Few interactive object ideas for on maps
I personally do like breakable walls and I do hope they get introduced to all existing maps, however, breakable walls and pallets only can do so much to some maps. So here is some of my ideas on things that could be added to maps, some of them could function both inside and outside.
Pushable crates:
This would be the anti-pallet, a crate that a killer could push towards a vaulting location to literally block the way. Survivors can destroy the crate while the killer is gone to open up the doorway again, costing some time.
Levers:
Interactibles for survivors to (temporarily, if permanently, it either shouldnt be too strong or the killer should be able to turn it off permanently) open up windows and/or close doorways or even have walls and vault locations emerge from the ground in an otherwise deadzone. We already have generators opening doors and/or vaultways. But having a non-generator having a similar map effect, could help out slow down the matches on bigger maps. Especially if a specific generator needs to be fixed before such a lever can be activated.
Shortcuts:
Some entity blocked vaulting position that only a Killer could go through, opening up for survivors for 30-ish seconds after the killer went through before closing up again. It would essentially be the reverse Bamboozle(although, including Bamboozle itself makes it practically killer-only). This could allow the devs to use buildings with multiple stories without wasting a killers time going back down and not create a powerful BL loop, or even create a portal-like opening that could let a killer emerge on the opposite side of the map, which is essentially a limited version of Demo's power, but also accessible for survivors for a limited time if the killer choses to go through it. Meaning it could shoot a killer in the foot if used without consideration, but also could change the current 3-gen setups by having 1 gen on the opposite side of the map and be just as strong as 3 generators within the span of 1 terror radius.
More 1 sided slopes:
We already have some of them, hills here and there, houses, cranes and harvesters being essentially slopes with walls, some tiny ones being just stairs you can vault off. But lets imagine a map with, in my opinion, probably the largest deadzone: Azarov's resting place generator behind the crane. Yeah, technically cornfields are larger deadzones, but you can use the corn in your advantage too. Azarov's little corner is essentially just barrels and trees. Turning some of those obstacles into 1 sided slopes(turning away from the generator) would change that deadzone into at least something you can work with. Do things wrong and the killer can use the slope in his advantage. Do things right and you can use the slope in your advantage. It's better than just endlessly running around the same barrels before the inevitable hit comes. Which buys a lot of time, but is simply boring as hell to do.
I agree that the last one isnt exactly groundbreaking innovative, but what are your thoughts on more interactives? Yeah, some could be a waste of time in some cases, but thats the point of interactives, right? I can break some breakable walls and end up wasting time doing so, as it would take less time to catch up and plant a hit. I can drop some pallets and essentially be worse off than if I didnt.
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