Fuddly
Fuddly
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@BigBall said:
https://forum.deadbydaylight.com/en/discussion/248396/hawkins-lab
you can't say its killer sided if most pallets are unsafe. If most of the pallets are unsafe, its fair and how it should be.
How does that make sense? Survivors have few vaults on the map and more than 70 percent of the pallets are unsafe.
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@Caleegi said:
I dont really like Hawkins for either killer or survivor but i don't think it can really be any better.
True lmao. I wish they just didn't do a map for the dlc if it was gonna be so bad. I think they could have done a sick map for the trickster but of course not.
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@jester20k said:
I like Hawkins. Everyone thinks I'm an idiot for it. But I like it.
To each their own. You will have an unfun match on it eventually.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2172390#Comment_2172390
You would think that, but it is the opposite. More time and thought went into creating that map than many others. The goal was to create a map that would:
- Reflect the look and feel of the labs from the show Stranger Things.
- Play entirely different than the maps already in rotation.
- Implement a new type of heights structure besides just hills.
They didn't half ass it, they gave it a crazy amount of thought and and hammered statistics to decide about the pallets. The DEV do have a formula (and you can reverse engineer it by studying certain variables in the maps) for deciding pallets, vaults, drops, etc. When they start with a non-standard map they make the call of what type of terrain will dominate it. They put those in first, and then they follow their general building rules to fill in the rest as the formula will allow. Thus when they did The Game they wanted lots of pallets to fit in with the warehouse theme. They filled in their pallet spawns first which told them the min and maxi pallets (safe, unsafe, god) and then knew how many vaults and/or drops, etc. they had room for using their rules. The same happened earlier at Hawkins. They had the idea for those catwalks which were going to be vaults and drops. Think about all the windows/vaults spread out through Hawkins (there are a metric ton of them). Heck they even put in a rolling set of stairs near the ugly room which throws a casual vault in at the top. After putting all those in and counting up the total loops (that many people don't understand) the room for safe pallets was tiny. :) I don't see this as a bad thing. Different maps just cause us to adapt and make sure we play to the strengths of the given one we pull.
Ngl I got a headache reading that all. But still, the map comes off as boring. Cool at first glance but sick of it after playing the second time. Same with Midwich. There are hardly any windows or vaults in the map. A few on the cat walks but every smart Killer wouldn't bother wasting time having a wild goose chase on that s**t. A couple windows upstairs which is the most disappointing part of the map. It is a death trap. There are I'd say 3 somewhat safe pallets. I don't think you've been in a high rank Hawkins match
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/248396/hawkins-lab
I rather like Hawkins both as a Killer and a Survivor. The trick to looping the Killer on Hawkins is to use the up and down stairs and catwalks inside the various rooms. There are are fewer safe pallets because there are so many long loops and vaults you can utilize effectively. However, many Survivors don't think about it in those terms and are used to just running on one floor at a time. Let me stress, Hawkins can work very well for Survivor, but ONLY if you maximize those loops and vaults. Think about is as the opposite of The Game which has very few vaults and effective loops but LOTS of pallets. Does that make sense?
I mean yeah, it does. I just think they half assed the map.