Dome...thread


(artfulSedan) #1

SO here are a few things i noticed on Dome and a few suggestions.
First of… i was a little bit disappointed that the map takes place NEXT to the Dome not in the or ontop of the dome (which would be freakin amazin) Mape name is kinda missleading but i guess ‘empty warehouses next to the Dome’ doesn’t quite roll of the tounge :wink:

SO fore the real stuff

I found a glitch: After the forklift explodes the forkes hit the groudn while the ramp slowly floats to the ground.

Suggestions:

I really like the fact that you can get on top of th ebuildigns in this map, more of that in future maps please.
it would also be cool to have those jump points in the finished version maybe as a grafiti tag or something that blends in :slight_smile:

What do you think about the map o-o ?


(chickenNwaffles) #2

I liked the old dome more. :’(


(artfulSedan) #3

there was an old dome D: ? (i entered during the 2. stress test)


(Glot) #4

there were several versions of Dome.
i need to play some more of this version. but overal it is nice.


(JPB) #5

Only played this version once so that obviously heavily influences my opinion but I preferred the old version (back when almost all the mercs were available).

This one feels too big and on first play through was kinda confusing.


(Szakalot) #6

[quote=“JPB;14789”]Only played this version once so that obviously heavily influences my opinion but I preferred the old version (back when almost all the mercs were available).

This one feels too big and on first play through was kinda confusing.[/quote]

I love it! Its been too long since DB map was confusing in any way. Fresh breeze indeed, though some areas seem a little unpractical (if you go far left as attacker first obj; you can hop up some stairs to end up in the same room you can get to without these stairs, and no particular tactical advantage)

Once textures are in map will def. be less confusing. But id rather they publish 10 more maps as blockout atm.


(Nasstyy) #7

I remember texture less dome almost a year back!!


(Ribero) #8

I guess on the topic of Dome, how come we don’t have a Dome 24/7 Server, if you really want people to play it and get feedback on it?

I mean yes, it’s going to get voted for pretty much every time that it pops up in the rotation, but there are still times where it won’t be listed for vote.

Just seems like something they could’ve done to maximize feedback on it.


(einstyle) #9

I’ve already mentioned this in the map discussion, but I think the speed at which ladders are being climbed should be upped by a tad

also I agree that there are some areas that seem rather redundant, but as a whole, the map is one of the best so far!


(artfulSedan) #10

Yeah i agree on some of the jump parts… you feel cool because you made a double walljump and get on a roof or something just to find a ramp on the other side ._.
BUTT i like that you can at least get on all the roofs :smiley: More of that ^^ Maybe make some of the roofs only reachable through trickjumps or through contructing something :slight_smile:

(and please keep some kind of jump indication in the finished map °u°)


(mOist) #11

i found a bug where when you attack and stand in a window just past the delivery point you can see the red shields above players when they spawn through some walls, which allows you to prepare for them coming, I’ll grab a pic next time im attackin on dome.


(Eox) #12

The map feels too big for me, especially once the first objective is done. Too much area to cover, two objectives with a huge space between them and no real direct access as far as I noticed. I also don’t like the ladders, you can’t gun while climbing them, it breaks the pace somewhat IMO.

However, I overall liked the map. I can’t wait to see it fully textured. We used to complain about wall jumps being neglected in the map design, well, I doubt we will complain about that again ! The map has a huge potential for wall jumps, there’s a massive amount of wall jump path… I like it ! There may be a bit too much flanking spaces but I need to play it more oftenly and to check the map alone in order to have a better opinion about it.


(Ribero) #13

This basically sums up Dome for me.


(Szakalot) #14

This basically sums up Dome for me.

[/quote]

perhaps thats the proper approach to map-making. Some areas are of little use, but allow the game to spread out, rather than push it into chokes.

Similarly to QW maps, many areas would never be contested, but they server to signify the parts that should be contested. And once in a while you’ll get an intense encounter in those areas anyways


(experiencedFur) #15

I love it.


(artfulSedan) #16

Do you really jsut have to destroy one of the containers for the next stage? I don’t know for what they stand so i can’t apply logic but i was a bit confused that the enemy got to the AA by just blowing up one.

And the map is a bit to big for 5v5.


(Kroad) #17

still a fun map but i preferred old dome, this one feels like it’s a lot harder to push on for both sides


(DadoPeja) #18

Map is big u can put even 10 vs 10 :smiley: They should also enable few servers 8 vs 8 only Dome map so everybody who wants to play will be there and can give more feedback! first few times i played it its was a bit confusing as where to go and what to do…


(Snypeloke) #19

I love dome… not to be Dirty lol. Actually it’s pretty sweet. I would make the roofs more accessible at the beginning of the map, just like it is more by the last objective. Maybe more foliage/bushes by the first objective so it is easier to defend without a sniper in the back building (Bushes or another object (bricks?) in the corner there by that electrical box or whatever it is). My favorite part is most likely the brick walls and how you can aim thru the little holes in the bricks. I would make that a facet of the first part of the map by the chopper where you have vantage holes through the main wall or more similar rubble thruout.


(DomMafia) #20

8v8 dome only servers plox