What is considered good map design in DBD?
I always hear people say ¨DBD's map designs are awful, pls fix.¨ but never do i hear what exactly would make dbd's map designs better
So what exactly would a good map design in dbd consist of?
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BHVR
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This is a really good question. It would be good to hear people's responses to this.
Thank you for asking this!
I consider Old Hawkins a great map design. It would be the best indoor map in the game if it still was present. It feature the most unique loops in the game and used verticality in loops in a way never seen before or since. It was the right size for a DbD map.
Good new maps would be maps that use vertical space in the right scale well like Hawkins did, like Midwich does and not like Haddonfield, Garden of Joy or RPD do.
The issue is that Nurse crushes on those kind of maps.
Maps being closer to a moderate size. Maps like Gideon or Midwich are way too small, maps like Mother's Dwelling are way too large. Ideal size would probably be around Wrecker's Yard's size or so.
Tile spawning logic being improved so busted setups cannot happen anymore. For instance, LTs cannot spawn connected to jungle gyms or shack or main directly. Jungle gyms cannot spawn connected to jungle gyms, shack, or main directly. There cannot be more than 2 connected LTs in a row (no 3 or more in a row).
Adjusting map-specific problems (Gideon having way too many god pallets but basically no helpful windows whatsoever).
The best designed map on average (tile logic aside) is Wrecker's Yard in my opinion.
Huge maps aren't as problematic anymore for killers since the 90 second gen buff. Now, ironically, it's a problem for survivors more then killers.
Old Chapel.
Simple as that, really.
Could you elaborate on why old chapel is good map design?
Coal Tower sized Maps, no busted main buildings, strong tiles don't lead into each other but still exist, a maximum 1-2 God Pallets and junk loops being 50/50s
Could you elaborate on what makes a main building busted and what the ideal main building layout should be?
Good map design is tricky to pin down, but we can narrow the edges of what it could be by defining bad map design a little. Maps like Mother's Dwelling and Father Campbell's Chapel are bad because they're simply too large, giving killers who don't have mobility an upward hill to struggle against completely independent of how well they or their opponents play, for example, and on the survivor side maps that spawn with too few resources to use are considered bad. Even for the survivors, though, large maps can be a detriment- if a teammate is hooked all the way across the map, getting to them in time for a save becomes a concern.
Gideon's is a bad map not because of its overall layout and design, which are actually quite good, but because it has far too many pallets and far too many of them are safe or godlike. Current RPD is a bad map because it's way too big, its hallways are way too cramped, and it's a nightmare maze to navigate even when you can see auras (all which were fixed on the PTB, thank god!).
So, through extrapolation, I'd say "good map design" is a map that's towards the middling size range, has a distribution of resources that both allows survivors to make plays without having too many for the killer to reasonably deal with, and that is at least moderately easy to navigate- at least after the first few times you've played on it.
You're gonna bump up against certain killers preferring certain maps - what's good for Ghostface tends to be terrible for Hillbilly, for instance - but overall I think those facets would be generally considered the marker of a good map.
I don't think it's 'awful' per say, but I think there are some things that can be improved.
On the killer side:
Some maps can have situations where there's exceptionally strong chained tiles. Cowshed is a good example of this where you can get a jungle gym, which leads into a long lane loop, which leads into the killer shack, which connects to another long lane loop on the other side, which can then connect into another jungle gym. If a survivor knows how to chain those together and you're an M1 killer, there isn't a lot you can do other than just brute force the tiles down or leave and go pressure elsewhere and hope the next survivor you face doesn't reach it.
There are also some buildings that can have exceptionally strong windows you can't mindgame well. New Haddonfield has an example of this where there are two open windows that exist on the same wall in one of the buildings that are spaced apart that no matter how you loop it (counter or clockwise) the survivor can safely vault the window if they're paying attention. This is an example of a window that you either have to leave if you're an M1 killer or have bamboozle for.
Then there's some maps that have exceptionally strong pallets in a lot of places. The Game is probably the most egregious example of this where there's a lot of safe pallets. The downside, of course, is that once those pallets are gone, there's not a lot for the survivors to work with - however there's such an abundance of them that the game is mostly over before you've gotten through most of them.
On the survivor side:
Deadzones is primarily the big issue some maps have. The centre of Haddonfield can have this problem where the street is. If I had feedback for Haddonfield in general it'd be to weaken some of the building windows, but strengthen the middle of the map where the street is so there are more pallets they can work with to chain the sides together.
Shelter Woods can also be an example of the above if the killer doesn't have mobility, but it's also such a large map (I think the 2nd largest still?) that spreading out on gens on that map will probably get you a win. That said, its RNG can just create lots of unsafe areas and not a lot for survivors to work with.
I think summarily if I had to give feedback to BHVR on maps, it'd be to not make them too large because that makes your non-mobile killers weaker, and spread out 'strong' tiles/pallets across the map as a whole but in between the stronger tiles put unsafe/weaker tiles that the killer can play around so there's always something for the survivor to work with, but so it doesn't feel like they're just chaining together tiles/safe pallets you just have to brute force.
I don't think it's possible for them to create a brand new map that feels 'fresh' every time that'll always be really balanced and always be viable on every killer, but I think if they addressed some of the above, it'd make some maps feel better.
I don't normally complain too much about the maps honestly. Some of the things that I might consider would be:
Coal tower, Treatment Theatre, Red Forest is alright for a big map, Dead Dawg Saloon, and Thompson House
RPD, Erie, Hawkins and Garden all have some combination of size, palette count, and poor lighting issues that just make them unfun to play on.
Haddonfield and Garden Of Joy are the definition of "busted main building". God Windows basically everywhere, all of which are uncounterable.
Going there as a Survivor means you either escape chase for free, or you waste a huge amount of the Killer's time
I don't really know what an ideal main building layout could be, maybe Coal Tower's main building.
All the Windows are strong, but the Breakable Walls (as much as I hate them) balance them out. Same goes for Gas Haven main building
Could you specify what makes maps like Coal Tower, Treatment Theatre & Red Forest alright?
Also what about maps like RPD, Erie, Hawkins & Garden should change to make them better overall in your opinion?