And the worst thing is that 2 of the gens are so hard to guard that you're literally better off giving them up at the start of the match. I'm talking about the upstairs gen and the gen near the portal.
Luckily, I was never blinded by the nostalgia for the map so I went in with no expectations and immediately hated it. First game I got so terribly lost, which usually isn't a big deal, but omg the map was so unintuitive. I *hated* how close everything was and all the dead ends. Don't get me wrong, it looks brilliant and is super accurate to the Netflix series, but as a translation to the game, yeah, its horrible. I feel the same way about RPD, Lampkin Lane, The Game and Midwitch, they look awesome but didn't translate well into DbD. IMHO anyway.
The ground floor is literally a circle which means that once the top floor gens are done, all the killer has to do is just loop around to catch survivors and the exit gates are a farts distance apart, so far too easy to camp which makes escaping against most of the killers a nightmare. Pallets and vaults are next to useless especially when they're right next to generators, so god help you if one of your teammates brings the killer over to you because they weren't running bond.
Now if they were to open up the map a little bit, make some rooms not dead ends and make it easier to navigate like adding in more breakable walls and have beteetr gen and hook spread I feel it would be a little bit bearable. As is, yeah this map can rot.
I dont really think that those 2 Gens are a problem, in the end it does not matter if you lose those, since you are not required to prevent Survivors to do any Gens. As Killer it is easier to defend the rest of the Gens if you ignore the one upsairs and the one in the portal room.
But the gameplay around the Pallets is just so boring. Most of them are super-bad to the point that you just have to respect them and the Survivor will get hit. Meanwhile as Survivor you NEED the stun to make them work. The Pallets around corners are a bit better, but if those are broken, those areas are dead.
Plus, it was always my least favorite thing - playing Billy and getting Hawkins. And guess what I had on my first Billy-game after a long time, after Hawkins was re-released and the "New map modifier" was not working anymore? Hawkins. With BIlly.
To the degree that you can string the maps together in any way here (by which I mean, Midwich and The Game are not exactly comparable in terms of strength for killer), there aren't that many killers who are that affected. It's, what... six or seven? Billy, Bubba, Wesker, Huntress, Slinger, Trickster, Singularity? Even then, they're not equally affected.
Anyway, to the wider point, I don't think Hawkins is that bad. It favours the killers I usually prefer to play, so I'm usually pretty pleased to see it, but it does have a few issues. Mostly, I get kinda annoyed at walking all the way around some of those rooms to get to the doorway, that's the biggest problem I have.
There's definitely some favorites of mine I loathe playing on Hawkins such as Billy and Singularity, but it's a map I generally don't mind on any other killer (except for ranged killers) and it's my second favorite indoor map behind Midwich. Favorites of mine like Clown and Pyramid Head are pretty fun on Hawkins, I like throwing the bottles on the ceiling to fill up the entire room. Pyramid Head is very unpredictable on this map because of the many corridors and limited movement for the survivor because of the closed-in nature of Hawkins and the many straight line zones.
My favorite killer for Hawkins I'd say is Wraith because despite the massive amount of pallets, the majority of them are unsafe allowing for super lunging around small circle loops. And he's a stealth killer, self-explanatory.
As survivor I don't mind it much either, there's a lot of pallets but a lot of them are unsafe and unreliable. It's a weird gameplay loop however because of the lack of windows aside from the iconic semi-god window in the portal room and the upstairs area with the meme windows.
Tbh I think bigger changes need to happen. I think they should either remove or rework the upstairs floor completely (as of right now, there's literally no reason as Killer to go there unless you're already chasing an injured Survivor and can guarantee a quick down).
It's nice that such a massive piece of previously cut content is back in the game, but daaaaammnn. You know how sometimes you're like 'I bet this wasn't as bad as I thought it was' and then you get the chance to try it again and it leaves you with a refreshed sense of hatred seated deep within your heart?
You can still have a lot of fun in the map but before the anti 3 gen patch, perks like jolt and eruption hindered gen progress a ton and now in one half of the map there are no resources for the survivors and in the other half there are a billion unsafe pallets and one good window
Yes, I am very inconvenienced when Jigsaw Boxes spawn inside lockers, and Sadako TVs spawn inside generators, and I can't put Xenomorph turrets anywhere because the corridors are too cramped or cluttered.
The devs, whether purposefully or inadvertently, did change one thing about this map: the portal room gen always spawns the single gen configuration. I have not once, in my 30+ times on this map since its return have seen anything but the single gen in portal room. So tilt it maybe 1 or 2 more percentage points towards killer.
I'm genuinely sad this map is back with no changes to make it more fair for both sides. Meanwhile it seems like every map that could even be considered "survivor favored" is on a watchlist with 10+ threads of killer mains discussing why the width of the map is 15 meters too long, and how we need to gut every single tile in favor of 15 terrible unsafe pallets like what they did with half the coldwind maps (cough cough turn them into hawkins cough cough). Perhaps the devs didn't touch this map because this is what their ideal map looks like: one or two tiles that are actually decent against m1 killers, and the rest of the map is filled with garbage pallets. If killers don't have to work for their 2 free kills, hitting that 60% kill rate is going to be easy!
There's a couple loops on that map that can be used optimally but it requires the pallets to still be up and it varies on the killer. A few of the small rooms that let you go upstairs and loop back down to a pallet are pretty strong if used correctly if nothing else to waste their time. Overall it's a killer sided map if they bring the right killer. Survivors struggle to find all gens, majority of pallets are not safe so most chases don't last long, and exit gates are pretty easy to guard as a killer. They need to rework it and make it a tad bit more roomy, make some of the loops less worthless, and give the exit gates new rng. Then it'll probably be a little bit better atleast.
Do you ever look back on your pre-Meraki work life with a bit of nostalgia? Some of our team members have somewhat-fond recollections of outrageously out-of-date or incomplete network diagrams (see below), desperate attempts to locate APs in large buildings without the aid of blinking LEDs, and of having to leave their desks to do EVERYTHING!
Oh, the good ole days without Meraki. Running around everywhere and staying in shape. Meraki's full stack has helped me become a little more "well-rounded," as my wife would say... Here's to my 60 lbs lighter self and still green in IT...
There were 8 APs spread throughout the plant, but someone decided that having them in the rafters would help spread the signal. Not a bad choice, but they also "mounted" them by centering them on top of the beams, so they were 30 feet up and impossible to see from the ground.
I had to get up in a scissor lift to try and find them all. One of the floor managers thought it would be funny to give me some binoculars. They would have helped if it wasn't dark and the APs weren't black.
Many years ago, I was helping with the residential network at a large college. After a student ordered a wired connection, we had to visit the proper wiring closet to connect their port and update the authorized MAC address. Perhaps the worst building involved walking up four flights of stairs, finding a small study room, opening a (fake) closet door, climbing a ladder, going through a ceiling hatch, walking across the entire building attic, climbing a very old wooden staircase to reach a steel door through a brick firewall, crossing another attic, and climbing a final staircase.
One day, sweating in the summer heat, I was connecting a few student rooms when I heard a faint buzzing. The tiny room included ancient telephone connections, complete with 3/4" copper nubs, and not enough space to move around. At a lucky moment, someone received a phone call at the exact moment that my leg made contact with the array of copper connections. Ringing voltage will wake you up in a hurry.
So my shop was running Novell 3.x servers on 10baseT Ethernet. One fine day (just before lunch of course) not just one server stopped being responsive - everything stopped responding. Issue with the core? Nope, no core installed for several years yet. Cabling issue? No, multiple servers were not responding. Whipped out the Network General DOS Sniffer and found out that one of the servers was sending ALL responses with a MAC address of ffff.ffff.ffff. Wouldn't it have been nice to have a Meraki switch with broadcast rate limiting? Most assuredly.
In reminiscing back to my pre-Meraki days, I can remember fondly grabbing a convenient network device (smartphone, tablet, laptop) and walking around both the interior and exterior of my buildings looking for rogue AP's. As if that wasn't enough fun, I'd make a second pass checking my SSID's to see which, if any, were penetrating the walls and extending outside to the lot. And once that was done I'd make a third lap looking to see if there were non-employees using one of my SSIDs as their personal wireless network. Awesome exercise, especially during those joyous summer months when the outside temperature exceeded 110 degrees Fahrenheit.
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