The school isn't really that bad (gameplay)

You just need to put much energy into memorizing the layout. Once you do memorize it, things start looking much better if we talk about the gameplay aspect.

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Here are some maps, these helped me a lot.

Edit: This is the original map, look up the thread below to learn more about the pallets, window, etc.:

https://forum.deadbydaylight.com/en/discussion/162304/midwich-elementary-school-walkthrough#latest

Comments

  • Lol arent this the maps from the original game? Ty.


    But yea, the map is pretty good if you memorize it. Also i love it designwise.

  • @Demonl3y said:

    Lol arent this the maps from the original game? Ty.

    But yea, the map is pretty good if you memorize it. Also i love it designwise.

    That's the best thing about the new map in DBD. You can look up the map from Silent Hill 1 and it still helps!

  • @[Deleted User] said:

    I don't think so. Ever played killer and had an OoO user against you?

    Have fun spending 3 minutes just to catch up to them. And then have to deal with a god pallet. Then spending another minute catching up. Good luck if you're Huntress or Deathslinger.

    Damn, playing as the Spirit is really a stroll in this game, I had no issues playing as her on the new map. Guess I need to try out more killers on it. But it will happen soon anyways.

  • @[Deleted User] said:

    I don't think so. Ever played killer and had an OoO user against you?

    Have fun spending 3 minutes just to catch up to them. And then have to deal with a god pallet. Then spending another minute catching up. Good luck if you're Huntress or Deathslinger.

    Why would you ever spend 3 mins catching up to one survivor? Ignore them and get the others till the OoO makes a mistake.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1362089#Comment_1362089

    I mean, I wouldn't. I haven't played killer in like, half a year. But there's literally no counterplay to OoO on that map. Unless they are legit not paying ANY attention, they are going to get a massive headstart on you. And even stealth killers can't do much to sneak up on anyone upstairs. Killers are gonna get seen from far away.

    Point is, there should be no situation where a killer is just unable to chase down a survivor, or doing so will make them spend so much time that they have to throw the game away in order to do it.

    OoO sucks, we agree there, but as gens pop the map get smaller. Theyll eventually make a mistake, they always do.

    As for the map itself i have 2 recommendations

    A) this map has the most dangerous basement in the game. Ive wrecked numerous teams trying to get out of there. I think because its pretty accessible while shooting out into a major choke point. Unlike "The Game" where its not nearly as accessible

    B). Stick to one of the floors, its much easier to patrol and cut off. Personally ive found the 2nd floor to be the better of the 2 since theyre really limited.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1362118#Comment_1362118

    So the only hope for killer -- the power role, is to hope the survivor eventually makes a mistake? What compelling gameplay. Very balanced that is. :/

    I don't think you are understanding the problem. Having to stick to one floor or perform a 3-gen strat still means the map design is awful. It's not even just awful for killers either. It's equally as bad from the survivor's perspective as well. There is only two safe pallets in the entire map. The rest of them are terribly unsafe. The best strategy is to literally just use the hallways and hold Shift + W. That isn't very engaging or fun.

    Ok but this isnt new. The OoO has always been a pain in tge ass, 3 gen is almost always required. I mean i dont disagree with you, that perk needs to be completely reworked, my only point is its not this specific maps fault. Hell an OoO could do what youre describing on The Game just as easily.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1362141#Comment_1362141

    At least the OoO on any other map has to do more than hold Shift + W to get away from you. On this map, they don't. If it's not possible on any other map, but it's possible on this one, then the only possible reason that can be the case is due to the way the map is designed.

    Yes, OoO is a perk that is obviously very problematic in its own right, but it still doesn't fix the problem. Nothing is stopping a survivor from just sitting at the corners of hallways and then just bolting when they see the killer on the opposite ends to avoid them that way, either.

    I hear you, i agree there needs to be more ways up and down. Maybe if the stairs always appear in corners tgere beeds to be stairs in every corner? Or at least a way up and down in every corner?

  • https://www.youtube.com/watch?v=EXjeXJiIzEA&feature=emb_title

    scott goes into why its Haddonfield 2.0

    tl;dw same issues as Haddofield for killer but throw in nearly all loops being unplayable for Survivors and the map is awful for both sides

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1362118#Comment_1362118

    So the only hope for killer -- the power role, is to hope the survivor eventually makes a mistake? What compelling gameplay. Very balanced that is. :/

    I don't think you are understanding the problem. Having to stick to one floor or perform a 3-gen strat still means the map design is awful. It's not even just awful for killers either. It's equally as bad from the survivor's perspective as well. There is only two safe pallets in the entire map. The rest of them are terribly unsafe. The best strategy is to literally just use the hallways and hold Shift + W. That isn't very engaging or fun.

    If you're a good survivor you can loop them well. theres only 2 truly unsafe pallets

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1362118#Comment_1362118

    So the only hope for killer -- the power role, is to hope the survivor eventually makes a mistake? What compelling gameplay. Very balanced that is. :/

    I don't think you are understanding the problem. Having to stick to one floor or perform a 3-gen strat still means the map design is awful. It's not even just awful for killers either. It's equally as bad from the survivor's perspective as well. There is only two safe pallets in the entire map. The rest of them are terribly unsafe. The best strategy is to literally just use the hallways and hold Shift + W. That isn't very engaging or fun.

    You must be new here. Welcome to dbd...

  • I love it for the aesthetic. The stair locations feel very annoying (I so wish I was halfway decent at Nurse), but the relative lack of trash piles to run in circles around is refreshing, so I'll take the trade. I do feel like it rewards macro decisionmaking much more than the micro, for both killer and survivor.

    I think the map just highlights the core issues with DbD gameplay that can make both killer and survivor frustrating to play. Bandaid it with a map that's easier on survivors, killers hate it, and vice versa. This one feels like nobody has a good time which says more about the game, to me, than the map.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1362375#Comment_1362375

    More like the reason... among like, eight other "the reasons" why I stopped playing killer.

    Then stop whining on the forums too...

  • For the non red ranks, if you're super animated about it, you can try asking the killer to open up the secret stairwells for the map.


    Makes me wish survivors could break thru those doors too.

  • @BigTimeGamer said:

    https://www.youtube.com/watch?v=EXjeXJiIzEA&feature=emb_title

    scott goes into why its Haddonfield 2.0

    tl;dw same issues as Haddofield for killer but throw in nearly all loops being unplayable for Survivors and the map is awful for both sides

    Wow, Scott has my exact thoughts.