Dome feedback.


(onYn) #21

To not open a own thread im going to just join in here.
I honestly really enjoy playing dome. I can´t say if the specific map design is done nicely, since I couldn´t play it enough. But the overall feeling I have on this map, is just so much more fun. I actually need to look where I am going, since there are so many paths. I can imagine that that´s the kind of map we are starving for. Thats the kind of map where I see teams figure out all kind of crazy positions for defensive or agressive defense and also how teams may finally have a choice where they want to push for the objective.
Please more of dis :slight_smile:


(spookify) #22

You know what is really funny that when SD first posted this a lot of players could not figure out the map just by looking at the picture/map view? Shouldnt that be the first step in creating a map? Make sure it makes sense on paper? I am in the business world and I would think there would be a pretty detailed plan going into map creation…

Design
progression
Obj
timing

these are just the tip of the ice burg…

Why are the doors already blow in DOME?
Why are there these huge blast doors BUT the enemy can simply go around them with alt routes if they are built!!!

You guys live in Europe! That whole area has a rich history of war! You look out your office or work window and I am sure you can see something specifically build for war!!!

WHY would build a blast door anywhere that had an ALT route 10 feet away!?!?!?!

DB happens in the future right? EMP’s, EV, supplies and otherthings… Why not loot or trade goods… You could create a map that has to blow into an enemy base aka Buckingham Palace and steal the enemy’s loot aka the queens gold. Currency is probably out the window in DB so gold and loot will be the trade goods… Heck even food supplys will be important…

This outside the box!! Ask yourself what will happen when a government is disbanded? Currency, Aid, Food, Transportation and may other things might fall apart and small local groups will form… These are the small groups fighting each other in DB… What will these small groups want? Clean Water? Food? Trade Material? Power - Both Electric and Leadership Based… Target all this in each map and create a storyline…

Its EMP, Date Core, EMP, Date Core WTF!!!

Create a story with the current maps you have and stop making maps just to make them…


(Mustang) #23

Don’t you see the holes in the wall that were blown after the blast doors were installed?

No-one really cares about explaining the map story until it’s got a suitable layout and feels good to play first though.

It’s been suggested already, however Tower of London would be a better location than Buckingham Palace.

The government didn’t disband, it just moved to Scotland. :stroggtapir:


(spookify) #24

[QUOTE=Mustang;516259]Don’t you see the holes in the wall that were blown after the blast doors were installed?

No-one really cares about explaining the map story until it’s got a suitable layout and feels good to play first though.

It’s been suggested already, however Tower of London would be a better location than Buckingham Palace.

The government didn’t disband, it just moved to Scotland. :stroggtapir:[/QUOTE]

So DB is post first wave attack where people are still fighting in small ground trying to defend and repair/recoup from the first wave?

  • IE the Blast doors are blown and also the side are also blown in the first wave attack? Does make sense if you are told that… But the feeling of progession takes a hit but if you can lay out a good story go for it…

I am just saying people are going to “half” care about the previous story and only care about the current one… All this feels like it should be in DB-2 while BD sets up and is the first wave…

A new player hopping into a map is going to think the map is complete? O wow everything is already blown up on my way to an objective… Did I load late or in the middle of the game?

How can you tell me know one cares about the story? The story IS the map… Anyone with map making skills can make a map. Raste has some serious skill! I would love him to put together a storyline map with progression… I have seen one of his maps but its a very open Cap the Flag style map. Which is perfect for a diagram pix posted that had attackers on one side and defenders on the other. But I am currently talking a linear progression map like most if not all the DB maps are.

Story line is huge it opens up ideas for new objectives not “take the data core to a tube in the middle of a field and transmit…” “Oh we will have them do it twice”…

Again, no forward spawn, no flag caps, only one wall blown progression and much more that has been stated over and over… Escort the EV, grab the data core and put the EMP in the enemy spawn… UGH!


(Smooth) #25

Sorry, can’t see anything.


(Glottis-3D) #26

1st obj is very COD-like.
these types of corridors provide TDM-ing even more.


(xdc) #27

For defenders on last objective, I can’t help but feel that jumping/tricking on the above route when you spawn is just a waste of time compared to sprinting+forward

nice dome updates so far though


(Floris) #28

I really like Dome so far, only the first stage is a pain in the ass for attackers who do not coordinate. It is very cool to ninja the objective by using the buildings with the broken ceilings though! I’m really missing a class which can blow the gates with a satchel charge…

The second phase is usually quite easy for attackers unless the entire defending team is camping around the forklift, then they can defend that bottleneck quite easily. Perhaps there can be a destructible gate in the wall besides the forklift building (with the boxes and the peep hole).

The third objective again is quite nice, but its quite far away for the attackers. Perhaps the attacker spawn can be moved a little bit closer. To balance this the above route for defenders could perhaps be shortened or be made more useful by connecting it with the defenders’ left route from their spawn.


(titan) #29

[QUOTE=Florisjuh;519133]I really like Dome so far, only the first stage is a pain in the ass for attackers who do not coordinate. It is very cool to ninja the objective by using the buildings with the broken ceilings though! I’m really missing a class which can blow the gates with a satchel charge…

The second phase is usually quite easy for attackers unless the entire defending team is camping around the forklift, then they can defend that bottleneck quite easily. Perhaps there can be a destructible gate in the wall besides the forklift building (with the boxes and the peep hole).

The third objective again is quite nice, but its quite far away for the attackers. Perhaps the attacker spawn can be moved a little bit closer. To balance this the above route for defenders could perhaps be shortened or be made more useful by connecting it with the defenders’ left route from their spawn.[/QUOTE]

Good ideas, pretty much sums up dome - Probably the best map so far
The 1st obj I really like and actually makes me think that maybee the milk jugs could be viable when the maps are not terrible. The buildings allow attackers to grab the obj, make some ground and then hide it in the buildings to leave the defenders guessing where it is. Ninjas are also possible and you can get that great feeling of tenseness as you deliver it.

The second phase is not quite right but it has a lot of potential. Right now there’s way too many times when the 1st obj gets completed and a c4 goes down on one of the 2nd objectives before the defenders can even react. Not sure what the solution here is, maybe respawn the dead defenders as soon as the first objective is finished? Also in general it seems a bit hard to defend without coordination so maybe a door that can be c4ed is a good idea on one side just to help the defenders get a grip on the map and stop the attackers running around freely.

The third obj is quite good also. The side door leading to the roof which needs to be blown is useless though and is never fought over because it doesn’t provide anything useful enough. Some slightly higher ground on the AA gun yawn. Put a forward spawn in here to A) bring the attacker spawn closer and B) force the defenders to stop camping the AA gun and move forward to defend the spawn.


(Szakalot) #30

Its a common problem, and happens on all the maps. Particularly notable is trainyard’s 2nd objective, or terminal last obj (defence spawncamps the gate, missing out on a proxy that just rushed through).

I think it will be partially solved by average map-experience of players increasing, but one elegant way to do it is to include some objective-dependent obstacles, e.g. Dome’s gates that open only after 2nd objective has been destroyed.


(Glottis-3D) #31

[QUOTE=Szakalot;519249]Its a common problem, and happens on all the maps. Particularly notable is trainyard’s 2nd objective, or terminal last obj (defence spawncamps the gate, missing out on a proxy that just rushed through).

I think it will be partially solved by average map-experience of players increasing, but one elegant way to do it is to include some objective-dependent obstacles, e.g. Dome’s gates that open only after 2nd objective has been destroyed.[/QUOTE]

i like that attackers can catch def’s on respawn with the OBject change.
it is a great tactics in ETQW. do not deliver before the respawn, and deliver after the resp time passes the 00

but i do not like how it is played now in DB.