Why aren't we talking about Eyrie of Cringe more?

Everyone is always RPD this RPD that, why aren't we talking about Eyrie of Cringe more?


First off. visually and even the sound of the map is spectacular, i truly hope that we get to revisit this realm again in the future if not as another variation for the artist, then maybe as fractured memory map in the same style of the clown's father campbell's chapel and the plague's temple of purgation. so anyway the topic in hand.


Big and expansive as Temple of Purgation. Yet has the pallet density of Fractured cowshed and main building is a multi floor structure.

Annoying totem spots, like it literally can put totems right on the outside of the MB where there is not even an attempt to cover it. lol or they could spawn right in the middle of the high traffic open areas, or the empty middle.

MB has two god windows, and a hard strong window.

MB has two god pallets.

All the pallet tiles are the safe and strong variety, except for that one that spawn on the corner adjacent to the shack side. the tiny rock one you know.

MB is flanked by two strong corner gyms, as well as Coldwind level pallets in between those two corners.

MB windows often has a pallet right in front of it, thats barely 12 meters away from them.

Pallet has high density on top of all being safe, all very chainable with all the gyms.


With the only silver lining the map has to play on being the front entrance tile to the eyrie and the occasional side tile of the fountains not having any pallets. but everywhere else is just a nightmare.


At least with Red forrest, ormond, coldwind (with the exception of fractured cowshed) all the other big maps, seem to still operate on the pallet cash system mentioned a few years ago, where a map could of x size and have y budget on the pallets z price based on how strong the pallets and loops are gonna.

While that system isn't perfect, for as annoyingly as those maps are. The density of resources is spreadout accordingly, and even if they're strong tiles/loops they still feel fair.


With Eyrie of cringe its almost like they forgot this design philosophy for how to fill the maps. the map in its current for is like if you took Springwood gave it 20% playable area size increase, added 5 extra pallets and made them all safe, gave mb extra god windows and then made the totem spots worse.


Just oof. I do hope more people who find this map to be more on the problematic side become more vocal about its bad state, so that it can get the same attention and treatment the RPD map will get in the upcoming unannounced patch. Because it would be such a shame to see such a beautiful and atmospheric map be viewed as a relic of a all the problematic unhealthy design that the majority of the maps have started to move away from. just my two cents.

Comments

  • "So you guys know Ormond?"

    "Yeah."

    "You know how we reworked the map to make it better?"

    "Yeah."

    "We made Ormond in the sand :)"

    "Oh, si-"

    "Old Ormond."

  • I love the map as survivor against most killers. The map is big enough to simply win by holding 'W'. You don't need much brain to play survivor on this map. There are so many safe-pallets the killer has to kick wich results in one player being able loop the killer for at least 3+ gens easily.

    The map is HORRIBLE for all the stealth killers but especially for poor Trapper and generally most M1 killers get shafted by the sheer size of it. The only killers doing really well on that map are Blight and Nurse.

  • It's an extremely strong map for survivor. Depending on which side I load in as, I'm either going "ggs, ez 4 man" or "please heaven let me get one kill"

  • It's horrible, there is just so much in it, the only clear areas are around the outside of Tower.

    As a Huntress main it sucks, way more than rpd. Rpd has nice corridors.

  • I only feel bad for legion on it

  • @IlliterateGenocide said:

    I only feel bad for legion on it

    oh yeah the gen spread is also pretty great for survivors. i got to play it with legion one time, luckily i had never sleep pills that one time.

  • @mistar_z said:

    https://forum.deadbydaylight.com/en/discussion/comment/2972124#Comment_2972124

    oh yeah the gen spread is also pretty great for survivors. i got to play it with legion one time, luckily i had never sleep pills that one time.

    Never sleep pills, Dried Cherry Blossom, and Alchemist ring give me nightmares

  • It's really weird how maps like pale rose and torment creek are actually bigger than eyrie yet the flow of the game in those map feels much smoother (at least for me)

    Like, it doesn't feel like it takes 30 minutes to reach a far away gen

    Oh yeah and scratch marks are literally invisible for me on that map, just like Ormond

  • Literally, the only times I have won on that map is by either defending a three gen or they made a mistake in main building basement. The map is very difficult to play as killer. Sometimes you can get lucky with a totem spawn, but even then this map has been released long enough that most players can still find them.

  • @amazing_grace said:

    Literally, the only times I have won on that map is by either defending a three gen or they made a mistake in main building basement. The map is very difficult to play as killer. Sometimes you can get lucky with a totem spawn, but even then this map has been released long enough that most players can still find them.

    Totems there are often easy to find but awkward to get to. Good for boons, bad for hexes

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2972403#Comment_2972403

    Totems there are often easy to find but awkward to get to. Good for boons, bad for hexes

    Yeah, the second floor totem is so problematic as well. Easy to cleanse, hard to snuff. I once had a game where I was so sad that my devour hope was literally in the open. Luckily I was playing nemi and my zombie's lack of brain got him stuck on the totem so he was camping my devour for a bit.

    I love the aesthetic of the map, but it definitely has so many problem spots for the killer.

  • It feels like it was made by people who have never played DbD before.

    They REALLY need to cut it out with the "Broad Daylight" maps. The game loses all environmental and narrative through-lines just so people can say "oh neat design" because every part of the map is glowing like the friggin sun.

  • What really gets me is that this is the Artist's Map? SO WHY IS IT SO BRIGHT?

    They could have given us ink smattered sand, buildings, and clouds. It could have been a visual spectacle and homage to the killer that came with it.

    But what did we get? I don't even really know.

  • Big and expansive as Temple of Purgation.

    Just for the record, both those maps are the median map size. There’s something like seven maps exactly that same size including them, about 14 maps which are larger than them, and 15 maps which are smaller. I think this myth that “Eyrie is a huge map” is an optical illusion caused by it having a bright outdoors with long lines of visibility and a large main building. It’s actually an average size map when you measure it though.

    Personally I think Eyrie is most similar to Ormond. They are both exactly the same size maps, both have bright outdoors with a large main building, the main building has a second floor runway overlooking a lower floor area, both have god pallets on their second floors and breakable walls on their first floors, and they both have a generator smack in the middle. And the rest of both maps outside their main building are mainly typical tiles and a shed. I’m pretty sure anybody who hates one map hates the other.

  • @dugman said:

    Big and expansive as Temple of Purgation.

    Just for the record, both those maps are the median map size. There’s something like seven maps exactly that same size including them, about 14 maps which are larger than them, and 15 maps which are smaller. I think this myth that “Eyrie is a huge map” is an optical illusion caused by it having a bright outdoors with long lines of visibility and a large main building. It’s actually an average size map when you measure it though.

    Personally I think Eyrie is most similar to Ormond. They are both exactly the same size maps, both have bright outdoors with a large main building, the main building has a second floor runway overlooking a lower floor area, both have god pallets on their second floors and breakable walls on their first floors, and they both have a generator smack in the middle. And the rest of both maps outside their main building are mainly typical tiles and a shed. I’m pretty sure anybody who hates one map hates the other.

    Not at all, as a Huntress main i love Ormond, it has a lot of nice open area for hatchet shots, Crows is just packed with objects you can't throw over. Like every corner is an object that is head high.

  • @Barbarossa2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2972432#Comment_2972432

    Not at all, as a Huntress main i love Ormond, it has a lot of nice open area for hatchet shots, Crows is just packed with objects you can't throw over. Like every corner is an object that is head high.

    Ok, different for Huntress then.

  • Man, I really must be in the minority for thinking that it's really not that bad.

    It's annoying on certain killers, Trapper especially, but in terms of just the map layout it's really just... fine? Certainly stronger for survivor than killer, but I don't think it's to an especially overwhelming degree. I feel the same about it as I do Ormond, I load in and I go "yeah alright".

  • @GoodBoyKaru said:

    "So you guys know Ormond?"

    "Yeah."

    "You know how we reworked the map to make it better?"

    "Yeah."

    "We made Ormond in the sand :)"

    "Oh, si-"

    "Old Ormond."

    I hate sand. It's course and rough and irritating. And it gets everywhere!

  • @mistar_z said:

    Everyone is always RPD this RPD that, why aren't we talking about Eyrie of Cringe more?

    First off. visually and even the sound of the map is spectacular, i truly hope that we get to revisit this realm again in the future if not as another variation for the artist, then maybe as fractured memory map in the same style of the clown's father campbell's chapel and the plague's temple of purgation. so anyway the topic in hand.

    Big and expansive as Temple of Purgation. Yet has the pallet density of Fractured cowshed and main building is a multi floor structure.

    Annoying totem spots, like it literally can put totems right on the outside of the MB where there is not even an attempt to cover it. lol or they could spawn right in the middle of the high traffic open areas, or the empty middle.

    MB has two god windows, and a hard strong window.

    MB has two god pallets.

    All the pallet tiles are the safe and strong variety, except for that one that spawn on the corner adjacent to the shack side. the tiny rock one you know.

    MB is flanked by two strong corner gyms, as well as Coldwind level pallets in between those two corners.

    MB windows often has a pallet right in front of it, thats barely 12 meters away from them.

    Pallet has high density on top of all being safe, all very chainable with all the gyms.

    With the only silver lining the map has to play on being the front entrance tile to the eyrie and the occasional side tile of the fountains not having any pallets. but everywhere else is just a nightmare.

    At least with Red forrest, ormond, coldwind (with the exception of fractured cowshed) all the other big maps, seem to still operate on the pallet cash system mentioned a few years ago, where a map could of x size and have y budget on the pallets z price based on how strong the pallets and loops are gonna.

    While that system isn't perfect, for as annoyingly as those maps are. The density of resources is spreadout accordingly, and even if they're strong tiles/loops they still feel fair.

    With Eyrie of cringe its almost like they forgot this design philosophy for how to fill the maps. the map in its current for is like if you took Springwood gave it 20% playable area size increase, added 5 extra pallets and made them all safe, gave mb extra god windows and then made the totem spots worse.

    Just oof. I do hope more people who find this map to be more on the problematic side become more vocal about its bad state, so that it can get the same attention and treatment the RPD map will get in the upcoming unannounced patch. Because it would be such a shame to see such a beautiful and atmospheric map be viewed as a relic of a all the problematic unhealthy design that the majority of the maps have started to move away from. just my two cents.

    i can say only one thing about it. Old Temple of Purgation existed, it was super huge. april 2020 they make it muuuuch smaller. december 2021. temple of purgation 2019 gets reskinned and rereleased

  • @Barbarossa2020 said:

    It's horrible, there is just so much in it, the only clear areas are around the outside of Tower.

    As a Huntress main it sucks, way more than rpd. Rpd has nice corridors.

    Dude, I'm a Huntress main and I KILL on this map. Lots of open space to throw, and lots of door way/windows to aim at to think where survivors are going.

  • @GoodBoyKaru said:

    "So you guys know Ormond?"

    "Yeah."

    "You know how we reworked the map to make it better?"

    "Yeah."

    "We made Ormond in the sand :)"

    "Oh, si-"

    "Old Ormond."

    Exactly my thoughts the first time I've played on that map.

  • The worst part about Eyrie of crows is that its a culmination of everything wrong with all DBD maps.

    Insane main building with breakable walls and a god pallet or two? Check

    High amount of Super safe pallets that can easily be daisy chained into other surrounding tiles? Check

    Insane size? Check

    Generators that all hate each other and refuse to be too close? Check

  • Pity the poor Trapper who gets this map - they may as well give up immediately, there are about 2 spots where you can actually hide a trap so basically he's stuck as a basic M1 killer the whole game.

    Now if they re-worked the addon that currently makes his traps darker to make them blend into the background colour, that would be a HUGE QoL improvement not just for this map but across the board. BHVR, are you listening?

  • What is there to say? It's bad.