Dome Fix


(jubilantManatee) #1

People often say they dislike dome.

It’s not that bad.

I think as a way to make it a more enjoyable map, the first objective require 2 deliveries.

The pacing for the first objective is just too short.

Its far too easy to sneak deliver, and there are limited fire fights that ever take place around the pit.

If that point could be made to last a little longer, Dome would be more interesting.


(arcaneCanvas) #2

[quote=“jubilantManatee;30710”]People often say they dislike dome.

It’s not that bad.

I think as a way to make it a more enjoyable map, the first objective require 2 deliveries.

The pacing for the first objective is just too short.

Its far too easy to sneak deliver, and there are limited fire fights that ever take place around the pit.

If that point could be made to last a little longer, Dome would be more interesting.[/quote]

dome first objective was 2deliveries at first, then they change it to 1 because delivering 2 is very hard and make the game takes too long
bad for stopwatch


(radionaut) #3

i dislike Dome mainly because i get overall lower FPS there than any other map. it seems to be in need of some optimization… maybe the areas (relevant to the player) are just unnecessarily large?


(ImSploosh) #4

The main problems that I see with Dome are:

  1. Poor optimization and “microstutters” for a lot of players
  2. Some areas need to be opened up. I don’t mean direct pathways with no cover. I mean multiple jumps/routes, especially on the first objective. The center needs to be opened up and make use of the 2-3 buildings right there (1st obj). Create a few pathways in and around the buildings, like balconies and access to the rooftops. More jumps and routes on the next 2 objectives would also be appreciated.

Although Dome definitely has a decent amount of paths excluding the 1st objective clusterfuck, it could use a few more options to approaching the objectives as well as some spawn changes. Like make the spawns closer for the defenders on the last obj. Things like that would help it in my opinion.

I love Dome though. I dislike the other maps for various reasons and cannot wait for Dockyard to be released (hopefully in a fairly unaltered state other than more objects/cover added).


(KUST__LunarTM) #5

I’m fine with dome, but I refuse to play it because it’s the only map that makes me constantly stutter the entire match, which really just makes the game near impossible to play well.


(Weekendwarrior) #6

I don’t like dome because I find it to be the least action-packed map, very seldom matches are intense or hard fought, maybe because people just give up when put on this map.

Maybe it’s meant to be more tactical and strategic, hence why there is so ways to attack and defend but personally I’m on DB for the action!


(asparagusMist) #7

Dome = stop playing game if voted. it is that bad.

i think the dev stream summed it up nicely i watched recently. he was talking to us on twitch and while not looking at the game he turned back to see dome was voted as next map.

how the f*** did dome pass ? LOL .

i feel sorry for the guys artists who worked on it put the effort in but its just a bad map to play. not fun .

what annoys me personally even more is the bread and butter of dirty bomb players play Chapel and Underground servers which you often have to fight to get on or wait. then you see servers up with dome on ;( .


(frostyvampire) #8

Dome needs a full rework to become a competitive map like the other 5 we have.
Having 2 pylons is very unusual and we don’t like it.
Delivering as the first objective is also unusual, we are used to deliver 2 objectives as the last part of the map.
I would personally like it more if they made it like more like train - destroy 2 objectives and then deliver 2 fuel containers (or something to power the air balloon) and then the attackers win. But it requires a full rework and I don’t think it’s worth doing it as they can just make a new map and take the same amount of time (maybe 10% longer because they will need to find a new design but not too much).


(Supersneaky) #9

@FrostyVampire i think this could work, bring attacking teams spawn in closer, plant c4 first objective, remove one of the pylons (but keep path open for flanking) and deliver at end, although i would probly make end obj closer spawn for attacking and defend though.


(bontsa) #10

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).


(watsyurdeal) #11

Dome is the first map that actually shows everything Dirty Bomb has to offer, no other map has as many trick jumps or as many options for attackers. Could there be more work done on the first objective? Sure, it could be brought up to the same elevation as everything else, but beyond that there’s plenty of options for the attackers, people just suck at teamwork.


(Jostabeere) #12

Dome is one of, if not the best map. Period. People dislike it because it’s unusual. Well, objectively it’s better than any maps. You actually have many routes to flank as attackers and defenders. You have many jumps and the map is more vertical in some sections. The second objective is great. You can make defenders actually do something and not sitting behind the objective and camp there like on every other map. You actually have side-objectives which are useful. Not like “MG-nest” on Chapel which you can reach with a longjump anyway or the barrier on bridge which usually makes the defenders camp in one spot for a long time. And it’s a big map. Like the maps were back in Alpha. Like Bridge which got nearly cut in half. It sure needs a bit optimization to run smoother, but gameplay-wise, it’s the best map in the game for me.


(asparagusMist) #13

why waste more time on a map that doesnt work ? it doesnt work because its not a great design.all good maps are simple.dome has too many variables.

its been tweaked numerous times now and do many more play it ? nope.

so why waste more time on a map that isnt going to be played when a new map or better content could be designed made in that same time spent wasted on dome.


(KUST__LunarTM) #14

[quote=“asparagusMist;188042”]why waste more time on a map that doesnt work ? it doesnt work because its not a great design.all good maps are simple.dome has too many variables.

its been tweaked numerous times now and do many more play it ? nope.

so why waste more time on a map that isnt going to be played when a new map or better content could be designed made in that same time spent wasted on dome.[/quote]

Developers try the damnedest to avoid making dead content. If something isn’t being received very well, they’re gonna try to fix it so that it will be played as much as the rest of the maps if possible.

Don’t generalize map design. Simpe maps are okay if you just want to brainlessly walk in one direction and point and click and anything in front of you, but maps with multiple variables in the form of multiple objectives and routes add to the critical thinking and teamwork of the gameplay.

Like @bontsa mentioned about second objective, you can have someone do a plant at one site and defend with two people or so to attract the enemy team, let them defuse, then quickly have the rest of your team plant at the second site, which they have been guarding for some time now.

The use of the tunnels underground to sneak behind players camping in the roof and the ability to use so many diverse jump shortcuts to bypass most obstacles really makes the map much more diverse and enjoyable and fun to play.


(Jostabeere) #15

[quote=“asparagusMist;188042”]why waste more time on a map that doesnt work ? it doesnt work because its not a great design.all good maps are simple.dome has too many variables.

its been tweaked numerous times now and do many more play it ? nope.

so why waste more time on a map that isnt going to be played when a new map or better content could be designed made in that same time spent wasted on dome.[/quote]

That’s just your opinion and not even remotely true. Dome works. Many people like Dome. If you dislike it, go ahead. But don’t call it not-working and bad because it’s too complicated for you.
I remember the game saying it won’t hold your hand. Dome is a map which doesn’t say you: “press W and you get to the objective”.
This game needs more maps with open, close and vertical spaces, more different objectives and not corridoors-of-duty like Underground or Chapel.


(Freezer_Boss) #16

Dome is like Febreze,
Dome is refreshing.
Be like Dome


(Xyfurion) #17

In my honest opinion, I don’t mind Dome. Dome is one of the best maps as there are many ways for the attackers to attack and the defenders to defend. Sure, it could use some tweaking, but that’s the case with every map. And about performance issues, Dome could use some optimization. But the reason for the stutter is a.) The Map is big and not optimized well. b.) You need a better PC. I prefer EV Maps, but I actually like Dome. A lot.


(Xyfurion) #18

[quote=“FrostyVampire;187983”]Dome needs a full rework to become a competitive map like the other 5 we have.
Having 2 pylons is very unusual and we don’t like it.
Delivering as the first objective is also unusual, we are used to deliver 2 objectives as the last part of the map.
I would personally like it more if they made it like more like train - destroy 2 objectives and then deliver 2 fuel containers (or something to power the air balloon) and then the attackers win. But it requires a full rework and I don’t think it’s worth doing it as they can just make a new map and take the same amount of time (maybe 10% longer because they will need to find a new design but not too much).[/quote]

Just because something is unusual doesn’t necessarily mean that it is bad. Hell, Dirty Bomb is an unusual game. Why are we playing it? Because it is fun. Same thing with Dome. Dome is a hell of a lot of fun when you have a team that can cooperate with each other (yes, it does happen every now and again). If we had 2 deliveries in the beginning (as we did before), Dome would be poorly balanced. The devs worked on it and fixed it for us. About the 2 pylons: are you seriously complaining about having more options that stops you from getting objective-camped and having a KD of 4/45? Think about your words before you type/speak them.


(Black) #19

The time it takes for the attackers to actually get into the fight let alone to the objective is unusually. Long as in, it gives the defenders way to much time to get into defensive spots each and every spawn and by the time the attackers get into fights the new wave already starts.


(RyePanda) #20

I think Dome should go back to 2 deliveries, but keep both of them away from defender spawn like now. Or one delivery with the deliver point facing defender spawn. Right now it seems too easy to complete first stage