Comments
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Small map! That's something very nice about this map, and that's about it. Shack setups are usually pretty strong, with an interconnected jungle gym that can spawn window-into-window with shack, and strong fillers around. Circus side is usually weak, but close enough to main which has the strongest windows in the game…
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We didn't need 2 of these, they are extremely similar! I wish a non-preventable hook spawned upstairs (as I wish for all maps with second floors). The hold W is also very strong on this one, and possibly the most boring thing while chasing, so I wish that was also fixed, making prerunning a little less strong on this map.…
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We DID need a second storehouse since the first one is terrible :) for once. The map is already big, having 2 pouches with strong interconnected tiles is quite the cherry on top. Luckily that's not true for storehouse 2, so I have a very simple solution... let's keep storehous 2 only!
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I don't mind this map (again, we didn't need 2. they are not even that different), but I wish it was smaller and comprised more filler pallets.
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Both coal towers would be perfectly ok if incredibly strong rng for fillers and tile orientation could be prevented from spawning. Also: we didn't need 2 coal towers
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Suffopit 2: ok map Suffopit 1: promotes the "guard a 3gen or lose the game" gameplay on killer side. The middle can spawn some window-into-window rng and interconnect extremely strong tiles, incentivizing the killer to leave their side even less, especially if it's a low mobility killer. Really dislike this map with a…
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I wish it was smaller! Otherwise no complaints whatsoever
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Love this map.
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Maybe a little too much on the bigger side, and filler pallet rng can be a little wild, but overall a pleasant map to spawn on, on both sides.
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Most balanced map in the entire game imho. Fair loops that are well interconnected, good size, good visibility but also chances for stealth - the aesthetic is surely not very interesting and could use some characterizing element, but that's a really small flaw. Aesthetic is great, but gameplay is more important
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Another map that is balanced in the worst possible way. All houses are hell for killer with insane windows that can turn the building in an infinite due to the number of windows and the length of the loop, meanwhile there's like 1 pallet on the street and the playgrounds which, once dropped, makes those areas complete…
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Another map that is balanced in the worst possible way, meaning that yes, it will take the killer 3 hours by car to cross it, but once you spot a survivor there is gonna be very little safety for them. While Wreckers yard is a good example of a map with shack as a main building but still completely playable on both sides,…
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I wish it was smaller and with a weaker main building, otherwise fair loops and love the gas station aesthetic
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I wish main was stronger and the map smaller. That's it.
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This map is balanced, but in the worst possible way. It doesn't favour killer or survivor, but the gameplay completely depends on the survivor ability to get the killer away from one of the side of the maps, and the inclination of the killer to do so. If they decide to never leave one side, well, not much you can do. Yes,…
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This map is such a nightmare on killer. It's huge, main building is ridiculously safe even after breaking the breakable walls, the pouches spawn strong and interconnected structures and filler pallets are so safe. I wish one thing was a priority compared to the others, but I dread this map as killer every time and I know…
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The strongest possible spawn in main is really, really strong and problematic, and so is the cluster of 5 generators that can spawn at the moment. Besides that, loving the rework and how the loops play! Huge W rework, even if I miss the blue aesthetic of OG Red Forest and I hope we will get a map in the same palette at…
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As much as I love lery on both survivor and killer, I wish rng was fixed to avoid extremely long walls with no door open to cut a survivor off, or reach a generator etc. It is the same effect as badham infinite fences and very unpleasant on both sides. Otherwise, one of my favourite maps!
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First of all, why do they all have 3 main buildings, and all 3 wildly strong? Main is hold W heaven and a huge time waster, plus if basement doesn't spawn there it can make survivors unhookable, since you often have to choose between breaking a wall and create an infinite but take the hook, or not open the infinite but…
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Whatever Pale Rose has, Grim Pantry has it worse. Middle can be balanced, OP for survivors or a complete deadzone. Two story can be either OP or a mousetrap. Pier can either rival Garden of Joy for safety or laugh at survivors like a failed Pig box search. I hope whoever thought double windows are a great idea has been…
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I picked "survivor sided" for the sheer size of this ugly antiquity piece, but it has been a hard choice. Middle of the map can be littered with unmindgamable loops or completely empty, pier can have the strongest setup known to man of a sad excuse for a TL, overall tiles feel like a dice roll, size is already huge and…
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Opposite of Sanctum of Wrath, Ormond gens feel undefendable with m1 killers. I'd like to say it's because they are too spaced out, but it's a combination of strong tiles and a main building that promotes holding W, actually punishing the most only the killers that cannot close that distance easily. IF on top of that strong…
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Another one of the maps that make me happy no matter which side I'm playing. Being a rectangle, it feels bigger than the same-sized Sanctum, and main can suffer heavily from Dead Dawg Syndrome (too many breakable walls that make the building useless if broken or OP if not, no in betweeen). Overall love the map vibe, the…
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Both Yamaokas are between the most fair and balanced maps, and that's why you never see the offering on either side. Size is on the bigger size of medium but still manageable even by m1 killers with good macro, loops are mostly well spaced out and fillers/strong tiles are well alternated, main can be extremely strong if…