Dome Redux is Exactly What I Didn't Want


(Szakalot) #21

the only reason ninja delivery ever worked on previous dome is because people got bored and started pushing the defense. That is not a symptom of a well designed map, or of well designed ninja-delivery possibilities. Take this scenario into 5v5 ranked and you’ll get a nasty task for the attack.

Current 1st obj is definitely a bit too hard for attackers, imo all 1st objectives should be easy ‘warmup’ objectives, like the chapel or dockyard. I guess its okay if one or two maps have harder ones, like terminal (probably hardest obj in entire game), and bridge (can be really nasty to push, even after the changes).

So yeah, the current dome is not good either, but it has potential to be liked by the community.


(Grave_Knight) #22

Old CBT Dome was cool. Needed work but had some interesting designs (actually I think some of Dockyard is from CBT Dome).


(ImSploosh) #23

@kittz0r said:

@Jostabeere said:
People cried about the best map because it had actual side objectives and was big enough to ensure you won’t be choked in one point.
But new Dome is a disappointment and like the other maps. Dumbed down to maximum 2 paths at a given point.

seems like you don’t understand what DB wants to be, you might want to check the Video about the Rework out.

What they want it to be isn’t what it should be. This is a fairly fast paced game and very unique in this regard. It’s not quite as fast as games like Quake or Unreal Tournament and not nearly as slow as Call of Duty or Counterstrike. This isn’t a game where you fly around the map or zoom past people or poke your head around corners. It’s a lot different. The closest game in speed would probably be TF2. Anyways, it’s focused around movement and from what I remember, starting this game in 2015, jumps/trick jumps were a HUGE part of the game. Dockyard, Vault, and now this new Dome have removed much of what made this game so much fun and different. It shouldn’t be a simple game where you play a game of “who pokes their head first.” Rather, it should be focused on movement, tactics, and utilizing your abilities to their fullest to complete the objective. Sadly, the direction we’re going in just doesn’t feel that way. The new maps have removed tons of jumps/routes that create that true fun in any size game, be it 5v5s or 8v8s. Everything is blocked by invisible walls and random debris that takes the fun out of the maps.

I would mention more about the objective side of the original Dome, but seems like others already touched on that. Dome had side objectives that actually mattered, and last I checked, this was an OBJECTIVE-BASED game.

This most recent update has caused a lot of problems and Dome, though just 1 map, is a big part of that problem. It shows the bad direction we’re headed in. You gotta look at it a different way other than what they’re saying. They’re saying that they want the game to be more action focused/packed and tighter maps for 5v5s. This is cool and all until you realize we have ENORMOUS abilities and a huge variety of them. This game wasn’t made to have tight maps. No one wants to play on a map where it’s “spam explosives around every corner.” I see complaints about this a lot because there isn’t much a counter to it. All of the abilities have huge effects and have always played a large role in games. Airstrikes, nades, and spotting abilities constantly change the outcomes of matches, but they also require a decent amount of thinking and skill to use effectively.

This new Dome doesn’t do this so well because everything turns into a clusterfook, especially on that first objective. There’s not much skill or tactics involved in it. Head-on fighting is boring and mindless. Combine this with the removal of alternate routes/trick jumps and you have a boring map that has less paths than CoD maps. DB was known for its smooth, ability-filled gameplay, and simple appearance, yet a level of complexity that could take a while to master. To put it shortly, the direction we’re headed in just feels… WRONG.


(Sorotia) #24

@GatoCommodore said:

@Sorotia said:

@kittz0r said:

@Sorotia said:

@kittz0r said:

@Sorotia said:

@kittz0r said:

@Jostabeere said:
People cried about the best map because it had actual side objectives and was big enough to ensure you won’t be choked in one point.
But new Dome is a disappointment and like the other maps. Dumbed down to maximum 2 paths at a given point.

seems like you don’t understand what DB wants to be, you might want to check the Video about the Rework out.

It’s supposed to be a boring game that is easy for the super casuals…which it seems to be what they cater to…launching all of these starter packs and items which do nothing for vets.

Which is backwards for longevity of a game…

its supposed to be an FPS Game and not a Walking Simulator. They will go for new Players because people leave before reaching level 10.

Yeah…because making a map interesting and giving you multiple angles allowing you to use different tactics really makes in a walking simulator.

This game is about team play…sorry you’re one of those people that thinks their kill count is the most important thing to the game…which is why I imagine you love this change because you can’t have anyone sneak behind you…probably love the idea of playing Javelin and getting all of those kills because the first objective has become just another meat grinder.

I bet you also think they should get rid of the elevator and one of the paths for attackers on the first objective in underground as well? God forbid you’d have to use your brain, skill, or tactics…all you can think of doing is pew pew till your clip is empty at one spot!

for @$!# sake, listen and understand what the DEVS stated about DB and especially the Dome Rework.
If you can’t understand it, you might want to @$!# off. Silly how many people seem to ignore the Devs and what they say about DB Future and their Plans, LISTEN and UNDERSTAND is the Key.

I understand…completely.

Casuals whine about how hard a map is and they change it…because for some odd reason they care more about casuals and newbs than the do vets.

more newbies and casual than veterans currently playing.
logical move, but not really good decision on design.

They aren’t going to bring in vets if the maps are boring and generic…sadly a lot of people would be happy with boring and straightforward maps with no complexity.

You don’t keep veterans by making maps easy and building packs with all of the mercs pretty much every vet has unlocked.

I will never understand this catering to the new players…a f2p game lives on vets and whales…making most of your store completely rng and newb based isn’t going to get you many whales.


(KayDubz) #25

The map is boring and linear now. I don’t enjoy it at all. It feels cramped. I liked the idea of having a bigger map with more points to defend/attack. That meant more team work.

I would rather not play this map at all.


(Sorotia) #26

@Szakalot said:
the only reason ninja delivery ever worked on previous dome is because people got bored and started pushing the defense. That is not a symptom of a well designed map, or of well designed ninja-delivery possibilities. Take this scenario into 5v5 ranked and you’ll get a nasty task for the attack.

Current 1st obj is definitely a bit too hard for attackers, imo all 1st objectives should be easy ‘warmup’ objectives, like the chapel or dockyard. I guess its okay if one or two maps have harder ones, like terminal (probably hardest obj in entire game), and bridge (can be really nasty to push, even after the changes).

So yeah, the current dome is not good either, but it has potential to be liked by the community.

So because they players are to stupid or have to short of a attention span to actually fully defend that map is a good reason to screw it up?

If kills are more important to scrubs than the objectives then they deserved getting it ninja delivered it on them.

That’s a huge problem with this community…this is CSGO…people treat it like kills are everything…just yesterday I had 2 or 3 people completely abandon their teams just to chase after and tried to kill a almost dead me…one of them was even a medic…because a kill was more important to him and chased me half way across the map just to get the kill instead of keep his team alive…and we ended up winning.

This isn’t F-ing CSGO…it’s meant for strategy…but people don’t seem to realize that…but that is exactly what people want it turned into…boring straight forward maps where you have no alternatives but to go from point a to point b

But in their ultimate wisdom they think catering to these newbs is going to keep them…it wont…they will either get bored or find something else to wine about then quit.

But if you want to applaud the downfall of what this game was originally meant to be about which may cause the downfall of the game…be my guest.


(Szakalot) #27

@Sorotia said:

@Szakalot said:
the only reason ninja delivery ever worked on previous dome is because people got bored and started pushing the defense. That is not a symptom of a well designed map, or of well designed ninja-delivery possibilities. Take this scenario into 5v5 ranked and you’ll get a nasty task for the attack.

Current 1st obj is definitely a bit too hard for attackers, imo all 1st objectives should be easy ‘warmup’ objectives, like the chapel or dockyard. I guess its okay if one or two maps have harder ones, like terminal (probably hardest obj in entire game), and bridge (can be really nasty to push, even after the changes).

So yeah, the current dome is not good either, but it has potential to be liked by the community.

So because they players are to stupid or have to short of a attention span to actually fully defend that map is a good reason to @$!# it up?

No.

Its not about stupid players, its about boring map design. It is the map’s fault if the objective is boring to defend. Are you prepared to call everyone stupid? Cause thats what it will take to explain how old dome’s 1st obj was usually completed: defense gets bored and starts pushing, usually the right side. Tryhard objective proxy will sneak through the other side, deliver, and pronounce superior tactical skills.

Its not really a tactic if you rely on enemy getting bored, not in a game at least.


(znuund) #28

@Szakalot said:

No.

Its not about stupid players, its about boring map design. It is the map’s fault if the objective is boring to defend. Are you prepared to call everyone stupid? Cause thats what it will take to explain how old dome’s 1st obj was usually completed: defense gets bored and starts pushing, usually the right side. Tryhard objective proxy will sneak through the other side, deliver, and pronounce superior tactical skills.

Its not really a tactic if you rely on enemy getting bored, not in a game at least.

And best part of getting ninja delivered being on the defending team: you can grind the enemy down on second obj for even longer :smiley:

I didn’t play it yet, because I didn’t play that long since the update. But I would have left the two ways to attack, just not that far apart.

I have some ideas, will put them in the map section for consideration if I have time.


(DirtyBuns) #29

@Szakalot said:
Its not about stupid players, its about boring map design. It is the map’s fault if the objective is boring to defend. Are you prepared to call everyone stupid? Cause thats what it will take to explain how old dome’s 1st obj was usually completed: defense gets bored and starts pushing, usually the right side. Tryhard objective proxy will sneak through the other side, deliver, and pronounce superior tactical skills.

Its not really a tactic if you rely on enemy getting bored, not in a game at least.

You hurt my feelings. :stuck_out_tongue:

First of all I use Aura to do it.
Second, I usually try it from the opening seconds. :stuck_out_tongue:

But yeah, you are right to an extent. Overpushing though can happen anywhere, even happens in Underground.


(MrHaaax) #30

Mhm, because travelling for ~20 seconds to get to Obj1 is good design. Or force def team to camp inside the dome arena lest they get sneak delivered, and if they don’t they are badly split between two routes that take twice as much time as a milkjug delivery to traverse. Or because the MGs positioned to either side of Obj1 is actually useful to either side considering the abundance of cover on def side and/or sightlines and/or how exposed the damn thing is.

As much as I like the potential to sneak deliver Obj1 it was just as obnoxious as Bridge Obj3. Speaking of which, Bridge can use a rework for its Obj3, or at least some adjustments regarding doors.

And that’s just Obj1 alone.
I liked Dome, but it has gigantic faults (ha!) Not that Redux eliminated all of them, in fact Redux introduced new problems, but the original has to go. Save your rage for Vault.


(Frogteam) #31

I liked Dome a lot, and I like Dome redux a lot. It still has tons of useful trick jumps (Dome still probably has the most trick jumps, don’t know what you’re talking about there), and got rid of some of the useless ones that were just for show. You can still Generator Rush as Arty and I already got a “ninja delivery” on the first push by doing so.

I love the changes to first objective, defence used to be your team splitting up and running off down both paths while you sat alone at the objective waiting for the enemy to either all push one side and kill you, or for their ninja deliverer to come so you could kill them. Now the whole team actually stays closer together, almost like it’s a team game.
~~ ~~
This is a real Signature.


(Jostabeere) #32

They ruined the imo best map in this game. Case closed. I’ll remove Dome from CMM map list for now and maybe forever.