Idea To Make A Few Specific Maps Have Improved Gameplay And Fresh Layout/Aesthetic

I'll go by Realms to make it easier to digest and read since it'll be a long one.

Macmillan Estate:

Shelter Woods - this map certainly requires the shrinking treatment. It also could benefit from additional pallet/vault tiles. The centre of the map, around Huge Tree is a dead-zone; this could use a pallet placed between tree stumps. Or the Huge Tree can be hollowed out to make it have a pallet in the middle of it.

Suffocation Pit - this is a map that definitely requires some permanent tile spawns as well as an aesthetic improvement. I'd say make a permanent pallet tile in the middle of the map. As it is, certain rng can make this map a complete bore to play on, seeing t-walls cover the entire middle section and no pallets nearby on box or rock tiles. This is dull for both sides since it pretty much forces bloodlust on the killer and removes a lot of tile play from the survivor outside of the middle once bloodlust is too much. Very boring on both sides. The aesthetic front should see more coal mine related environmental aspects to it. A mine-cart upturned near main building with some other environmentals such as heaps of loose coal piled around (similar to Ormond with snowball and snow-heap piles).


Autohaven Wreckers:

Blood Lodge - obviously in serious need of shrinking. It also could do with rearranging the location of the tiles. My idea is to make the permanent tile spawns be in a diamond shape (Shack on the south; Lodge on the North; Bus/Crane/Truck on the East; Bus/Crane/Truck on the West). With the added change of the "unmindgamable" loops eg figure-of-8, T-junction + L-junction pallets be in each of the corners of the map respectively. And the wall tiles eg Jungle Gym, T/L-wall, L-wall pallet be in the centre of the map scattered apart fairly. This would make it harder to constantly observe a killer as survivor, but also allow killers to interact in chases in far more enjoyable way.

Gas Heaven - the same vein as above, rearrange the placement of the tiles. Picture in your head Shack, Gas Station, Bus/Crane/Truck tiles in a diagonal line from south-west to north-east. Then, shrinking the large car piles length (not height), and placing them on either side of that diagonal line. Then have the "unmindgamable" and wall tiles scattered around those structures. Also, alter the window and door spawns on the Gas Station, making it so if basement window is open, the back door window is closed (vice-versa). Both doors are always open. This change would help match the new middle of the map placement of the building.

Wretched Shop - shrink it a touch, and remove the dead-zone tiles in the middle of the map. Instead placing the trees around the loopable tiles to keep the interaction between areas alive yet outplayable.

Azarov's Resting Place - simple really, make the middle stretch drastically smaller, but increase the size of each side. Allowing for the wall tiles to comprise around respective buildings with the middle consisting of the "unmindagamble" tiles.


Coldwind Farm:

Fractured Cowshed - remove 4 of the 6 "infinite" pallet tiles; making it so the 2 remaining spawn in the corners that aren't Shack or Barn. This then leaves the introduction of Hay-Bale tiles without pallets being place into the areas between Shack/Barn and the wall tiles (to reduce/remove oppressive loop-linking on that map).


Haddonfield:

Lampkin Lane - for all I know, the devs have plans to make this realm have 5 variations like Badham. But for now, my adjustment for this map is to make the road wider and Myers house way bigger than it is. This allows the interior to match it's design from the films, and also allows the building to be playable as a main structure of the building (similar to Thompson House). The changes would see the building have a large downstairs area and upstairs; with holes in the bannister and in Judith's room. The basement would also not be a guaranteed spawn inside it since I would add a Shack onto the map in the corner. The map also sees the removal of Bungalowe and the house which contains the gen underneath the L-Staircase. The new layout would see the Myers house be the main pivot of the map and have the garage/closed houses having additonal vaults and pallets around them to make up for the reduction in building loops. The fences and hedges also have to have gaps in them more frequently than they are currently.


Red Forest:

Mother's Dwelling - the map is in need of shrinking aswell. I wouldn't touch any tiles on it, just the reduction in size and dead zone corners will do it well.


Yamaoka Estate:

Family Residence - the amount of clutter that can be removed from loop areas is unreal, it is such a blind map that loops have hitboxes you most likely cannot see. Clutter ruins the gameplay of that map too often.


Gideon's Meatplant:

The Game - blueprint room could have both blastdoors shut (but single doors open obviously) and tied to bathroom gen. Once bathroom gen is complete, the doors open. As is, that room is a safe haven. Not particurly unmanagable, but with it's easy access it can be abused.


Ormond:

Mount Ormond Resort - in desperate need of shrinking. The tiles also need way bigger spacing between them. As it is, it's just that map that killers dread due to constant loop-linking.


Crotus Prenn Asylum:

Disturbed Ward - this is a map that has way too much unnecessary space. The size of it should shrink; as well as the distance between tiles. There is so much space between tiles. This makes interaction very drawn out as well as a map that just encourages W-keying it in certain areas.


Well, that's all I got for maps that could use some adjusting...in my opinion, obviously. But these changes do feel like they'd make these maps feel smoother, fun and enjoyable for both sides. What do you guys think?

Comments