I thought it would be interesting to see what everyone thinks of the maps in the game, from both Hunter and Scav perspectives. I'm exclusively Hunter, so that's where I'm coming from for my takes.
Tombstone
I feel like this map is largely more favorable to Hunters than it is to Scavengers. Despite the fact that it is so dark, that actually can be a positive for me in most of my games. The darkness makes it easy to see bolt trails and crates, and especially crates that have been taken from afar. Revealed Scavs also stand out extremely easily against the dark background.
Further, this map has very low fog, and the fog that is there is darkish blue, so Scavs moving against it are actually fairly visible compared to other maps. The dust trails they kick up are also the traditional light brown, so against the dark level they show up somewhat easily. Bolt effects such as invis pops or Dash speed flares are easy to spot with their bright color and the lack of heavy dust or fog. Lastly, the map itself is pretty quiet, without much ambient noise, so hearing Scavs isn't too difficult.
The terrain of the map is varied enough that it's easy for both Hunters and Scavs to maneuver through, but still provide speed bumps in the form of ledges for Scavs. Most of the rest of the terrain is flat and sparse, with lots of underbrush for hiding, but the underbrush is in disconnected patches as opposed to huge fields, so moving from patch to patch is risky. There also aren't too many buildings for Hunters to worry about, so overall it offers just enough to hinder Scavs, but not as much to hinder Hunters.
Finally, the map itself is very dense, with blood points close together enough that it's not a huge trip for Hunters to dart between them. The bright blood deposit effects also stand out extremely well. Overall, this map, despite its darkness, actually makes it somewhat easier for Hunters to keep track of Scav cues.
Blowout
This map is odd. I feel like certain portions are extremely favorable to Scavs, but others are favorable to Hunters. I think this map is largely balanced, with a veeeeery slight tilt in Scav favor.
This map has lots of visual noise with intense dust and ambient noise. Scav dust blends in perfectly with the map dust, and at distance they blend in well with the dark green foliage.
The terrain of this map is very flat, but filled with lots and lots of obstacles for Scavs to loop through. In a prolonged chase, a Hunter will win due to the flat nature of the map, but Scavs have ample opportunities to lose Hunters with the obstacles densely populated throughout the middle of the map. The large towers in the map are also great spots for Scavs to post up and assist allies from afar, as they are great vantage points that can cover big chunks of the map due to its flat nature.
The map is VERY widespread, with big trips between each bloodpost for Hunters, and a lot of dead space around the outskirts of the map that Scavs can journey through without much worry from Drones or Hunters.
Dust and Blood
Much like Blowout, this map has certain chunks more favorable to Scavs than Hunters and vice versa. I feel like this map carries a small Hunter bias, moreso than the Scav bias in Blowout.
There is a lot of dense, thick dust and loud ambient noises, but the dust is red, so Scav dust, outlines, and bolt effects are actually fairly visible against it at medium range. At longer ranges, the intensity of the dust is so much so however, that they are largely obscured.
Earlier, this map was definitely more biased to Scavs due to the pit of death in the middle of the map, but now that Hunters have an easier time escaping it, it's a bit less disastrous. It's still an extremely great place for Scavs to lose Hunters with its thick foliage and high surrounding cliffs, but its more of a speedbump and less of a pitfall for Hunters now.
Buildings and loop options are somewhat limited, with pillars being about the only thing to worry about for Hunters. The central landmark of this map is also deceptively simple for Hunters to catch Scavs on, and Scavs still utilize it due to the false sense of security the high ground gives.
Points are spread out slightly, but are mostly only seperated by the pit, and are often right on top of cliffsides. This makes it easy for Scavs to jump into the pit from, but easy for Hunters to travel between. High traffic areas between posts are flat and somewhat sparse in terms of cover, so if a Hunter can track what direction a Scav runs from a post, it's often an easy task catching them. Outskirts of the map are also typically densely populated with drones, and despite the dust, the arena walls are brightly tinted, so Scavs on the flat cliffs are easy to spot.
Overall, the pit is favorable for Scavengers, but everywhere else fanning out from bloodposts is flat and sparse enough that it is easy for Hunters to keep track of fleeing Scavs.
Salt Creek
My favorite map, and while many Hunters seem to hate it, it actually offers a lot of benefits for Hunters that the initial foliage and fog can seem to diminish.
Scavengers can easily blend in with the foliage in the inner portions of the map, BUT, as they tend to operate on the outskirts, they actually stand out pretty well against the white arena walls. The fog obscures things at a long distance, but at medium range, the black figures of the Scavs stand out pretty well against the white fog. Further, Scav dust is also pretty apparent, being tan against all the green, and the grass is rather bright, so the dark Scavs are further visible. Additionally, the water pools are exceptionally good at tracking invisible Scavs in, and they are so common it's not too difficult to do so.
Terrain is, much like Tombstone, varied enough that Scavs will need to climb occasionally, but not so steep as to be a huge detriment to the Hunter. Buildings are sparse and range from poor to decent as far as looping goes, but nothing as extreme as the ruins on First Strike. Generally, if there aren't the minor cliffs for Scavs to speedbump on, most areas are wide, flat, and exposed, making it easy for a Hunter to follow if a Scav chooses to run in that direction.
Overall, while there is a lot of areas for Scavs to hide, it's not too difficult to spot and track Scavs once they reveal themselves. I would say this map is fairly well balanced, with Scavs having a small advantage in staying hidden, but Hunters having a small advantage in tracking Scavs once they are exposed.
First Strike
This map is MASSIVELY biased towards Scavengers, which is unfortunate for me, as I love the visuals of this map a lot, haha.
Extremely dense foliage, tightly packed buildings crammed with loop and hiding opportunities, tall trees and pillars to obstruct Hunter jumps, a fairly large distance between each point on most configurations, and a pretty large amount of deadzone surrounding the map and bloodposts.
This map can be utter hell against a good team of Scavs, and is actually effective and preventing Inquisitor turrets from domination everything. Surprisingly, Poacher has a good deal of effectiveness here, as the tight corridors and dense foliage is a great way to lay traps for Scavs, and map configurations, while beneficial for Scavs, are fairly predictable and many Scavs will utilize the same paths in certain portions.
Overall, this map should be fairly obvious as to why its so tilted in Scav favor.
Fire in the Sky
On paper, it seems like this map would be more favorable to Hunters due to its flat nature, but despite that, I feel it's actually a bit more biased towards Scavs.
The flat nature of the map is still densely populated with foliage, and enough trees to catch Hunter jumps from afar. The snowfall and bright tint of the map (despite being at night) are actually fairly effective at hiding Scav particle effects, especially Scav dust as it blends in with the natural snowdrifts of the map.
The aurora effects can actually slightly mask blood deposit effects and confuse Hunters. Scavs blend in well with the dark arena exterior, and the foliage itself. There isn't enough high or low ground for Scavs to get caught on OR for Hunters, but there are enough building ruins that Scavs can still make use of them. Unlike other maps, the outskirts is where Hunters typically roam, so the interior is extremely favorable for Scavs with its dense mazelike construction and ample blood collection spots. Points are typically located in a way that it is easy for Scavs to flee into the surrounding channels, which while shallow, are actually better that way. They are narrow enough that Scavs can flit from side to side without the Hunter being able to see much, they are often filled with enough foliage to hide in, and they are so shallow that if a Hunter begins to search within them, they can quickly jump back up onto the surrounding plateaus and make their escape.
Overall, despite it being flat, wide, and mostly open, its filled with enough opportunity for Scavs to hide that Hunters can be juked surprisingly easily.
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