Dome Fix


(jubilantManatee) #21

It really is too easy to complete the first obj.

I do not think I have had a game where it was not passed.


(ClemClem7) #22

The attacker spawn in dome is fine. It let defenders reach choke points (secondary objective) at the same time with attackers. Because yeah, defenders are close to the primary objective, but if the attackers destroy one of the secondary, it let them be way more close to the primary objective. It’s the good way of thinking the design of the map.
Better than attacker spawn in second stage of chapel, when the EV is destroyed near the construction site. You have to go across the entire map to repair the EV, when the defenders are just near the EV. It’s possible, but very hard sometimes.
Dome only need optimisation. But in other ways, it’s fine. Just the part between the last defender spawn and the last objective is not well used imo. Like the part between second and last objective. There are a lot of open ways to go, but useless because the choke point is right at the objective. Maybe add a timed spawn, like in underground, or a flag like in terminal. Because these 2 parts of the map are great but useless in the current state of the map.


(watsyurdeal) #23

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.[/quote]

True but that’s an issue with ALL of the maps really, each map has it’s own problems like that. Primarily because Defenders have line of sight most of time, and typically have the easiest job, sitting around waiting for the enemy team to push. A coordinate offense is much more difficult than a coordinated defense, as long as you’re not a moron and understand how to play the game, defense is typically much easier.


(DarkMatterMatt) #24

You mean an Aura station around a corner? :tongue:


(Black) #25

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.[/quote]

True but that’s an issue with ALL of the maps really, each map has it’s own problems like that. Primarily because Defenders have line of sight most of time, and typically have the easiest job, sitting around waiting for the enemy team to push. A coordinate offense is much more difficult than a coordinated defense, as long as you’re not a moron and understand how to play the game, defense is typically much easier.[/quote]

The defenders should always have an advantage when it comes to getting to the objective first, which a lot of the maps seem to fail at. However with dome it seems to be just too much. Ontop of that there is a lot of areas in the first spawn that just go untouched or explored. That map is unnecessarily big.


(Guziol) #26

In my opinion its the best designed map and definitely a favourite. On the other hand i quit when people vote for chapel. I will never understand how people can play this vassili favourite corridor shooter.


(Szakalot) #27

i love blockout dome but hate the current iteration cause its a nightmare on my FPS.

I think mostly people dislike it cause its too long, and too much running around (dead time); with some of the longest runs from spawn from all the maps.


(Jostabeere) #28

I couldn’t give you an agree and a like. Have an Insightful.


(B_Montiel) #29

Pretty much everything has been said. In my opinion, Dome is one of the best built map we currently have. I’d definitely vote for slight rework on the first obj drop (the massive hole is just a massive lock down if defenders do their job properly).

Besides, this map is probably the closest to what a w:et or a et:qw map was in terms of layout and I’d definitely vote for more maps like dome. That’s what dirty bomb needs, not funnels like first obj on terminal or underground, which, in any case, from total noob to experienced comp oriented players, just result in a win to the team who do most kills.

Interestingly, this clearly shows how much narrow minded most people are nowadays in fps. DON’T PLANT BOMBS ON SIDE OBJECTIVES, destroy them with abilities instead. What a common mistake on Dome, I even don’t plant them with proxy or fletcher. That’s a literal waste of time 90% of players still don’t cope with (same for underground btw). And same goes with building strategies, which people never build although Dome is a literal sandbox for that. Currently, Dome is the only map where you can actually outplay an opposite team which is better than you fighting-wise. And every single merc has its usefulness on it, even stoker who can waste a lot of time to defenders if you know where to place your molotov as blockade.