Dome is the first actual map which layout doesn’t resemble a giant dong or is simply composed of simply 2 lines that cross each other in random angle. Theres depth and potential in it, issue is its horrible pubmap because people are clueless and oblivious. Too damn bad its ridiculously poorly optimized but that’s something fix-able.
1st objective did indeed have 2 deliveries in first iterations of the map. Switched to 1 because 80% (random numbers up from arse, yaaaay!) of pubplays never saw the 2nd and 3rd objective. I think that was wrong move, the overall layout of the delivery area should’ve been changed. @Faraleth for example had magnificent drawing how to raise the delivery so it doesnt become such a massive spamfest pot of giblets and explosives. And ta-da, 2 objectives could be presented again as having just 1 is horribly unforgiving for Defenders to make even a single “Oopsie”.
2nd objective allowing to actually decide which one to do (or simply “fake plant” one and go for other right after) is goddamn nice, something new for change instead of “blahblah plant right here in this only 1 or 2 good spots” (see Underground and Trainyard). So not much of a “we don’t like it” generalisations here.
Routes are long, action is lacking? Moving spawns more appropriately fixes this issue too. One of the problems is people are too lazy learning more spread out, alternative route including maps, because all the others that are there for comparison are 1-road-wonders that you learn in half of a SW match.
So in summary, Dome is great, just with issues that can be still fixed. Problem is people either remember it from its blockout form which gave terrible taste in their mouths so they never give it another chance, or they’re experiencing optimisation issues which are equally hideous but do not make the map itself bad, just the execution performance-wise. Or they’re just lethargic bunch who need their daily dose of Underground funnel-ness to function (not to diss Underground).