Can we please do something about Mount Ormond Resort!?

first of let me just acknowledge that artistically, I think they did fine job with the concept and theme of the map. but in practice this map just sucks any enjoyment i could get out of this map. so i was surprised that it barely got much of an update when the midchapter patch to rework the maps went live.



killer side


- too much visual clutter

- its way too damn big, even if you know where the survivors will spawn it doesn't matter unless you're a nurse or billy. because 2-3 gens will be completed before you even get an engament in.

- its way too hazy.

- auras are still messed up or desaturated

- scratch marks are very desaturated.

- there way too much foliage to justify all the loops and fog, its already decent for runing and avoiding first contact due to the visual imparements, we don't need more shrubs for people to hide in or cover their tracks with.

- half the totems spawn right in the open air loops. 

- some of the tile walls block sound. 

- weird nonsensicle tiles to loop in, this normally isn't a problem Yamaoka but what makes this worse on ormond is due to all the weird visuals the next reasoning.

- optimization is some of if not the worst in the game still. 


survivor side


- too much visual clutter

- its too damn big, i do not appreciate having to travel so far in between gens. this is super irritating when you need to start rescuing people because they're literally on the other side of a huge map and this can result in a lot of one or two hook deaths.

- its too damn hazy i cannot see anything. 

- totems are frustrating to scavenge due to terrible visual clutter and the maze like tiles of some looping areas. on top of big the map is.

- the differnt tiles are fine and refresing, but again terrible to play on when get so much visual clutter obscuring your screen on top of the low performance of the map. which brings me to my next point ...again.

- why is this map performing so bad still? 



now yamaoka estate is another map that shared some of the same problems with being big and having way too much visual clutter and wayy to many shrubs. but at least playing a survivor on them is genuinely more enjoyable and actually playable because your framerates don't tank and you can see auras properly. MOR is just takes all the frustrating parts left in the game like why?

Comments

  • Ormond is actually one of the smallest maps in the game.

    But I agree, this map- along with Mother's Dwelling and both Yamaoka maps- are my least favourite ones on both sides.

  • @GoodBoyKaru said:

    Ormond is actually one of the smallest maps in the game.

    But I agree, this map- along with Mother's Dwelling and both Yamaoka maps- are my least favourite ones on both sides.

    Wow really I wonder what could make it feel like its so huge? first thing that comes into my in the main buiding's second story.


    Yeah mother's dwelling and yamaoka are probably the true big maps left in the game, but i like the visual design of mother's dwelling and performance on that map is pretty good so I don't mind it, i enjoy it more on the survivor side than on the killer side though. similar case with yamaoka, but yamaoka can be annoying sometimes too with those weird tiles that look like they have vaults in them. i've mentioned it to a dev a few times and they've acknowledge it but its been over two years so idk if they even care anymore.

  • @GoodBoyKaru said:

    Ormond is actually one of the smallest maps in the game.

    But I agree, this map- along with Mother's Dwelling and both Yamaoka maps- are my least favourite ones on both sides.

    Is that real? Cause it feels like one of the biggest. Temple of purgation and thompson house felt bigger but they were reduced

  • @mistar_z said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282106#Comment_1282106

    Wow really I wonder what could make it feel like its so huge? first thing that comes into my in the main buiding's second story.

    Yeah mother's dwelling and yamaoka are probably the true big maps left in the game, but i like the visual design of mother's dwelling and performance on that map is pretty good so I don't mind it, i enjoy it more on the survivor side than on the killer side though. similar case with yamaoka, but yamaoka can be annoying sometimes too with those weird tiles that look like they have vaults in them. i've mentioned it to a dev a few times and they've acknowledge it but its been over two years so idk if they even care anymore.

    @Dead_by_Gadfly said:

    https://forum.deadbydaylight.com/en/discussion/comment/1282106#Comment_1282106

    Is that real? Cause it feels like one of the biggest. Temple of purgation and thompson house felt bigger but they were reduced

    According to the dbd wiki (my lifeblood), Mount Ormond Resort is ranked 8th in terms of size. Sound it's pretty big, but many positions actually tie.

    Source: https://deadbydaylight.gamepedia.com/Realms


    @Dead_by_Gadfly Ormand actually used to be substantially smaller than most maps before the map size reduction. Mothers Dwelling and Yamaoka still take the top spots though.

    @mistar_z Ormand feels so big because the entire map is one loop. It's all connected and it hurts to even exist. Plus, the many sight blockers and obnoxious main building leave many to think it's large when in actuality its very small.

  • Ormond is actually a medium-small size map, Ormonds size is 9984 square meters, same as a lot other maps, theres 12 maps smaller than ormond from a total of 32 maps. Some maps are smaller with 1000 meters, others with 100.

  • I'd be fine with Ormond if they just fixed scratchmarks. I hate that map.

  • Would so much love if they would make scratch marks brighter. Or at the very least remove all of the tall grass on the map as an alternative option. Losing chases because every survivor gets the equivalent of super-Lightweight on Ormond is very unsatisfying.

    As far as the size, I think the medium-size is correct, but there are a couple design decisions that make it feel significantly larger than it is:

    -Gen Placement: The generators (excluding the central Resort gen) are all towards the outermost edges of the map. Almost no other medium or large sized maps do this (usually skewing them inwards toward the center). For example, the Swamp maps are of roughly equivalent size to Ormond, but have a large fringe around the outside of the map where almost no gens can appear. In effect, this gives Ormond what feels like the largest patrol route in the game (for all I know, it actually might be). There are also enough random props/walls in the way to hinder most of the killers with useful mobility or ranged powers from effectively using the extra space (main exceptions are Spirit and Wraith, but the light scratches can screw with them too).

    -Loop Tiles: Ormond is a map with lots of labyrinth tiles and large-rock-loops and those all bring pallets. Plus they look very different from their more standard variations, which can make them more confusing to run properly for both sides. The map also doesn't have a lot of 'dead' tiles (like Coldwind's corn fields, Swamp's reeds, or Autohaven's caterpillar tracks), so it has always felt like a large series of loopable tiles that aren't very hard to combo together. The Resort structure usually has 2-3 pretty solid windows and 2 pallets. Good survivors can often loop a killer for eons with all the tiles they have at their disposal.

    For the most part, Ormond is basically the same map as Disturbed Ward, just with meaner gen placements and more useful tiles for survivors. It's not like killer can't outplay the survivors and win on Ormond, but it is certainly one of the hardest maps to do it on (easily on par with or above Haddonfield).