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Andro0020

Andro0020

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Andro0020
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  • This map is totally rng dependant. You can get a lot of good fillers around the shack, or nothing. Recently in the Autoheaven realm was added a new tipe of filler near the edges of the map. I think that in all the Autoheaven Maps, but especially in this one there should be a fixed amount of this type of pallet, because when I play in this map either I don't find any filler on the edges of the map or I find a lot of them. Overall this is a balanced map, I would only remove some spawn of fillers near the shack and maybe increase the chances that an hill spawns because in this map is nearly impossible to use balanced landing .

  • This map has the same issue that the Suffocation Pit has. All the strong tiles are close to the center and if a Survivor decides to chase there the killer would need to waste a lot of time, especially if the killer Is a M1. But this map Is really good for threegenning, even better than the Suffocation Pit. The main Is not a problem, Is like a shack without the pallet.

  • This map was in a terribile spot before it's rework. Now is better, but the main window Is still too strong and if played well can be used as and infinite. The map itself Is still too difficult to navigate as a killer due to its size, even if the car wall was removed.

  • This Is a balanced map overall. My only issue is that if the open window Is the window next to the breakable wall the main becomes a good loop, but the other window Is really weak and can lead to trap yourself inside the main, especially if you are an inexperienced survivor

  • This map Is in a really good spot right now and I don't have much to say about it. My only issue is that the main has a strong window downstairs, but It has no safety upstairs, unless you have balanced landing. Maybe It would be cool to slightly nerf the window downstairs, but add a window on the balcony upstairs.

  • Unfortunately this map is not fun to play. In the original version of the map the central area is too strong, with many loops connected together. But for the killer this map is really good for threegenning. For this reason I find it quite balanced, even of Is not too fun when the killer stays on one side of the map for the whole game to defend generators . Instead the second version of this map is very Survivor sided. In one corner of the map there are almost all the tiles, but in any case the rest of the map is full of fillers. In all the games I played on this map, next to the shack there was always a god filler, which connected to another tile that connected to the main. It is absolutely necessary to reduce the size of the map and reduce the number of pallets that can appear. All in all, the original version of the map is quite balanced, it would perhaps be enough to remove one of the tiles in the center, or perhaps ensure that no more than two strong tiles, and ensure that the gens don't spawn too close to each other.