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WampaPl

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WampaPl
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  • I wish they had different skeletons. I shouldn't be that hard to since heads are the same size anyway, torso will determine the skeleton so only 1 variant and legs are the only part that require 2 skeletal variants.
  • I really like that the road got a little shortened and contains more cars and stuff to play around. The sea of concrete remains hideous, but at least offer better gameplay. I also quite like that there are hedges on the edges (pun intended). They are meant to delay hits and fulfill that purpose. Lockers spawning there is…
  • I feel that the ascetics of this map kind of lacks their identity. Glass room is cool but all the other looks too similar. The name says "laboratory" so the rooms should look more like laboratories/offices and not storages and only storages. Balance wise I really dislike how unintuitive the logic of doors is on this map.…
  • Our lil broken midwitch. Its corridors and not too big shape makes it easy to identify and patrol gens while the fact that safety consist mostly of pallets makes it easier to create dead zones. What could be done? I would move the generators further from the staircases and i talk about both the corridor and classroom ones.…
  • Really well done map and balanced map. Atmosphere feels great and only room of improvement would be a change in a mist color to something more like a dust storm. I feel obligate to tell about weird collisions in some places too.
  • Dislike both of its variants. Safe stuff is so much connected to each other
  • This ma have such a atmosphere, it is my new favourite :) The main building is fun to loop and offers many possible paths. Every single room seam to have a purpose maybe except bathroom since its window is a just free hit. Hymm, I am trying to recall where is a chest/killer prop spawn in the main building. Is it in the…
  • Truly unique map with its lot small room and windows everywhere that require both sides to adopt properly. My general issue with this map is that there is so many random clutter in corridors that makes it har to traverse for killers like hillbilly. Secondary issue will be the size of doorways: i would appreciate to be able…
  • Not having a main building is a little boring. Balance wise I like that the shack isn't connected to maze tiles like it is in its Autohaven counterpart, but maybe being only surrounded by corn is overshoot in the other direction. I hope someday it will gat a main building
  • I like corn very much and that map have a lot of it
  • This map gives a slight advantage to survivors due to how the road connects a lot of strong stuff, but it is so much more fair than it used to be
  • Another nice map. Main building feels nice to loop especially after its got changed
  • My very favourite coldwind farm. Nailed distribution of tiles and corn
  • I like this map but there is a little to much overall visibility. Would see a car pile squeezed somewhere there. Almost forgot. The autohaven tiles have such a low walls making mindgames way harder. I do not like
  • My favourite autoheaven map. Fantastic aesthetic and main building gives many opportunities for unusual plays
  • I like this map. A for Balance
  • I like stretched maps but not this one. The center is way too narrow and the killer have an easy time checking for survivors that try to cross. Main building is kind of lame not feels mainy enough.
  • Quite a dull map. I hope one day it will gain main building idk cargo containers turned habitable / sewage pipe or something.
  • The worse of the two variants and definitely my most hated map, both as a survivor and killer. The main building is strong and separated form everything else and this causes two scenarios: survivors are favored if killer decides to loop there, or killer is favored if he decided to never ever go there. There is nothing in…
  • The better of the two variants. My biggest complains is too unpredictable pier and the totems/hatch/killer specific objects can spawn on the very edges. I like that they are big and sloped, do not get me wrong, I is just miserable searching for something there/having a long walk just to pick up an EMP.
  • One of my favourite main buildings. Round shape is such a fun thing and attached garden is pretty. Unfortunately the rest of the map have not as good aesthetic: some textures are low quality and the amount vegetation is less that expected from such a place. When it comes to balance i can say that this map feels balanced…
  • Probably the most balanced map in that rooster. My only complain is the general look of if. Some textures are low quality, circus have to little colourful elements and the amount vegetation is less that expected from such a place.
  • I am in love with the lighting, the colors and all the interiors of all the houses, visually pleasing so much, but there is a one thing I do not love and it is the giant road. C'mon Murica is car dependant but not that much :) the roadway + on-street parking takes too much space, cut ~1.5m from each side and it will get…
  • This is the most survivor sided realm and I believe it can not be easy put in pair with the rest. A lot of the filler palet loops are really safe and the road ones make especially huge impact since they often connects to the building, (unironically Garden of Joy have actually well balanced road tiles). Speaking of…
  • In both previous pools I said that differentiated sizes and shapes are a good thing, but the bottleneck in this map (and in Azarov's Resting place) is wild in a bad way. Also its a little too dark. Also bamboo are sometimes passable or impassable.
  • Another map with well designed main building and other structures. What i do not like is how the textures are so dark as well as having bamboos sometimes passable and sometimes impassable. Just like I said in Mount Ormond poll. I disagree with a statement that it is too big. 26 tiles is the right amount of tiles and having…
  • One of my favourite maps overall. What I like the most is probably that the main building have a variation in layout. My only complain is about the side rock tiles: i feel that survivors have too much visibility there both when it comes to looping and map traversal. Edit: I see in other comments that some people feel like…
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