Why is this hole even a thing?

Hello,
exactly this:
Why does this hole exist? I know on the PTB it was on the other side and it was already stupid. I heard somewhere that it was a Bug on the PTB (a strange one, but I would not have been surprised), but apparently it was intentional?
I mean, is this the kind of "Loops" Killers want to have? The Preschool was alright with the Breakable Walls, as long as a Killer did not break it. So why did the Devs feel the need to add this hole to the fence?
14
Comments
Because that vault point isn't a loop, it's the vault point equivalent of Decisive Strike.
With the breakable walls at the school it's absolutely not a strong vault at all anymore there was no reason to nerf that, it's no where near the equivalent of DS, the disturbed ward stairs window is way more broken then that fence loop even before the breakable walls
Not with breakable walls existing...
I've brought this up internally to see if it was intended or not. I don't have any answer on this just yet.
there are no breakable walls in that loop. without the hole it's very much the autohaven crane, just more annyoing.
without that hole this was a loop that often forced to break off a chase.
Had a game yesterday watching Bronx there's a chance a chest can spawn there which makes it impossible to go through that opening. Imo that just needs to stay closed how it was before on both sides without the super long fence.
Was it really? Interesting to see how you play because I was able to catch up with the survivor after literally a single loop, and they'd be forced to head to one of the two car pallets. It wasn't a strong loop ever since the breakable walls entered the equation. If you don't break the wall, the loop is fine. This extra whole was entirely unneeded.
Plague's origin story in-game is actually wrong. She was actually a teacher at this preschool.
One day she was super drunk, drove the toy car that you can also see in the picture through the fence and, in order to not get arrested, started pretending that she is some kind of ancient priestess. That's why she can vomit at will. She is super drunk. She is also not speaking in some ancient language, she is just slurring because of all the alcohol.
That's why there is now a hole in the fence.
This is now canon.
On that note, have we actually ever been given an answer as to why there's multiple incarnations of that map instead of just random arrangements like others?
I'm sorry, but if Glenvale can lose its post-office and bordello depending on the RNG, while still being able to fit wells, puzzle boxes and nightstands, badham can deal with being just one map in the pool not 5
The way DS is often used it can rob a killer of a fairly earned hook/sacrifice:
Surv A gets hooked, Killer walks away. no camping. A gets unhooked. Killer has meanwhile found B and given chase, knocking them down. picks them up. A comes to bodyblock. This is usually a sign A is running DS and likely Unbreakable. So the killer has the following choice: knock them down and try to hook B, then wait for DS to run out, and pick A up (while pretty much being forced to camp at least A, to counter Unbreakable etc). or knock them down, hook B and get hit by DS, leading to a quick unhooking, or ignore them and potentially have B wiggle off.
It's what a lot of people complain about when it comes to DS and how it is used, and the loop there is similar.
You can either try chasing a survivor through it, wasting time, often even having them heal up while you are on your way, or ignore it and have them heal up/run elsewhere.
If you have great looping skills as killer, good for you. but on average that spot was a pain.
The Badham maps have some varying border sizes and shapes that would prevent them from all being variations on one map. That said, it technically could be reduced to 3 variants instead of 5 (Badham I-III, Badham IV, and Badham V).
I'd guess the I, II, and III variations all change up where the Preschool and houses are located within the map and otherwise only randomize which windows are open and which pallets are available.
The question remains: Why have this kind of approach to a map? The shape of the maps doesn't really do anything, the placing of the school etc is very much irrelevant, so why do it?
Just have it one map with the main buildings in the same spot as other maps.
No...this is completely false. There are two breakable walls on either side of the school, completely removing the loop from the game. And even then, it wasn't an infinite before the breakable walls came to be.
Thank you!
When looking at this post:
I can imagine it being unintenional when a Chest can spawn there, meaning that nothing will spawn there if there isnt a Chest.
While it was not an infinite, it was a really, really strong Loop before the Walls were added. The Walls made this area much better (probably the best Breakable Walls so far in the game).
I had a chest spawn there, so i think its intended.
Also the chest blocked me from walking through it.
It wasn't nearly as bad as people said, but certainly was annoying until the filler pallet inside the school was gone. As for the breakable walls; the one that blocks this loop is fair. The opposite end of the corridor was a horrific addition. And the house with the basement has a breakable wall that if you leave it up leaves an infinite, but if the wall is somewhere else it makes the house incredibly unsafe. It's obscene.
Chests started spawning there before the hole appeared, since the map got the update with the latest chapter.
I really hope it's a bug.
Never noticed any chests there.
but the door entrance is closed now.
A Freddy clock can also spawn there and I believe it also blocks people from going through there. Weird
It's not intended, will hopefully get hotfixed soon.
Thank you for checking that!
To be entirely fair. That vault location never should have existed in the first place. Far too broken, and far too dificult to mindgame.
thats obsolet now. The door of the main building is closed (breakable wall). If you break it its your own fault for making that window stronger now