[COMPLETE] PROTOTYPE SHOWCASE: CANAL EXECUTION


(MissMurder) #1

http://i.imgur.com/oausPee.jpg

For this weekend, starting at 17:00 UTC, Friday, July 3rd and ending 17:00 UTC, Monday, July 6th, the prototype game mode Execution will be available for play in marked Dirty Bomb servers, featuring a brand new map, Canal. This mode is designed to be a good jumping on point for Dirty Bomb, bringing in a familiar style of gameplay, but maintaining Dirty Bomb’s unique flair.

Event Duration
-London (BST, UTC +1:00): 18:00, Friday, July 3rd - 18:00, Monday, July 6th

-Los Angeles (PDT, UTC -7:00): 10:00 AM, Friday, July 3rd - 10:00 AM, Monday, July 6th

-Sydney (AEST, UTC +10:00): 3:00 AM, Saturday, July 4th - 3:00 AM, Tuesday, July 7th

About Prototype Showcase
Dirty Bomb will always have something new in development, and whether it’s a new map, mode, or something else there’s no replacement for the kind of feedback that our players can provide. As such, we will occasionally give limited sneak peeks of upcoming content in its prototype state, in order to ensure that it is of the highest possible quality when it is fully released.

Please remember that these features are in a prototype state. While everything should be playable and largely functional, there will be bugs, there will be imbalances, and there will be parts that are clearly unfinished. We are looking forward to what you think of this very different way to play Dirty Bomb, so please experiment and try out strategies.

Map: Canal
The big change between this round and our previous Execution test is that we’re unloading a new Execution map on you, Canal.

http://i.imgur.com/YQbcU3G.jpg

This map is much more heavily focused on close quarters combat and verticality, giving flanking and stealth. As hard as it can be to secure a bomb site, its going to be even harder to hold onto it and defend your plant. As with other Prototype maps, Canal is in Blockout State, meaning that it is completely untextured and lacking many other details, so the level geometry can be improved more easily, so don’t expect a gorgeous map quite yet.

For more info on how Execution Mode works (Match times, rules, win conditions, etc) please read here.


(Fuze) #2

I do love me some Execution Mode.


(LANshark) #3

this map looks like an extention on the end of trainyard based on the bottom 1/3rd of the map. Cool.


(imposingBeef) #4

AWESOME AWESOME AWESOME! Cant wait Misstress! When is Phantom comming out? :#


(Gwarh) #5

Why is it called “Execution” mode though, as what are we executing? a Anti-Aircraft gun?

I know I’m being a bit crochety, but would it be better called “Bombing Run”

P.S. I do really enjoy this game mode and the map looks interesting. Can’t wait to try it out.


(PlayingUndead) #6

I got in on Dirty Bomb just after the last execution test ended, and as a CS fan I’m really looking forward to finally trying it out. I actually adore the untextured maps, but I still wish for prominent blood splatter on them. It would look awesome.


(N8o) #7

Saw it on the stream. It looks beast :smiley:


(N8o) #8

[quote=“Gwarh;37865”]Why is it called “Execution” mode though, as what are we executing? a Anti-Aircraft gun?

I know I’m being a bit crochety, but would it be better called “Bombing Run”

P.S. I do really enjoy this game mode and the map looks interesting. Can’t wait to try it out. [/quote]
I kind of have to agree with you there. Execution doesn’t quite fit the objective of the game-mode (entirely).


(affableTricycle) #9

We’ll see when we play it, but it looks like the objectives are too close to the spawn and far too open. Not a big problem since you don’t have to complete the objectives to win, but still a problem. If the defenders can get to the objectives too quickly and easily without trickjumps then rounds will always be won by execution, not by the C4 going off, and since the defenders win if they defuse the C4 then it could actually hurt the attackers to plant C4.

Just theory crafting though. It’s hard to tell how the battle will flow from a 2D image.


(DB Genome editor) #10

Trainyard is a truncated version of an older map called Camden and this definitely looks like it’s mostly what was left on the chopping block.


(Sinee) #11

[quote=“Gwarh;37865”]Why is it called “Execution” mode though, as what are we executing? a Anti-Aircraft gun?

I know I’m being a bit crochety, but would it be better called “Bombing Run”

P.S. I do really enjoy this game mode and the map looks interesting. Can’t wait to try it out. [/quote]

[quote=“Raw;37869”][quote=“Gwarh;37865”]Why is it called “Execution” mode though, as what are we executing? a Anti-Aircraft gun?

I know I’m being a bit crochety, but would it be better called “Bombing Run”

P.S. I do really enjoy this game mode and the map looks interesting. Can’t wait to try it out. [/quote]
I kind of have to agree with you there. Execution doesn’t quite fit the objective of the game-mode (entirely).
[/quote]

I do believe it’s called “Execution Mode” because everyone only gets one life until the next round. :slight_smile:


(Aazhyd) #12

Really nice.


(affableTricycle) #13

[quote=“affableTricycle;37873”]We’ll see when we play it, but it looks like the objectives are too close to the spawn and far too open. Not a big problem since you don’t have to complete the objectives to win, but still a problem. If the defenders can get to the objectives too quickly and easily without trickjumps then rounds will always be won by execution, not by the C4 going off, and since the defenders win if they defuse the C4 then it could actually hurt the attackers to plant C4.

Just theory crafting though. It’s hard to tell how the battle will flow from a 2D image.[/quote]

I stand corrected. These screenshots were posted on reddit. It appears the objectives are under the bridge, not on top as I had assumed, and are fairly defensible.


(DutchLM) #14

Why is the trainyard part of the map not colored yet? :frowning:


(Nail) #15

miss this ?

“Canal is in Blockout State, meaning that it is completely untextured and lacking many other details”


(GregHouseMD) #16

[quote=“hiddenSpring;37887”][quote=“Gwarh;37865”]Why is it called “Execution” mode though, as what are we executing? a Anti-Aircraft gun?

I know I’m being a bit crochety, but would it be better called “Bombing Run”

P.S. I do really enjoy this game mode and the map looks interesting. Can’t wait to try it out. [/quote]

[quote=“Raw;37869”][quote=“Gwarh;37865”]Why is it called “Execution” mode though, as what are we executing? a Anti-Aircraft gun?

I know I’m being a bit crochety, but would it be better called “Bombing Run”

P.S. I do really enjoy this game mode and the map looks interesting. Can’t wait to try it out. [/quote]
I kind of have to agree with you there. Execution doesn’t quite fit the objective of the game-mode (entirely).
[/quote]

I do believe it’s called “Execution Mode” because everyone only gets one life until the next round. :)[/quote]

Or because you’re executing a plan!


(avidCow) #17

I’m going to be picky and say the name doesn’t make sense. None of the action is in or close to the canal.


(Eza) #18

@MissMurder everytime i go search for this mode, it always says no servers and when i check all the AUS servers r full, can u put more?


(Aazhyd) #19

The map has lots of dead rooms, halls and stairs going nowhere. It seems like it was made to deliberately confuse the players. It feels claustrophobic.

I don’t like this map at all. All other maps have space, this is far too small and narrow.


(chuckson) #20

Hi,

This is my ‘rough’ feedback so far, I’ve had about 4 games on the map and I feel comfortable navigating the map. I haven’t figured out any significant meta so far.

My first concern is the start, by looking at how it’s constructed at the moment I feel that there will be 2 obvious choke points but I find them a bit lacking of angles.

There is one staircase close to one of the bomb sites which leads to no where, either remove it or open up the door.

In general there are quiet a few angles, but there could be more, try opening up walls, adding windows, etc.

I haven’t tried out jumping around on the map, but as a general request I’d be happy if there we’re some segments or paths on map that would benefit players with great movement skills.

I think the map could be shrunk down a bit, there is a bit of “negative” space where there basically is no action going on. Spawns are a great example.

I’d like to see more clutter or objects around the bomb sites as to allow for more intense gun fights, traps, angles and corners to cut or shoot through etc.

Something that is a bit out of balance is that you can camp on-top of one of the bomb-sites and as you can see the disarm “progress meter” you know when you opponent is disarming and as such you can easily ambush him/her. This is feels a bit unbalanced.