Dome Feedback


(Anti) #1

Hey folks,

It’d be cool if you could share your feedback on Dome as and when you play it on the new patch. We’re eager to see what you think of it.

:stroggflag:


(titan) #2

Only played a few rounds so I can’t give any specific feedback but in general the ‘direction’ and ‘feel’ of the map is really great
the double c4 obj creates an interesting choice for attackers and defenders and the map is large to make 8v8 viable and 5v5 (competitive) alot more roomy than the current cramped maps.
The multipleeee jump spots are good aswell and the circles to show where are a nice touch, this is really the only thing interesting about the wall/crouch jump mechanic so it’s cool the map integrates it.
In terms of if its any good to play / how balanced it is I’m not too sure yet :stuck_out_tongue: seems okay enough after a few games


(BomBaKlaK) #3

So here it is :

1rst part :

  • Secondary carrying obj is boring and almost useless, nobody use it or people dont even know what to do with (one guys drop it on the bomb on the last obj over the bomb and I just can"t diffuse it … )
  • “+100” You remove the capture zone !
  • First part need a bit more love on access and secondary obj need some tweaks.

2nd part :

  • Best part of the map, the big route in the middle is maybe a bit to much, I think side obj needs to be more important. (gates access)
  • I love the numbers of tricks jumps you can do with the long jump + walljump. keep it that way. More alternatives routes and path.
  • last obj I think is a bit to easy to do, it’s to open, you can cover a plant from everywhere.

The overall scale is much better with multiple access and tricks. Obj need some work to be more intense but for the moment it’s the best map so far.


(titan) #4

oh yea i forgot to mention the secondary carry obj is rubbish just make the ramp a repair and be done with it


(Glottis-3D) #5

will agree on this. carry obj takes too much time/effort for slight advantage. if we use more difficult secondary, then it has to give much more advantage to the team.

i personally love the idea of carry secondary. but this one needs tweaking.

  1. highlight the electrocar, so that its obvious that it is object.
  2. when ppl come to it make a message “this electro car needs an accumulator”
  3. make an “accumulator room” sign, so that everything is clear.
  4. the advantage, recieved from this kind of object need to be more sufficient. otherwise nobody will ever do it.

(RasteRayzeR) #6
  • I like that we can build a ramp to access the MG
  • The MG is way to effective in that location, bring more covers
  • The last objective is pretty hard to defend, it’s really exposed from all directions
  • Don’t understand why make only one obj blow on the first stage ?

(aljazko9) #7

This map is awesome :smiley: really great work. You can go to the obj where u want :smiley: obj are great, maybe there should be another obj maybe in the arena :smiley: like u need to charge C4 and blow up the arena. Would be awesome! And make this map sunny and alot of grass and tress :slight_smile: dont make it dark or something. People like sunny maps. Why people like playing COD and buy all DLCs? Cuz alot of the maps are sunny and not dark :slight_smile:


(Mustang) #8

I wondered WTF was going on here, thought I was going mad and completely missing half the action, primary objectives shouldn’t be optional, it plays really bad, feels cheated on defense and cheap on attack.


(titan) #9

Might be for balance maybe getting both is too difficult, the defenders do spawn alot closer


(Exedore) #10

We think the map probably needs another objective, but wanted to get it out to you all sooner rather than later so you can see the direction we’re going in.

Jury’s still out on the way the the initial objective works, so more comments on that please!


(montheponies) #11

Pros:
General size of the map is an improvement, feels about right.
Routes that require good timing / long jumps are welcome- looks like someone has been building it with that in mind.
The first stage having two simultaneous objectives is a big improvement - albeit I’d make both mandatory to complete.

Cons:
1st and 2nd stage both being blow something up is a bit samey. I personally hate serial objectives, especially when it’s just blow up one thing, then go blow something else up.
Quite a lot of secondaries / side objectives - almost erring on too many.
Last objective position feels really exposed.

Really think it would be better to have two simultaneous primary objectives, with two meaty (and by that I mean purposeful) secondaries.


(RasteRayzeR) #12

My question: why so many MG nests ? I ruined at least half a dozen games for the enemy team just by pawning their entire team with the MGs … lol


(Mustang) #13

Good good, as many maps as possible with at least 3 objectives would be ideal.

Horrible!


(Exedore) #14

I know I am, but what about the objective?


(BomBaKlaK) #15

1rst objectives are to Open, when there is a plant, and sometimes a double plant that’s not really defendable,
Secondary obj is not giving a real advantage to the attackers, secondary carrying obj is not usefull, nobody care about cause it’s most of the time a waste of energy and time. And there is MG everywhere so it’s easy to spawncamp the attackers with the one in the corner. The best way imo is to make a double “main acess” side obj to build or repair, giving access to only one objective on the first part. Same idea in lot of WolET maps, access to the obj is the point, then you do the obj (ex : ramp access in battery)

Last objective have a lot of long shot cover point for attackers, so it’s really difficult to diffuse, when it’s planted it’s for good most of the time. Side access are not really interesting cause it’s still to easy to rush in the main access.
I really want to see the last obj in a bunker or hangar, protected from airtrikes, artillery etc … to make it harder to cover the plant by the attackers, Travel time for defenders it not bad but it’s still to easy to camp most of the defender spawn access to diffuse.


(Mustang) #16

http://forums.warchest.com/showthread.php/41228-Dome-Feedback#post507379


(Glottis-3D) #17

ok. played several games at last.

  1. first objective.
    -c4 plants are better than capture.
    -electrocar is very difficult to build, since the defenders are on top from the start. mb put accumulator somewhere not as close to defenders? they dont need to carry it back, so it is much easier for them on this side.
    -spawn rape at the electrocar house. attackers dont have much options in this area. and defs have top+crossfire area+MG nest.
    -repair-secondary. helps a little bit. mostly like a sneak-route. was it supposed to be a sneaky-route?
  • the whole concept of “do this obj OR this obj” is not my cup of tea. imagine how the pub-players will decide which one to do now? all the games on that without communication are chaotic. for example in ETQW refinary there was a clearly more easy object and less easy object. so even with 2 simultanious objects there was a logical strategic route. but with “this OR that” concept you cannot go “easy and hard”, because everyone will go easy object everytime. so… i dont like.
    -not too much trick-jumps on first (unlike second object).

2nd Objective.
-lots of routes and tricks = good! not sure how many of them are realy good and nessessary will have to play more 5v5’s.
-felt like secondaries are too far away from the primary, and they do not contribute to the push. Neither attackers, nor defenders even cared about secondaries here. it is just not obvious how much they realy help. will need to play more, but in 5 games they were useless.
-some trick routes do not lead to any sufficient advantage = not good.


(BomBaKlaK) #18

Giving defender direct acces to the roof on the 1rst obj it’s like a free ticket for spawnrape, not enough exit from the attacker 1rst spawn.

And giving us the oppotunity to choose obj is a nice idea but it’s not working cause nothing link them, example is radar you have both stuff to carry but you have only 1 delivery point so defenders can react and do something for defense. here there is nothing, and the underground route between obj is to easy to block.

in the second part it’s cool to have roof access but actually not really needed to do the obj, main route is to easy.


(Violator) #19

Not played this since it was in a very rough state (two capture points) and found it refreshing compared to the other more linear maps. Lots of nice trick-jumps (with helpful indicators :)) though they are hard to pull off with heavier chars, but this is probably a good thing. Like the variety of routes available though its not always clear where to go.

1st obj (ammo container thing) is nice, a good area to defend and several options to attack.

Couldn’t work out what the carryable was for? Was running around to the warehouse doors, the AA gun and couldn’t work it out :o.

MGs seem a bit OP, esp the one behind the warehouse - big long tunnel, hard to sneak round and flank. The ramp constructable is very hard to build with the MG on top overlooking the main route to it. You also get stuck on the ramp once its built at the bottom.

There is a trickplant bug with the AA gun at the bend in the middle making it impossible to disarm.

Roof access is actually very useful for getting around and escaping / getting the drop on enemies.

Side objectives - nice to see, some (like the ramp) not very useful though.


(INF3RN0) #20

I probably won’t get to test the map in a populated game except on weekends, but I liked the layout changes. Really it’s a vastly superior map to the stock ones, but to really push it to its fullest we’d ofc need all the other variables to compliment it. Contestable side objs have never felt like a truly integral part of the game, which I think this map has the most potential to do. Plus the side objs never really feel as useful as they ought to. There’s so many different routes available, it might be more manageable if specific routes were archetype unique to traverse or open for the rest of the team. I’d be great if maps felt connected to the mercs in a way that directly influenced strategical team compositions. Overall I’m looking forward to playing some games on this map, but I expect if the spawns and lack of forward cap points weren’t implemented yet- it won’t go well. The clutter+spacing+routes issues seem to have been worked out, but there’s no point to large open maps if the incentive or opportunity to utilize all the space is nulled- so we shall see.