Iri4head

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Iri4head
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  • Dead dawg feels pretty good imo, the size is nice and doesn't feel too strong for either side, even the main building. I think this map is a good example of how to do multiple buildings right (looking at badham) while also doing a daytimeish lighting right
  • Same thing that everyone else is saying, the map's lighting with the red makes it just really hard on the eyes and very difficult to see basic things like auras and scratch marks. The map is also a tad bit too big and has a lot of pallets, but the pallets are kinda strange and usually weak/can't really be mindgamed.…
  • Main building is essentially a mansion of pain, and just generally very unfun for most killers. Other than that, the map has alot of bushy areas that make stealthing as a survivor very easy and can make for boring matches against survivors constantly hiding in a corner, but the main problem with this map is the main…
  • Map is fine design wise, it's just kind of a sensory overload. A whole bunch of bushes and plants, many of which actively make noise make the map feel very claustrophoc despite being outdoors and can just be really overwhelming at times. The design of some of the tiles can also make it difficult to distinguish what areas…
  • Map actually feels pretty good, only thing is the lighting is a lil bit funky in the outside areas but other than that I can't really complain about this map
  • Not much I can say that hasn't already been said. Map is extremely claustrophobic, making it difficult for many killers to even use their powers and just have to resort to being man with knife for a game. There's also an insane amount of windows that are extremely easy to mindlessly chain together. This map essentially has…
  • Map is just a bit too big, and yet has a habit of either spawning many deadzones or many easy-to-chain tiles based on RNG. If the map were slightly shrunken and RNG reduced, it would be completely fine in my opinion.
  • I actually think I prefer Suffocation Pit II in this case, and I think I'd be fine with the original being replaced with it. Main feels fine, but the "I" shape of the map gives it similar issues to Azarov's. In addition to this, Suffocation Pit I has a bad habit of spawning an egregious setup in the center of the map, with…
  • Map is well designed, only real issue is main building can be a pain for certain killers, and just against good teams in general with the windows. Aside from that, the map feels very good to play on.
  • Probably the most balanced map in the game as it stands. I can't really think of anything that needs to be changed on this map
  • Map feels good, although the 2nd floor of the Foundry can be a little annoying with survivors that just run boil over and constantly just run back to the top. Only other thing is, I'm not sure why there's 2 variations for the Macmillan maps now. Granted, they seem balanced, so I'm not too worried.
  • I honestly don't really know what to say about this map because it's mostly deadzones, but at the same time it's all corn, making hiding easy but chasing also easy. I don't really hate playing on it anymore after the change, there's just not really anything actually to the map, but It doesn't feel bad to play on.
  • Deadzones could be made slightly stronger, but honestly the map feels fine nowadays
  • Similar to Cowshed, map feels much better now. Honestly the only real issue with the map is Coldwind's shared problem of difficulty with seeing, primarily auras.
  • Map feels MUCH better than it used to after the changes made. Size feels good, tiles don't feel as though they can connect absurdly. Sometimes you can get kind of a wack setup with gens that can heavily favor either side, so maybe slightly less RNG and this map will be completely fine.
  • Only real problems with the map are the shack corner which can be difficult for some killers to work around, while alot of the rest of the map is kind of a dead zone for survivor. I'd like to see that corner made a little weaker while the filler areas of the map with weak tiles are made a little stronger. That's pretty…
  • This map's kinda weird because it's balanced in the sense that it's bad for both sides; the main street and most surrounding area harbors really unsafe pallets for survivors, while the actual buildings are extremely strong with their window placement. Maybe make the actual buildings weaker and make the general area…
  • Map feels much better than it used to, in all fairness. It's not nearly as frustrating as it used to be. Imo, a slight reduction in size and changing some of the pallets in the main building would make it balanced. It feels just a bit too big, especially for killers with no map mobility, but it doesn't need an extreme…
  • Pretty balanced imo, lighting is good, tiles feel like they have value without being annoying, and the main building feels strong without being rediculous. Only thing is that sometimes a really strong setup can spawn with the shack window and 4-lane window facing each other, but that doesn't happen often. Map feels pretty…
  • Similar thoughts on Pantry, but I actually don't hate this map. Size feels nice, and the loops don't feel ridiculous. Maybe just adjust hook spawns for the realm and I think it'll be fine. I know some people say that the map needs a visual rework and think it looks ugly, but personally I actually kinda like that it is.…
  • I actually kinda like the swamp maps tbh. Really my only issue with Pantry is the Pantry itself, as for certain killers it can be difficult to chase survivors (looking at the double window on top), but it's not dreadful. Surprisingly, I think the swamp maps are one of the few og realms that don't need much changing.
  • Not much to say that hasn't already been said but, it's a bad map and the fact that there's 5 of the exact same map with slight adjustments is really unfun, and difficult to learn. The majority of the buildings are unfun to play around as killer as there's not much mindgaming to be done (including the actual preschool). On…
  • Kinda the same stuff with Family Residence: the lighting and numerous bushes/objects scattered around the map can make navigation a bit daunting at times. Other than that, map feels alright, though I don't think the "I" shaped maps work too well for dbd in general, personally.
  • Map is mostly ok, but the lighting could be changed to be a bit easier to see and navigate. I remember it being a bit brighter when it first came out, maybe be reverted to that? Some objects could also be redone to make it clearer as to what actually has collision and what doesn't. Other than that, it could be slightly…
  • Map feels mostly fine. The shack window leading into the loop at the corner of the map can be really difficult to deal with but other than that, map feels much better than it used to.
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