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Awful Maps

For a semi-new reworked map, that one Springwood map is just awful.

The school tile has too many safe pallets.

In one corner, you have a two-story house that is a complete gamble if you can manage to force a survivor to jump out and get a free hit.

In the opposite corner, you have a basement also known as the "house of pain" taken straight from Haddonfield. A total nightmare to deal with that safe tile... GOD FORBID you get a god window that spawns there.

I just feel like this map is just really awful, especially given that it's honestly not that old. Depending on where I'm hooking someone, I feel like I'm forced to hard camp if two survivors are nearby... It's just not fun whatsoever.

Feel free to vent about bad maps. I just wanted to get this off my chest...


  • NullEXENullEXE Member Posts: 1,632

    Gideon Meat Plant

  • tehshadowman33tehshadowman33 Member Posts: 939
    edited March 2020

    I'm down with you there.

    If you get a low-pallet RNG + certain killer + map-specific killer build = Awful game experience on Gideon Meat Plant.

    Conversely, it can also be extremely boring to play as killer as well because you will spend most of the time juggling pallets. There's not many places to play mind games on that map.

    It's also a living hell to play Nurse on that map. Absolutely... Completely... Awful!

  • tehshadowman33tehshadowman33 Member Posts: 939

    As for horrible maps to play as survivor, Sheltered Woods is a complete toss up.

    If you get low pallet RNG, you'll get completely stomped on vs. a half-way competent Billy or Spirit.

    If Sheltered Woods was any smaller of a map, you can bet that the survival rate % on it would be MUCH lower than it currently is right now.

  • BenZ0BenZ0 Member Posts: 2,775
    edited March 2020

    I agree. The loops in the middle or cars are fine and the size and layout of the map is okey. But the dumb save pallets doesnt make any sense there, the school has 100% 2 different save pallets and a god loop with the fence, also the house of pain is just dumb... I mean they blocked the stairs to make it slightly more mindgameble but it is not enough. Maybe breakable walls will make this map better but for how long do we have to endure this? Thats the question.

  • NeonAlienNeonAlien Member Posts: 321

    I agree. Too many open spaces with nothing to work with as a survivor.

  • tehshadowman33tehshadowman33 Member Posts: 939

    Yeah, it's pretty awful the design team hard coded that many safe pallets.

    Sad considering this map rework is FAIRLY recent + the other Springwood map variations aren't completely just awful.

  • NullEXENullEXE Member Posts: 1,632
  • tehshadowman33tehshadowman33 Member Posts: 939
    edited March 2020

    Yeah, if you have potato survivors who don't do generators, you'll get DESTROYED easily. If two people get downed before first two gens are done, it's pretty much GG.

    Also, like I stated before... It can be a REALLY boring match for a killer. If you're in the lead as killer and have 2k already, if the remaining survivors play super-mega immersed, it can take a surprisingly long time to find someone on such a small map. I've had some games last upwards of 40 minutes due to the MANY possible routes survivors can take to hide from you on that map when you factor in lockers and places you can take by falling through the floor... SUPER ANNOYING AS HELL!

  • tehshadowman33tehshadowman33 Member Posts: 939

    I don't think I need to really even bring up Haddonfield and all of the problems mostly unique to Haddonfield as everyone except new players KNOWS how horribly unfair Haddonfield is for most of the playable killers.

    Please do take note, some other forum poster (who had some programming experience) said it'd basically roughly two or three hours to REMOVE all of the god windows from certain maps, so that they would always be closed.

    Yet, BHVR does not do this and instead now proposes "breakable walls" which would take much more time implementing into older maps.

    I really don't understand their logic.

  • BigTimeGamerBigTimeGamer Member Posts: 1,752

    play huntress on about 60% of the maps

    it really shows how poorly designed they are

  • tehshadowman33tehshadowman33 Member Posts: 939

    Huntress, or really any ranged-attack killer suffers from contrasting weakness when it comes to map design.

    A LOT of killers benefit more from smaller areas with lots of blind spots in between (unless they have god windows, etc.)

    Huntress is the exact opposite. She is HURT by smaller areas and helped by large, open areas where nobody can hide... Killer or Survivor.

  • BigTimeGamerBigTimeGamer Member Posts: 1,752

    uh, no

    large maps are where she suffers, rotten fields, temple etc

    her slow movement speed is horrible when on them

  • tehshadowman33tehshadowman33 Member Posts: 939

    Playing Huntress on old Lery's map was an exercise in extreme patience.

    I do agree though, HUGE and CLUTTERED maps are just awful for Huntress... Getting Temple of Purgation is almost a guaranteed loss against non-altruistic, sweaty 4-man SWF when you play as Huntress.

    It's mostly about map size and how much debris there is on that map... I should have clarified that.

    If you're godly at cross-map sniping, Huntress CAN force people off of generators in larger maps... Just not Temple of Purgation or Yamaoka Estate due to how much debris and/or walls there are between generators.

    She can perform reasonably well on Rotten Fields and some of those Wraith maps... Assuming you can snipe.

  • DwinchesterDwinchester Member Posts: 961

    Badham basically has three infinite loops. Any survivor with half a brain can loop the killer for a long time.

  • Mc_HartyMc_Harty Member Posts: 3,294

    You know I was happy when they reworked Badham. Then I realised they didn't do jack [BAD WORD] to the buildings.

    Hey at least it's not [BAD WORD] Haddonfield or Ormond.

  • tehshadowman33tehshadowman33 Member Posts: 939

    I would still rather take Badman over Haddonfield, Ormond, or a bad Springwood variation map.

    Badham's strong tiles take learned map knowledge to know how to loop effectively, whereas the other maps don't require nearly as much in depth knowledge to pull off due to being able to combo 2+ safe pallets that are OBVIOUS to spot.

  • tehshadowman33tehshadowman33 Member Posts: 939

    Basically, bad map design in Dead By Daylight comes in 3 flavors:

    1) When you can combo 2+ safe pallets, or combo from a safe pallet to a jungle gym to another safe pallet.

    2) Building tiles with long walls/fences that break line of sight, or god windows that can break chase and reset bloodlust.

    3) Having too many unsafe tiles being concentrated in a certain section of the map (Hawkin's Laboratory).

  • oh_0koh_0k Member Posts: 712

    Remeber when they said they were gonna make maps have more pallets but have those pallets be unsafe?

    Hawkins is the only map they did that for

  • tehshadowman33tehshadowman33 Member Posts: 939
    edited March 2020

    True enough. Though, the middle of the map is pretty much a death trap. It would've been more fair for there to be unsafe/safe/unsafe in the middle rather than 3 unsafes. Do that and change that one tile with the generator that's guaranteed to spawn in that one place that has the two drop down ledges and the map would be much more fair and balanced.

  • tehshadowman33tehshadowman33 Member Posts: 939

    So, I just had an AWFUL, RAGE-FUELED match against a high-rank team. Ended in 7 minutes.

    Map is Rancid Abattoir.

    Already, I'm annoyed... This map has AWFUL pallet placement which lets a good survivor basically go from safe pallet to safe pallet across the span of the map.

    Sure enough, that happens. I'm playing Spirit, so it's not like I'm using a [BAD WORD] killer.

    By the time I have three people injured, two hooks, I'm down to 1 generator on opposite side of match.

    Person is on hook, the strong looper.

    I just give up and pull the gate open as I want to just honestly get the [BAD WORD] out of this match. I hook camp as I have nothing else to do.

    They do a save. I down the person unhooked. Person body blocks at exit gate by crouching, so I end up getting zero kills.

    So, basically, yeah... I'm tilted... There's no reason why you should be able to endlessly combo pallets together in an endless string.


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