Dome Map Feedback


(BomBaKlaK) #21

Nooo ! DON’T CUT THE MAP AGAIN !! The scale is much better, no more tiny corridor clutter maps like underground, bridge or terminal ! I’m totally bored of this tiny corridor maps …


(Bloodbite) #22

I would have to agree on the problem of a double-carry objective map.

The first carry objective looks like it could transition easily into a multi panel, multi hack objective… but the momentum element of the 2nd carry objective kills the motivation to keep performing for the offensive team in my opinion.

Have you guys considered an alternate form of payload escort? I am thinking of the ammo cart push in W:ET, in maps like Battery and Rail Gun. But rather than a physical, vehicular escort… perhaps an exposed and damaged fiber optic cable used to transfer data or something of that nature. Something the enemy team can attack along the way to kill its current progress while the offense can repair to keep progress moving. This could force objective attention on one path of the map, while encouraging the risk aspect of flanking via any other route. Those alternate routes could also involve these destructible/repairable gates.

The final carry objective to the helipad on the matches I played became too much of a meat grind, defender camping scenario. Far too little incentive for them to venture out, and far too much risk for the offense while having to carry an objective as well.


(Szakalot) #23

[QUOTE=Bloodbite;525466]I would have to agree on the problem of a double-carry objective map.

The first carry objective looks like it could transition easily into a multi panel, multi hack objective… but the momentum element of the 2nd carry objective kills the motivation to keep performing for the offensive team in my opinion.

Have you guys considered an alternate form of payload escort? I am thinking of the ammo cart push in W:ET, in maps like Battery and Rail Gun. But rather than a physical, vehicular escort… perhaps an exposed and damaged fiber optic cable used to transfer data or something of that nature. Something the enemy team can attack along the way to kill its current progress while the offense can repair to keep progress moving. This could force objective attention on one path of the map, while encouraging the risk aspect of flanking via any other route. Those alternate routes could also involve these destructible/repairable gates.

The final carry objective to the helipad on the matches I played became too much of a meat grind, defender camping scenario. Far too little incentive for them to venture out, and far too much risk for the offense while having to carry an objective as well.[/QUOTE]

Or deliver and hack: or hack and deliver.

Deliver and hack (deliver the objective and then hack on the other side of the panel for X seconds) has the advantage that once you get control of the pit areas - and setup defences against counter-pushes - you can deliver and proceed with the objective immediately.

The fact that you have to deliver and then go - oh ****, who is gonna go back to spawn - breaks the pace, ESP. for the first objective of the map.


(Humbugsen) #24

Didn’t play it too much but i feel like some buildings should be closed, but keep it vertical, just close some in the middle. There are lots of spots where you can die from all sides and above aswell


(Ceres) #25

The only thing I can say is that I keep getting lost and I’ve played it quite some times now lol.


(Neo_TA) #26

i like the dome map but with it all being white and stuff i cant locate any POI to know where im going lol but i see the objectives through the map but to get there im so confused and walk around in circles i know this is a prototype map so there will be textures soon™ but i like straight forward maps 2 routes and u know where the enemy is coming from but i like the freedom of dome to go high up with the sniper over looking objectives or go low with a medic and help team mates but ill get used to it i guess but im less likely to pick it on the map selection in lobby