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Tipsy

Tipsy

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Tipsy
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  • the map is good as is. only change would make so the maze tiles cant be all strong ones or all weak one. Had one version of the map where only LT and Pallet gyms spawned and thats too weak.

  • Map is very large. The corn hurts killers a lot and can spawn a lot of very strong maze tiles and pallets all with can connect with each other making zones where its almost in possible to chase. Make the map small and lowering the strength of the filler pallets would be good start

  • I really want to like this map as both killer and survivor but cant. I love the shape of it having that middle choke point. ARP and Suffo Pit 1 are two of my favorite maps because it has those choke points. The choke points allow for the killer to make and create map pressure with out the need to perks or powers and creates a power struggle or tug of war between the killer and survivors to control pressure one side or the other. That works great for ARP and Suffo because the choke point or middle is full loops and maze tiles, making it some what safe for survivors try to pass through. also allowing for stealth too with all the LOS blockers. The problem with Sanctum is there is no safety or gameplay elements for survivors in the middle. The main building has couple very unsafe windows unless you have balance landing and two unsafe pallets no where near each other. Dont get me wrong as a survivor and killer I love unsafe pallets but those two pallets are no where near each other. (btw the new map in PTB, chef kiss. amazing pallet design. best map in a long time) The middle needs to not be such a deadzone.

    2nd problem with this map is the two shack spawns both are connecting to maze tiles by a very very short distance. That wouldnt be a problem if what maze tiles spawned next to shack werent potentially strong tiles like long wall, short wall, or "ormond tile" gyms. For example the other day i was playing survivor and the poor person playing Billy had to deal with me having shack window connected directly to "ormond tile" window. Two strong windows literally 4 meters away from each other and both had strong pallets. Most killers can not play around that at all and would need to drop chase and go else where or lose the game.

  • Very strong map for swf's which why its the map offering I see survivors bring the most when I play killer. Wayyy too big. The killer can spawn in one corner of the map to walk straight to the other corner as a 4.6 killer takes roughly 30 secs. Of course in a real match the killer will be checking gens on their way there so it will take longer. Its not an uncommon strategy to use offers to spawn as a group and far from the killer as possible on Ormond and 3 or 4 man the gen they spawn on, completing it before the killer can even start a chase. That's feels a bad moment and killers shouldn't be that heavily punished for not bring corrupt intervention. Of course spawning middle can also be just as punishing the the killer chooses the check the wrong direction.

    Personal problem I can not see scratch marks to save my life on that map but that might just be a me problem.

  • A tad too large of a map, pallet spread can be weird, leaving random deadzones. Main building can also be very rng dependent. Sometimes giving very strong windows, other times giving very weak windows.

  • This is super lame so I started playing Iri blight tag Blight and kill them before they can even get near a locker. Normally I feel dirty using that addon but it feels good to kill dirty abusers.

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