RogueRoentgen
RogueRoentgen
About
- Username
- RogueRoentgen
- Joined
- Visits
- 24
- Last Active
Comments
-
Small map! That's something very nice about this map, and that's about it. Shack setups are usually pretty strong, with an interconnected jungle gym that can spawn window-into-window with shack, and strong fillers around. Circus side is usually weak, but close enough to main which has the strongest windows in the game after haddonfield.
Not one of my favourites :)
-
We didn't need 2 of these, they are extremely similar!
I wish a non-preventable hook spawned upstairs (as I wish for all maps with second floors). The hold W is also very strong on this one, and possibly the most boring thing while chasing, so I wish that was also fixed, making prerunning a little less strong on this map.
Rng can be extremely variable, so it's hard to say whose side this map favours - considering main, I'd say mostly survivor, but sometimes the deadzones around it are so extensive it's hard to take that stance.
Also, huge map, could use a trim :)
-
We DID need a second storehouse since the first one is terrible :) for once.
The map is already big, having 2 pouches with strong interconnected tiles is quite the cherry on top. Luckily that's not true for storehouse 2, so I have a very simple solution... let's keep storehous 2 only!
-
I don't mind this map (again, we didn't need 2. they are not even that different), but I wish it was smaller and comprised more filler pallets.
-
Both coal towers would be perfectly ok if incredibly strong rng for fillers and tile orientation could be prevented from spawning.
Also: we didn't need 2 coal towers
-
Suffopit 2: ok map
Suffopit 1: promotes the "guard a 3gen or lose the game" gameplay on killer side. The middle can spawn some window-into-window rng and interconnect extremely strong tiles, incentivizing the killer to leave their side even less, especially if it's a low mobility killer. Really dislike this map with a burning passion and I can't recall having a good time on it whatsoever.
-
I wish it was smaller! Otherwise no complaints whatsoever
-
Love this map.
-
Maybe a little too much on the bigger side, and filler pallet rng can be a little wild, but overall a pleasant map to spawn on, on both sides.
-
Most balanced map in the entire game imho. Fair loops that are well interconnected, good size, good visibility but also chances for stealth - the aesthetic is surely not very interesting and could use some characterizing element, but that's a really small flaw. Aesthetic is great, but gameplay is more important
-
Another map that is balanced in the worst possible way. All houses are hell for killer with insane windows that can turn the building in an infinite due to the number of windows and the length of the loop, meanwhile there's like 1 pallet on the street and the playgrounds which, once dropped, makes those areas complete deadzones.
I love the aesthetics and how faithful it is to the movie, but please fix loops :(
-
Another map that is balanced in the worst possible way, meaning that yes, it will take the killer 3 hours by car to cross it, but once you spot a survivor there is gonna be very little safety for them.
While Wreckers yard is a good example of a map with shack as a main building but still completely playable on both sides, rotten fields feels incomplete and empty. I wish it was smaller and with some safety around shack, or a proper main building.
Also, I really liked the atmosphere on old coldwind and I wish we could get it back :)
-
I wish it was smaller and with a weaker main building, otherwise fair loops and love the gas station aesthetic
-
I wish main was stronger and the map smaller. That's it.
-
This map is balanced, but in the worst possible way.
It doesn't favour killer or survivor, but the gameplay completely depends on the survivor ability to get the killer away from one of the side of the maps, and the inclination of the killer to do so. If they decide to never leave one side, well, not much you can do.
Yes, now we have the anti 3-gen mechanic, but still I would say encouraging this kind of gameplay because of the gen spawns and map size (it's huge. it doesn't really invite you to patrol elsewhere and the bottleneck makes the gen in the middle incredibly crucial) should probably not be a thing.
The loops are otherwise fair and while rng can screw you over one way or another, it's never terrible
-
This map is such a nightmare on killer.
It's huge, main building is ridiculously safe even after breaking the breakable walls, the pouches spawn strong and interconnected structures and filler pallets are so safe. I wish one thing was a priority compared to the others, but I dread this map as killer every time and I know as survivor I'm gonna have an easy time.
-
The strongest possible spawn in main is really, really strong and problematic, and so is the cluster of 5 generators that can spawn at the moment.
Besides that, loving the rework and how the loops play!
Huge W rework, even if I miss the blue aesthetic of OG Red Forest and I hope we will get a map in the same palette at some point
-
As much as I love lery on both survivor and killer, I wish rng was fixed to avoid extremely long walls with no door open to cut a survivor off, or reach a generator etc. It is the same effect as badham infinite fences and very unpleasant on both sides. Otherwise, one of my favourite maps!
-
First of all, why do they all have 3 main buildings, and all 3 wildly strong?
Main is hold W heaven and a huge time waster, plus if basement doesn't spawn there it can make survivors unhookable, since you often have to choose between breaking a wall and create an infinite but take the hook, or not open the infinite but leave the survivor slugged.
Does also main need to be reinforced by TWO different car loops and a pallet on the back? (as bad as that pallet is).
Two story can be made bearable by breaking the two walls, but also depends on which windows spawn. Sometimes breaking those walls (why two? ain't I already wasting enough time between the other two main buildings?) makes the downstairs unplayable for survivors, sometimes changes very little.
House of pain: it's in the name no? Best part is when window on the back and window into basement spawn next to each other, making this a proper infinite - not that other setups are that much weaker. I'd rather chase main than house of pain most of the time.
Also, all of these gifts of gods are interconnected by pallets that, if the killer is lucky, are not 100% safe and not spaced at an approximate distance of 2 metres from each other, but the opposite is more common.
Since the map is clearly still too weak we also have shack, that can - you guessed it - be interconnected to pallets with perfect visibility.
But what can be worse than this map? Five of it, of course.
Only positive point: they are all on the smaller size and the color palette is a joy for the eyes.
-
Whatever Pale Rose has, Grim Pantry has it worse.
Middle can be balanced, OP for survivors or a complete deadzone.
Two story can be either OP or a mousetrap.
Pier can either rival Garden of Joy for safety or laugh at survivors like a failed Pig box search.
I hope whoever thought double windows are a great idea has been sent on vacation for a long time to think about their sins.
Pog logs should NEVER spawn connected to anything remotely strong, and you can have one in front of one of the already most painful mains in the game and one in the back.
Also, grass as tall as my house and uneven terrain, plus everything can spawn straight into corners.
I can't think of a single saving grace for Pantry.
-
I picked "survivor sided" for the sheer size of this ugly antiquity piece, but it has been a hard choice.
Middle of the map can be littered with unmindgamable loops or completely empty, pier can have the strongest setup known to man of a sad excuse for a TL, overall tiles feel like a dice roll, size is already huge and feels even bigger since totems, gens, hatch can make out with the literal map borders.
Trapper and immersed survivors wet dream, grass on both Swamp maps make tracking a nightmare, with scratchmarks sometimes not even making it out of the grass strands!
Also, please don't even CONSIDER giving maps uneven terrain ever again.
Props for main, it's really strong but one of the funniest imho
-
Opposite of Sanctum of Wrath, Ormond gens feel undefendable with m1 killers. I'd like to say it's because they are too spaced out, but it's a combination of strong tiles and a main building that promotes holding W, actually punishing the most only the killers that cannot close that distance easily.
IF on top of that strong fillers also spawn it feels really powerless as an M1, and I feel shrinking Ormond a little could be a massive improvement.
It's also one of the few maps where breakable walls seem to improve the gameplay instead of completely overturning it, for both the window near the counter and the pallet upstairs in main, while other walls can just be left unbroken and not impact the gameplay at all/minimally impact it.
Overall beautiful map visually, love the snow!
-
Another one of the maps that make me happy no matter which side I'm playing.
Being a rectangle, it feels bigger than the same-sized Sanctum, and main can suffer heavily from Dead Dawg Syndrome (too many breakable walls that make the building useless if broken or OP if not, no in betweeen).
Overall love the map vibe, the palette and structures from Rin and Kazan's memories, hopefully it will get a visual update at some point cause it has so much potential!
Still would play on this map and this map only until the end of time if I had to choose one.
-
Both Yamaokas are between the most fair and balanced maps, and that's why you never see the offering on either side.
Size is on the bigger size of medium but still manageable even by m1 killers with good macro, loops are mostly well spaced out and fillers/strong tiles are well alternated, main can be extremely strong if run correctly but requires a lot of skill and reaction time from both sides.
It can spawn an incredibly nasty 3gen (rarely) or imbalanced gen spawns (more commonly), leading to boring gameplay, but I think that is way easier to fix compared to the "pick a side of the map and never leave it" of Suffopit and Azarov's resting place, due to Sanctum being smaller and the safe loops better spaced out