Stop putting yellow tape on all the vaults

It made sense for RPD because Resident Evil used yellow marks as signposts in the environment so it matched its source material, but then you started doing it on new maps (Garden of Joy, Toba Landing), and then reworking old maps and using it there too (Haddonfield, Red Forest, Shelter Woods). The only recent exception was Shattered Borgo, which does its own thing and that's good. The yellow tape can look out of place and it makes aesthetics feel samey across maps. Wanting vault locations to look distinct so survivors can recognize them is fine, visual language is important, but copy-pasting the same thing regardless of environment feels like a lazy way to do it. Please think of and use alternatives that match the maps they're for.

Comments

  • The same argument can be made for pallets then. Still, no. I'd like to know clearly which locations I can vault and which locations have a pallet.

  • @DGGGGGG said:

    The same argument can be made for pallets then. Still, no. I'd like to know clearly which locations I can vault and which locations have a pallet.

    I could make that argument, but I have a thing called "priorities" and I put this above pallets when it comes to art design criticisms.

    I did not say "make vaults hard to see", I said "make vaults look distinct in ways that aren't copy-pasting the same asset onto every map".

  • I think that core gameplay elements like gens, palletes and vaults should look the same in every map, but should look good and fit all of them at the same time.

  • @Archael said:

    I think that core gameplay elements like gens, palletes and vaults should look the same in every map, but should look good and fit all of them at the same time.

    That would be ideal, but hard to accomplish. I consider vaults to be more of a part of the map design than generators and pallets so I think it's more important for them to look like they fit.

    Even recoloring the tape to look more like a natural part of the environment would be fine. Better than just copy-pasting the same thing again.

  • It's a gameplay mechanic and should look exactly the same across all maps. Keep it simple and excessable for all new players.

  • @Caiman said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3436736#Comment_3436736

    I could make that argument, but I have a thing called "priorities" and I put this above pallets when it comes to art design criticisms.

    I did not say "make vaults hard to see", I said "make vaults look distinct in ways that aren't copy-pasting the same asset onto every map".

    Yes but new players exist soooo

  • It's not lazy. It's management. Maps take a lot of work, and re-using textures and assets is a big part of game design. Both for time efficiency and for performance