Dome Impressions


(AdmiralTeddy) #1

Hellooooo!

I like the map!!! Unlike other maps in dirty bomb this one’s pretty big and the 2nd set of objectives are at a distance to each other, which is real cool.

However I think the 2nd objective on the right side (from attacking side) has an issue (though this is debatable, I’ll tell you why later)

I think it’s extremely hard to get into and plant if the enemy has 2 snipers covering the site and 2 aura stations covering the high ground, I planted a few times by sneaking but my team couldn’t get past the high ground aura heal stations and snipers and we kept having the c4 defused.

The reason I said it’s debatable is because if this map is put on a 5v5 server, it’s just not good enough, as I said before the map is too wide which is great for 8V8 but when you lower that to a 5v5 or 6v6 the defender team has to cover one site or lose all, because they simply can’t move around the map quick enough. In the scenario which I just described, it also makes it harder to defend on the right side of 2nd objective.

Another thing I believe might be worthy to look at is the turret on the left playing as defender side. It’s at an awkward position, the platform which holds it, is a bit “too far in” while it also doesn’t cover that much area and really doesn’t seem to help cover the objectives.
I think moving the building a bit forward would be nice.

These are my 2 cents, but I think the map is balanced and cool overall, just a bit too wide for anything less than 6v6.


(einstyle) #2

I also really like it, definitely think the other maps could take a thing or two from Dome
mainly how many ways there are

I’ll definitely need some more time spent on it, but from my experience so far I can just say, that I would like the ladder climbing to be a bit faster


(avidCow) #3

I was part of a few spawn camps (dealing and receiving) with attackers being backed into that boxy corner of the map. It was really awful. There aren’t many good options for getting out and you start right out in the open whereas campers close by can hide themselves.

If there was some kind of one-way obstruction preventing the defenders getting right up in your spawn area I think it would be less lop-sided. As it stands now you can go right or left (straight forward is suicide) and there’s a high chance of being shot in the back right away.


(watsyurdeal) #4

So far I like it, I really appreciate the added verticality the map has compared to the others, my only gripes are the sight lines, from certain spots it’s very easy for Snipers to rack up the kills and be completely safe.

Some good foliage placement would fix that I think.


(Litego) #5

Map feels too big if you ask me.

Haven’t played it enough to come with any more specific feedback.

I guess I too like that the two objectives at the end are spread apart, but again, too far apart.


(bladehue) #6

I like the map but i noticed that most of the wall jumps are located around the edges of the map with few jumps throughout the middle of the map. I’ve heard a few others talk about wanting more jumps through the center. -bladehue


(bladehue) #7

[quote=“Admiral Teddy;2385”]Hellooooo!

I like the map!!! Unlike other maps in dirty bomb this one’s pretty big and the 2nd set of objectives are at a distance to each other, which is real cool.

However I think the 2nd objective on the right side (from attacking side) has an issue (though this is debatable, I’ll tell you why later)

I think it’s extremely hard to get into and plant if the enemy has 2 snipers covering the site and 2 aura stations covering the high ground, I planted a few times by sneaking but my team couldn’t get past the high ground aura heal stations and snipers and we kept having the c4 defused.

The reason I said it’s debatable is because if this map is put on a 5v5 server, it’s just not good enough, as I said before the map is too wide which is great for 8V8 but when you lower that to a 5v5 or 6v6 the defender team has to cover one site or lose all, because they simply can’t move around the map quick enough. In the scenario which I just described, it also makes it harder to defend on the right side of 2nd objective.

Another thing I believe might be worthy to look at is the turret on the left playing as defender side. It’s at an awkward position, the platform which holds it, is a bit “too far in” while it also doesn’t cover that much area and really doesn’t seem to help cover the objectives.
I think moving the building a bit forward would be nice.

These are my 2 cents, but I think the map is balanced and cool overall, just a bit too wide for anything less than 6v6.
[/quote]

while this is true it’s also not an issue if the team works together, i was in a 1v2 on this map and still won by using the high ground to my advantage throughout the map. i was on attacking team, i managed to deliver/blow up all objectives.


(AdmiralTeddy) #8

Every map is attacker fav in objective mode because of the respawn time. (specially if under 5 players in each team

And to clarify, I meant when there is a whole team of players and a bunch of auras camp and protect the high ground spots (from rushers like proxy) and snipers take out the excess from the other “unreachable” high ground spots.

but I definitely do agree with the middle of the map having little jump spots

then again the general concept of the map seems like 3 Colosseum type of areas where the middle is an empty free fire zone with objectives on it and the sides are the only place with any cover.


(neg0ne) #9

i like the map way more than the recent two versions. big improvement.


(bladehue) #10

[quote=“Admiral Teddy;15442”]Every map is attacker fav in objective mode because of the respawn time. (specially if under 5 players in each team

And to clarify, I meant when there is a whole team of players and a bunch of auras camp and protect the high ground spots (from rushers like proxy) and snipers take out the excess from the other “unreachable” high ground spots.

but I definitely do agree with the middle of the map having little jump spots

then again the general concept of the map seems like 3 Colosseum type of areas where the middle is an empty free fire zone with objectives on it and the sides are the only place with any cover.[/quote]
while they seem to be going for a Colosseum type map i still think their should be more jumps through the center, it gets annoying having the only cover around the edges of the map. i would appreciate at least some scattered cover in the center, not for the purpose of hiding and shooting but for the purpose of using the cover to allow medics to get in and out to revive teammates etc. -bladehue


(Glot) #11

still cant do precise feedback, due to lack of private servers or at least dome-only servers.

but overal:
1st stage is a solid work.
my main love goes to the building up a good frontline, and moving it to the obj-site.
there are two very widely separated routes, each of them giving some build-up possibilities.
so team can get realy strong on one flank - and take attention of the defenders from other routes - and thus making it possible to sneak or back-rage actions.

i still cant say which side is more balanced, which is easier to attack/defend, and which side-obj is more of a value. gonna keep play it.

2nd stage not corrected at all?
i said this before: defs need some kind of a bridge between objects, closer to their spawn (because when roof is taken via fortkit side obj (or whats that word??) - defs are mostly doomed on the right OBJect (Attackers-POV)
and also defs have too much advantage on the Ramp-Roof line. attackers need some help there.

3rd stage.
well i already stated before - this last stage needs more frontline work. give attackers more freedom from one flank to another.
because before the OBJ are. attackers have a realy good frontline, but then they have to separate, and that weakens attacking team efforts.


(nudels) #12

The map is a lot better now then the 2 prev versions, I still don’t get why you only have to blow 1 of the 2 middle map objectives, as pointed out above, the map is hard to cover with 5 vs 5 or less players (like the ET map “Radar”, were the solution often are to give one radar part up with fewer players). However, the Dome map you cant give one up and guard the other. I definitely don’t get the logic story of the map, why you are doing the objectives, except the last one (to protect the dome) The two objective parts in the beginning really don’t make any sense at all, why would you only have to blow one up? and what is it exactly what you deliver in the beginning? The other maps like Bridge or terminal has a logic explanation to why you are doing the obj.

You really need to start making more maps, because 5 maps are not gonna last very long… you simply play the same map way to often because of the lack of number of maps. you need at least 10 good maps or more. frankly, most ppl I know has already got tired of the maps out there, not because they are bad maps, simply because there are to few maps…


(LANshark) #13

I really liked part one of the map outside of the occasional spawn camp. The aggressive defense felt very different than other maps and the locations of the fights at the side objectives was almost always interesting.

My problem with the map comes in part 2 where it was really hard for the defenders to guard both objectives because they couldn’t get between them. I would always choose proxy and rush the undefended point. This either gave us the objective really quickly or caused the defense to focus on the point where my team could plant on the other. The tunnels under the map didn’t help with this as i almost never knew if taking them would get me to where i needed to be (i know that this is a problem with my familiarity with the map but its frustrating wasting time in them).