Designer Dissection: Dockyard


(MoopCat) #21

This map is great! I’ve had so many really intense/amazing games on this map. Playing the different mercs that I have on this map it is still equally enjoyable. I love it so far and can’t wait to see it completed!


(kAndyREW) #22

here’s my take on dockyard :slight_smile: liking the map overall but could use some tweaking with overall scale. Size is okay imo, but some parts seem too “wide”

Also last stretch for the EV could use some cover for the attackers, maybe some hollow cargo containers…

Also you may want to consider adding a forward spawn in the left flank so that the attackers can spawn up closer during the 2nd stretch for the EV. Would be very very helpful


(enigmaplatypus) #23

basically the fault i see with dockyard is that it is very defender sided (at least during the ev escort) the entire map needs to be balanced for both sides. also long ladders are death traps and several ladders are too exposed.


(JLeon15) #24

It is extremely hard to attack, even if you take advantage of how big it is and push through sides. It is also a very big map, which I find fine with a 8vs8 game but when it comes to a 5vs5 game I have my doubts. Hopefully you improve it.


(Tayski) #25

great map, had some amazing games on it so far!
Also it feels different to the other maps, a breath of fresh air!

well done


(NinjaClif) #26

It is very defender sided.


(JJMAJR) #27

No bush should be able to block bullets, even if they block player movement. That’s the only problem I have with bushes in all of the maps that have them.


(Miss_Satanclaus_AUS) #28

me and a friend found a pretty epic exploit, dont know if itd already been found but yeah :slight_smile:
It can be put a little further back and still shoot people as well, also any deployables can be placed up on that beam.


(The_N00Ba) #29

From my experiences, Dockyard feels a lot like chapel only bigger. Like in chapel, there is a specific way Jackal must attack the map in order to be successful. Right now it feels like cover the left flank and get the first turret, while repairing the EV. If this is not done, CDA ends up shooting Jackal like shooting fish in a barrel. After the EV is repaired, Jackal has to push their right flank and capture the second turret while moving the EV and praying the left flank holds or is ignored. After the bridge area, CDA can still flank from both sides. Again fish in barrel. After Jackal claims the right flank, They need to hold it and begin pushing left flank to clear the 3rd turret and make the trench safe for the EV to pass through. If the right flank does not hold, CDA can block Jackal off again at the second turret. If Secondary B gets closed at the same time, there becomes no easy way to push left again until the right flank is reclaimed again. While interesting concept, the gameplay can feel repetitive and grinding. Secondary B bothers me in particular because the placement of the stairs leading up to it feel like they impair Jackal from moving quickly to push left. The trick jump to get inside Secondary B feels overly complex. The overpass leading to it from the second turret doesn’t feel to provide Jackal with enough cover to safely fire against CDA. In fact the First two turrets feels like they have too much cover. Cover balance might need to be a focus now that I think about it. From there Jackal can flank CDA but Secondary C seems to have very little point or reliability. CDA can just jump over it. That is an easy change though with even an invisible wall. Once the left is being held Jackal can push right to help cover the EV to the end. It seems though that if Jackal does not do all of this they will fail very similar to chapel. After the EV reaches its destination, Jackal has two Secondary options to help them reach the center and final objective. Secondary E is pretty strait forward. I don’t feel Secondary D is New Player friendly. I appreciate the trick jumps for the more experienced player, but I also know Dockyard may one day be the first area someone plays when trying out your game. Long jumps and wall jumps are not explained in the tutorial. There may be a reminder of them in the loading screen but that does not always show. Like Dome, Dockyard feels less New Player Friendly. If you do not know the tricks that, you will fail. That honestly feels unsettling but… meh. I appreciate your attempt Developers. Good luck in improving the map further. Good luck to you publishers as well.


(SirFrancelot) #30

Dockyard best features are also its worst in some ways, the abundance of flanking routes. They give refreshing ways to engage the enemy from different angles, however they can also be easily locked down as they can be used both ways.

One way I can think of to address this would be to make certain flanks one-way for a team so that then the flanks are focused. So there would be flanks which allow the attackers to position themselves behind the defenders and vice versa, with some form of environmental barriers preventing entry from the other direction. In this way, there is a focus on being able to flank in one direction and prevent being flanked from the other route. Hopefully this would lead to less emphasis being placed on using the flanks, making them less congested and actually enabling good flanking manoeuvres to be performed.

E.g:

But overall, its a good map with a lot of promise, looking forward to seeing how it develops in the future :smile:


(Blackclaw) #31

Having played a hell of alot more of this map I have noticed that the corner just before the long corridor is very hard to get round as the defenders have lots of places to emerge from and with only the EV for cover there is nothing you can do but just keep dying and dying until the EV creeps round the corner something needs to be done for example cover or a turret for the attackers. I do like the idea of the EV being inside but the doors need to be something the defenders work for not the attackers maybe but a generator a little away from the door. My other nag is more infinite ammo crates need to be placed just one or two more because as I am playing as Phoenix I am constantly running out of ammo and having to go in search for said crates. My final nag is the turret by the last objective can just shoot through the doorway on the other side of the trench which is very annoying is you are trying to fix the generator. Other than that all is well and good with the map and I am excited to see it textured and fully released. :wink:


(SiegeFace) #32

[quote=“kAndyREW;143621”]
TLDR: Investing the entire team, Pushing all down the middle, frontal assault is suicide. Take the flanking routes, clear them from their nests so your teammates can push. [/quote]

This should be a loading screen message, as it applies to all maps.


(PINGU_1) #33

Everytime I try load dockyard the loading screen appears and then the game quits automatically.


(JonBongNoJovi) #34

Will this map ever see the light of day , 14 month old thread says no its a myth. Just give the community a SDK and maybe save a game that’s getting so very very stale and same old same old


(Jagoness) #35

Why isn’t this map available in pubs? {noob question I apologise]
Is it in alpha test or something? And if so, where can you try it out?


(blufflord) #36

[quote=“Jagoness;c-225964”]Why isn’t this map available in pubs? {noob question I apologise]
Is it in alpha test or something? And if so, where can you try it out?
[/quote]

u will be able to play it in may