OhDee
OhDee
About
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- OhDee
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Comments
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What's great about Toba Landing:
- Relatively good main building.
What's bad about Toba Landing:
- Very difficult to navigate for newer players.
- Overdid the plants. Needs to be more obvious where the walls of the lower loops are.
- The little rock ramps are a fun new idea, but they're so short that I'm not sure if they even benefit or hinder either side.
Suggested changes:
- Needs a more identifiable landmark on either side of the main building so survivors know what side they're on.
- Put line of sight blockers next to the ramps and a pallet next to the drop and make the ramps a little taller so they can create one way mind game tiles.
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The central area feels a little barren and large, but otherwise I like the map. :)
I like what you tried with the steam valve traps, but they don't really do anything so survivors tend to ignore them. It would be cool if more map specific trap were introduced in the future, but they gotta be balanced.
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Suggested changes:
- A ramp or exit/entrance from the basement level of main building opposite the generator to the outside would be nice.
- A second generator to patrol inside the building to make traversing through it worthwhile.
- Shrink the outskirts.
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What's good about The Pale Rose:
- Main building is small and relatively balanced.
- I like the docks because they feel balanced and fun to chase in.
What's bad about The Pale Rose:
- Pog Log. The log window tiles are too long for M1 killers to mindgame and survivors can slow vault them to prevent entity blocking.
- Why can no one ever find hatch on this map??? The corner spawns are so far away from anything that I rarely find hatch on either side.
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- Windows on first floor of main are too strong.
- Poor locker placements makes for instant L's for killers that need them.
- Even after the rework, this map feels massive. I roll my eyes everytime I load into it.
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What's great about Blood Lodge:
- Relatively Balanced. Good size!
What's bad:
- Lack of Lockers makes Dredge, Huntress, and Trickster sad. :(
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What's great about Withered Isle:
- Pretty <3
- Greenhouse corner of the map is good. Do not change this corner.
What's bad about Wither Isle:
- Main building is absolutely massive and only ever has one generator that is almost always accompanied by a strong window that is directly next to strong loops. It is so outrageously easy to loop in main building that survivors bolt for it if you even consider approaching central generators.
- The area in front of main building can have a strong pallet or two but once broken it creates a massive deadzone.
Suggested changes:
- Add entrances and exits that allow the killer to cut off survivors that bolt for the strong windows in the main building.
- Add a second generator to main building after shrinking the map a little more.
- Central area needs a line of sight blocker and an extra pallet to create less dead zones for both sides.
- Outskirts of the map need to be closer together and the jungle gyms need to be weakened.
- The car loop on the corner opposite the killer shack and main building is a little too strong for killers that lack chase powers. Move the window closer to the pallet so survivors will have to break it faster or add a wall to mindgame with.
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What's great about Groaning Storehouse:
- Really close to being balanced.
What's bad about Groaning Storehouse:
- Forced to break wall on main building to make future chases possible.
- Outskirts of the map aren't worth patrolling because of their distance from the other generators.
- Lack of line of sight blockers in the center is easy information on the killer.
- Low to the floor loops in the center are too easy for ranged killers, frustrating for everyone else.
- Jungle Gyms are too close to one another depending on the generation.
- Super dependent on map generation for both sides.
- Exit gates are typically in different zip codes.
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What's great about Coal Tower:
- Simple tiles, great for beginners.
- Relatively weak main building.
- Relatively fair for both sides.
What's bad about Coal Tower:
- Totem spawns are so obvious that you can say goodbye to any hex perk you are running.
- Lack of line of sight blockers in the center leads to very easy information, giving survivors too much time to hold w and maintain distance, still not as bad as some other maps, though.
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What's great about Suffocation Pit:
- ???
- Relatively small size if you ignore half the map.
- Cool basement location, I guess?
What's bad about Suffocation Pit:
- Being bottlenecked into several strong jungle gyms is painful for killers. Usually have to drop chases the second they start running towards them.
- Mindgaming at adjacent jungle gyms just results in survivors running to the next one to keep distance. You either get a hard read on a survivor or they continue to loop you.
- Second chance survivor perks make this map insufferable.
- Forced to break pallets and walls on main buildings when playing an M1 killer or suffer the consequences.
- No way to cut off survivors or mind game on main building. Chases have to be brute force.
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What's great about Torment Creek:
- The corn fields are smaller.
- Great line of sight blocking from a lot of thin but tall structures
- Good size for a map methinks.
What's bad about Torment Creel:
- The main building's lack of line of sight blocking prevents any mind gaming or stealthy approach.
- Killers are forced to break the wall near the window and/or eat the several strong pallets surrounding it.
- The realm's unique loops, tractors, are frustrating and unintuitive for newer killers. Not sure why this is seen as a good thing for skill expression when I consistently see decent killers struggle on it.
- Cow tree. Weak killers hate it, strong killers get mildly annoyed by it.
Suggested changes:
- Make one of main building's walls not have gaps to allow mind games.
- Take away some of the strong pallets spawn directly outside of an already strong main building.
- Just let killers walk around the tractor platform without the gap. Survivors with Balanced Landing are gonna love this loop anyway.
- Make cowtree's window area slightly less wide and make the tree itself wider so M1 killers can at least mindgame it with a line of sight blocker instead of being forced to break pallet the second it drops.
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What's great about Sanctum of Wrath:
- Consistent map generation makes it easier for newer survivors to know that there is one guaranteed central generator.
- Main building functions as a line of sight blocker without impeding the killer's pathing too much.
- 3 path options for killer to decide which approach option is best when traversing the map.
- Probably the most balanced instance of verticality in the game.
What's bad about Sanctum of Wrath:
- The bottleneck lacks any and all strong pallets. Survivors forced to traverse the center of the map go down very quickly. Injured survivors caught in the middle of the map have no where to go.
- Only one generator in the map makes experience killers decide which half of the map is worth defending because one side can sometimes have 4 generators while the other only has 2.
Suggested changes
- Maybe two central generators would make defending the central generator or traversing the map more appealing, rather than defending one side.
- Shrink the outskirts of the map.
- Add one more pallet to the middle to help survivors at least be able to make it to the other side more often.
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What's great about Family Residence:
- Easy to navigate on both sides
- Central area has great generator placements so Killers can contest them without being able to three gen
- Unique loops that require a bit of dedication to understand aside from main building, which can be confusing
- Main building is pretty and iconic <3, just safe enough for survivors to complete the generator inside but just dangerous enough for stealth killers to catch survivors that aren't cautious.
What's bad about Family Residence:
- It's a bit too wide so Killers lacking mobility powers have a tough time contesting generators if any of the central generators are completed. Usually resulting in 3 gen endgame on one side of the map if the killer is determined to win. (usually opposite the main building.
- Small gaps in terrain appear that look like you can walk between them but you can't :(
- The bamboo plants that you cannot walk through look too similar to tall plants that you CAN walk through.