Lichmere
Lichmere
About
- Username
- Lichmere
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Comments
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Very fair map for the most part. Feels like it's in a good place. It is too red which makes following scratch marks and blood difficult to track. Killers also refer to scratch marks that generate on the sidings of buildings/structures. So the random charred texture on some of the buildings cause me to mistake them as scratch marks from afar.
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Truly awful Killer experience
- So many, many strong structures. Shack in one corner, car park in the other corner, a jungle gym that sometimes has a pallet or window line up with the strong main building window in the other corner. An obscene amount of safe filler tiles that are interconnected.
- Main building is an absolute sin. Several strong windows, a god pallet, and connects to the aforementioned strong fillers.
I would like the pallets to be less interconnected. Main building windows need to be fixed.
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I wouldn't say it favors Survivors. The loops are really weird at times. The jungle gyms sometimes generate nonsensically so that you can't really play it. You exhaust the pallet, and that's about it. Sometimes the bypass is too short so that if you drop the pallet at the wrong time the Killer just moves around and hits you anyway. It feels like this map is too RNG.
If there is a Killer that can clean up pallets quickly, I'd argue it's Killer-sided. The strong points are main and the bottom-middle portion since it has a good pallet/window setup. The "shack" on this map is bad too. Or at least I don't know how you play the pallet meaningfully.
Something about the map I just don't like as Killer or Survivor. I think it's the RNG lowering the expression on both sides when the tiles spawn badly, the fillers are unsafe, and the main building is mostly hold-W + pre drop the pallet early to force the Killer to break. Main building is mostly just catching up to the Survivor, so there isn't much interaction to be had there. Even the steam, which is cool don't get me wrong, is there just to slow down the Killer if they run through it.
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I don't think it is Survivor-sided because of two significant problems.
- The filler loops are generally unsafe. There are a handful of strong spots, but since most fillers are unsafe and most players aren't loop gods, I don't really struggle on this map. If I end up losing, it'll be because of how large it feels. The main building makes navigating to opposite ends a bit awkward at times. The dense clutter makes stealthing Survivors hard to find at times too.
- There is poor visual clarity on this map. It is very difficult to tell where the pallets and vaults may be. There is no distinction between naturally-occurring fauna and the loopable structures. I want to be able to tell at a glance from a distance where I may need to run.
I don't enjoy this map as Killer or Survivor.
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Map is generally very balanced. The biggest issue is just the map size. Killers generally don't want to commit to moving from one end to the other, so it is another territorial map. The tiles themselves feel fair.
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It is quite balanced but sometimes the RNG can be strongly in Survivor's favor. I have seen a strong filler tile spawn next to a jungle gym spawn next to Killer shack - all windows lined up so that even bloodlust makes it challenging to get through.
I greatly dislike how the map is bottlenecked, and navigating from one half of the map to the other side is dangerous for Survivors. It also means that a Killer doesn't want to leave their "half" of the map.
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The map hinges greatly on RNG. Sometimes there are very few filler tiles and you run out of resources quickly. "Pog" log is really strong, and at the high level you can walk around certain parts of it to lose chase to delay the window blocking.
The main building is terrible for Killers. There are multiple good windows, the bottom portion has multiple pallets.
Dislike the buildings' bottom portions. I can never tell at a glance how to exit them from the ground.
Hexes and Hatch spawns are unnecessarily hard to find because they can spawn on literal edges of the map
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My most hated map. There are so many strong tiles, that are all connected with strong filler tiles, around a big map, and dark enough for Survivors to stealth in.
All the buildings have breakable walls that act as dropped god pallets, you need to break them, except for the main building. If you break the breakable wall that's next to the car pallet, then you've made an infinite for Survivors to loop. The main building basement with the right coordination and builds, can mean Survivors that die down there and can't be hooked (assuming Killer Basement Shack offering is used).
There doesn't need to be five variations. They're all miserable and only make it confusing to new players.
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Map is mostly fine. From Killer POV, most filler tiles are playable and don't consistently attach to strong jungle gym windows. It is on the large size, so it is particularly bad for Killers that don't have mobility. Map has clear line-of-sight all around the Main Building, so Survivors pre-running can be frustrating.
From Survivor POV, the clear line-of-sight makes it hard to navigate against a proxy camping Killers. Tiles feel generally playable and fair