NightingaleOwl
NightingaleOwl
About
- Username
- NightingaleOwl
- Joined
- Visits
- 293
- Last Active
Comments
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If you are trying to complete the Lightbringer emblem as a survivor, you need to repair regular gens. For some reason, blood moon gens do not count toward your objective emblem, or at least they contribute significantly less. I remember plenty of matches where I popped two blood gens, and I'd only get bronze or silver in Lightbringer emblem. If I remember correctly, repairing two regular gens to completion should give you the IRI emblem in Lightbringer. I know cleansing Hex/Dull totems and opening exit gates count toward the Lightbringer emblem as well, but not as much as gens do.
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This map needs to feature re-occuring tiles from Macmillan and Autohaven. Some gyms generate awkward tiles to the point where if a pallet is used the gym is unusable.
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The red saturation interferes with regular gameplay and makes red stains and scratch marks extremely difficult to track. Furthermore, there are regular deadzones that spawn around main which make no sense since main structure is significantly weak and cannot be chained into any other tile. The safety rating is poor for survivors, especially since there is no high wall structures to provide protection against ranged killers. All filler loops feature low walls which are easy for ranged killers to hit over. Please add high walls in fillers and remove the red saturation like it was during the Lights Out modifier.
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I feel that the map is balanced - so far - judging from the PTB and the first day of release. The gen spawning apart definitely helps to combat 3 gen strategies, which is what map design should lean into. I think that concession stand (the one where you drop into from the 2nd floor) with the unsafe window should be widened a little bit because it's easy to medium vault and get hit while mind-gaming.
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Similar to Suffopit 1, the map's bottleneck in the middle forces a 3 gen to spawn on one side of the map and killers are incentivized to lock in on one side of the map. The shape of the map needs to be adjusted to clear 3 gen issue.
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I believe this map is slightly killer-sided leaning with few fillers that connect to anything safe for survivors to run. 3 gens typically spawn in close proximity, which causes points of frustrations if killers decide to lock it down.
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Much like Ormond, there is a design flaw in main building where one hook can spawn on the top floor where the killer can bodyblock to deny an unhook entirely. This needs to be re-examined immediately. The middle of the map is a deadzone with either 1 weak filler or a bunch of corn which does not help either side.
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After the rework to Abattoir there are too many deadzones. It doesn't make sense that we have Badham that often spawns 2-5 filler pallets beside shack yet shack on this map is tucked into a corner with 2 deadzones beside it. There needs to be more jungle gyms or fillers connected around the map. This map is far too killer sided at this moment with no LOS blockers for option of stealth. Please re-examine this map. We don't need 15 or so fillers, just decent gyms or fillers connected to allow survivors a chance to loop without forcing survivors to die in corners of the map to waste the killer's time.
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Much like the other swamp, totems and hatch are exceedingly difficult to locate. Main structure is probably the main strength for survivors on this map with little structures providing any relative safety. Pier and other loops should be stronger in comparison whereas main could be weakened to balance the map. It's currently lopsided, similar to how Lampkin Lane has strong houses but weak pallets around them.
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Locating totems on this map is extremely stressful since RNG can force them into corners of the map. The same goes for hatch. The large ship in particular isn't very decent for Survivors and without pallets there isn't any good windows to loop for a bit. Perhaps another window spawn would help. Secondly, the center of the map often spawns a deadzone, there needs to be a decent number of pallets to avoid that.
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It's difficult to talk about the map without addressing the lopsided composition. Houses are strong for survivors with double windows, but at the same time survivors have no option but to loop in houses since there are so few pallets in the middle of the street. There needs to be a balance where there are generous pallets in the middle of the street with fewer houses that have strong double windows.
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Main building typically spawns 2 god pallets and 1 unsafe pallet (the one where the pallet is beside a small room where a killer can easily go around the pallet). This often favors survivors more than killers, which isn't necessarily a bad thing. Perhaps the biggest issue here is how main building can easily connect to other jungle gyms around the map. On top of the map being on the larger end of things, it favors survivors who know how to chain loops. Perhaps if the map had the rectangle edges removed and the map became a large square, it would balance out the commonly listed issues.
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From my experience, the map is balanced. Main building is strong with some variations allowing killers the opportunity to mind-game to catch suspecting survivors off guard. I think a point of contention would be to remove some clutter around the map and in main.
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The biggest issue is the random hook that spawns in a room on the top floor in main. Killers can easily secure that hook and can body block anyone trying to enter the narrow doorframe. This hook spawn logic needs to be examined as soon as possible.
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The biggest issue of this map is that it consistently spawns a natural 3 gen in close proximity. The map or the spawn logic must be examined in order to prevent reliable 3 gen spawn. The map often spawns a deadzone in the center, I feel that redistributing pallets towards the center would be a good move while not completely depriving edge tiles their own pallets.
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The main structure is very weak for survivors with an unsafe pallet that is very easy for killers to mindgame. I also know that the chokepoint in the center of the map typically creates more points of frustration for survivors as killers can easily hold down territories and zone survivors effectively without reliance on perks or add-ons. I feel that if the main structure were expanded upon it would help create a way for survivors to effectively hold chase. At this point, if a survivor is hooked in main and is immediately chased off hook, there is little safe resource for them to use nearby. This is especially true for the unsafe pallets directly beside main within the chokepoint where a pallet may spawn around a small statue that any killer can pre-swing around and mindgame easily. Furthermore, the chokepoint in the middle forces only 1 generator to spawn in main with no balance in which side generators can spawn. Some RNG will force 4 gens to spawn on one side whereas some matches will be generous and spawn 1 in center, 2 by shack and 3 by the other side. If the chokepoint were also to be widened, it would create a generous and fair gen RNG spawn.