Comments
-
What's great about Toba Landing: Relatively good main building. What's bad about Toba Landing: Very difficult to navigate for newer players. Overdid the plants. Needs to be more obvious where the walls of the lower loops are. The little rock ramps are a fun new idea, but they're so short that I'm not sure if they even…
-
The central area feels a little barren and large, but otherwise I like the map. :) I like what you tried with the steam valve traps, but they don't really do anything so survivors tend to ignore them. It would be cool if more map specific trap were introduced in the future, but they gotta be balanced.
-
Suggested changes: A ramp or exit/entrance from the basement level of main building opposite the generator to the outside would be nice. A second generator to patrol inside the building to make traversing through it worthwhile. Shrink the outskirts.
-
What's good about The Pale Rose: Main building is small and relatively balanced. I like the docks because they feel balanced and fun to chase in. What's bad about The Pale Rose: Pog Log. The log window tiles are too long for M1 killers to mindgame and survivors can slow vault them to prevent entity blocking. Why can no one…
-
Windows on first floor of main are too strong. Poor locker placements makes for instant L's for killers that need them. Even after the rework, this map feels massive. I roll my eyes everytime I load into it.
-
What's great about Blood Lodge: Relatively Balanced. Good size! What's bad: Lack of Lockers makes Dredge, Huntress, and Trickster sad. :(
-
What's great about Withered Isle: Pretty <3 Greenhouse corner of the map is good. Do not change this corner. What's bad about Wither Isle: Main building is absolutely massive and only ever has one generator that is almost always accompanied by a strong window that is directly next to strong loops. It is so outrageously…
-
What's great about Groaning Storehouse: Really close to being balanced. What's bad about Groaning Storehouse: Forced to break wall on main building to make future chases possible. Outskirts of the map aren't worth patrolling because of their distance from the other generators. Lack of line of sight blockers in the center…
-
What's great about Coal Tower: Simple tiles, great for beginners. Relatively weak main building. Relatively fair for both sides. What's bad about Coal Tower: Totem spawns are so obvious that you can say goodbye to any hex perk you are running. Lack of line of sight blockers in the center leads to very easy information,…
-
What's great about Suffocation Pit: ??? Relatively small size if you ignore half the map. Cool basement location, I guess? What's bad about Suffocation Pit: Being bottlenecked into several strong jungle gyms is painful for killers. Usually have to drop chases the second they start running towards them. Mindgaming at…
-
What's great about Torment Creek: The corn fields are smaller. Great line of sight blocking from a lot of thin but tall structures Good size for a map methinks. What's bad about Torment Creel: The main building's lack of line of sight blocking prevents any mind gaming or stealthy approach. Killers are forced to break the…
-
What's great about Sanctum of Wrath: Consistent map generation makes it easier for newer survivors to know that there is one guaranteed central generator. Main building functions as a line of sight blocker without impeding the killer's pathing too much. 3 path options for killer to decide which approach option is best when…
-
What's great about Family Residence: Easy to navigate on both sides Central area has great generator placements so Killers can contest them without being able to three gen Unique loops that require a bit of dedication to understand aside from main building, which can be confusing Main building is pretty and iconic <3, just…