The Main Problem With Modern Map Design | Dead by Daylight



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19 thoughts on “The Main Problem With Modern Map Design | Dead by Daylight”

  1. Nah I don't think the maps are a bottleneck. They just need to buff the underperforming M1 killers. There's plenty of M1 killers who still perform well. Sadako, Singularity, Pinhead, they all do just fine. Instead of nerfing the maps, which would take a ton of effort and would introduce the issue of making M2 killers overperform, they could just make the bad M1 killers better.

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  2. Map design has been my biggest pet peeve ever since they introduced the Garden Of Joy.

    And the biggest issues I've had with maps, is the Size, collision hitboxes, number of pallets, tile chaining potential, and main buildings design.

    So with my 5 least favorite maps have at least 2 to 3 of these issues, that being, Haddonfield, Garden Of Joy, Grim Pantry, Eyrie Of Crows, and Badham Preschool.

    Haddonfield: OP Houses and lots of dead zones.

    Garden Of Joy: Broken Main Building, Size, Tile chaining.

    Grim Pantry: OP Main Building, lots of potential deadzones, and Huge Map.

    Eyrie Of Crows: Collision on rock loops, tiles chaining, strong Main Building, and too Bright.

    Badham: 5 alternate versions WHY, 3 strong buildings plus shack, infinites everywhere, and Tile chaining especially on Badham 2.

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  3. In my opinion the problems with modern maps are threefold: how big modern maps are, how long some loops are and all the random clutter and hit boxes around loops making them really difficult to run properly.

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  4. I started playing Trapper recently (because I finally got the Naughty bear skin for iri shards – what an absolute waste of time that was) and I went against a SWF on Garden of Joy out of all maps.. until now, I've been avoiding M1 killers so maps weren't a "big" issue.. but now I see why people hate these maps so much. I won the match because I mamaged to lock.down a 3 gen.. but damn.

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  5. 100% agree. The amount of times that my entire trial got f'ed over because of the poor map design and the amount of resources that survivors have at their disposal makes it unbearable to play M1 nowadays.

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  6. Gosh the Background is different?! This is Unacceptable I tell you, I shall be reporting you to the Official Council of No Fucks Given and they will be using this Incident on your up coming Annual Evaluation.

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  7. It's crazy to me that they literally forgot Freddy. I don't see him a lot, but forgetting to include his power on the new map is surprising to me. I don't play killer very often and when I do I am generally going against newer players, it seems. I genuinely feel bad when I win. 😩

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  8. I feel like BHVR's concession in general to the M1 problem is just to make 3-gens viable on 90% of maps. GoJ and Haddonfield frequently have strong to manageable 3-gens for M1s. The new map is too big with too many pallets (M1 killers can still be outplayed at filler pallets!), but here's a great 3-gen. GoJ is oppressively strong in its main building and tile chains, but here's a great 3-gen. Haddonfield has 6 main buildings, but here's a great 3-gen.

    A lot of the games issues could be "solved" with creative enough ideas, but the M1-M2 gap just doesn't feel bridgeable. Killers who combine mobility with lethality will always be above those lacking one.

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