, which is yet to receive a graphical update. A stand out problem of both maps but…
  • The Pale Rose is one of the most inconsistent maps in the game, stating which role it favors is not an easy task due to how radical it gets from one trial to another. On top of everything it suffers from the obsolete design of its realm, Backwater Swamp, which is yet to receive a graphical rework. When it comes to the…
  • Sanctum of Wrath shares a lot of the issues with Family Residence and it can also be considered a balanced map, maybe leaning to killer side a bit more, again not for the good reasons. Similar to its "realm-mate", killers can't afford to cross the map constantly, the shape of Sanctum of Wrath is particularly two-sided with…
  • Family Residence can be considered more or less a balanced map, but not because it is well designed but rather because it is very bad for both sides. Most killers can't afford to constantly traverse the map due to its vast length, limiting their options to more territorial playstyles that aren't guaranteed to work out or…
  • Mount Ormond Resort is a map that as of right now favors survivor, not because the safety is problematic and unbalanced but rather due to how the large size of the map is used. During an usual game in Ormond the generators can be very hard to defend (specially if the killer lacks mobility) given the size and length of the…
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