Dome...thread


(Glot) #21

i realy like the map.
what realy blew me away is surprisingly not the great layout and number of tricks, but the keen visual style, that you guys decided to use.
I realy dig the grim, grey-ish textures and the post-apocaliptic atmostphere that they create. I almost can feel the burning air of the erupted London volcano, that covered the city with grey ashes!! Great work, guys!!


(artfulSedan) #22

i do agree that some maps could need more of a post apo touch. It looks like after a disease breake out not a bomb explosion… but i don’t know how long since the event this is set :/.

Also Radiations seems to be absolutly no problem.


(riptide) #23

Map size: It’s scaled too large in my opinion. Most paths are way too wide and long. Even most of the buildings feel like they are 50-100% larger than they should be. In the first objective the defender building on the southwest side feels good for the most part, but the east side (both north and south)is massive.

First Objective: I’ll start with saying I like the the fights around the objective and generators. The buildings with windows/broken walls that overlook the central area are great and useful for O or D depending on which side the push comes from. I also like the distance between both generators, however they need to take longer to construct because of said distance.

Map flow needs a lot more work. For example you have to double long jump in succession at the building with windows from attacker spawn, but you can’t do that without pausing and it’s not at a point that would be defended. There’s also invisible walls for attackers out of spawn when jumping to first set of stairs some other areas. Same thing with the windows providing snags while jumping.

There are too many dead ends and pointless jumps. As seen in the images below. The first image has a jump just for the sake of being there, and leads to a place that serves no purpose. I don’t quite understand the whole 3rd image. Is it there to aid in spawn camping for the defenders? Is it there strictly for the ammo? You could put the ammo crate between both buildings on the way to the mg gun.

http://imgur.com/uZDozBw,fakKhzm,HuXAh4s#0

Probably going to update later with more + other objectives.

Second objective: Planting C4 before lift is constructed shouldn’t be possible. Construction time on everything seems very fast considering the size of the map and distance of spawns.


(amberHarp) #24

I think that dome is quite confusing but i really like all the vertical movement in it. Maybe couple graffiti-arrows to show where to go? Like riptide said, it could be smaller.


(chickenNwaffles) #25

#BringBackOldDome1stObjective


(FrankUnderwood) #26

I love how this thread is rife with love for Dome, albeit with some criticisms. Yet the last 4 times Dome was voteable in a lobby, I was the only one voting for it. And people had many things to say about Dome, all of which would get #$%@'ed out.


(riptide) #27

That’s mainly because they hear people say it’s bad. Then they play it and are lost. Which of course leads to them saying it’s bad and never wanting to play it again. They also think it’s going to get better by not saying anything or just saying it’s bad.

Personally, I think it has potential. I just don’t know how I feel about having multiple ways to access the same route while having multiple routes. In some places it’s good and in others, just bloat.


(FrankUnderwood) #28

This is my main dislike about the map. Specifically the areas to the left of the attack spawn and the left container. I’m also not 100% about the paths between the two second objectives. You can defend them both from the roofs, but the ground running is a bit slow for them only needing 1 of 2.
Overall I think the map flows nicely. Though I didn’t play the previous version, I like this size better than the smaller ones.


(Viquel) #29

Can you elaborate for the newer batch what it was? If you are allowed, of course :smile:


(Glot) #30

noone votes for DOme. i think most new comers think it is too big/difficult to learn.

i think we need to get rid of useless trick routes and leave only those, that matter and lead to somewhere/something.

i would love to post some screens, but i cannot do that - not only am i not able to take proper screenshots in match (too bad there is no no private servers/sessions), but i also cant even get into map - literally no one votes for it.


(god1) #31

[quote=“Glottis-3D;15255”]
i think we need to get rid of useless trick routes and leave only those, that matter and lead to somewhere/something.[/quote]
The amount of trickjump routes is pretty much the only thing I like about that map. Everything else is okay-ish.


(Glot) #32

[quote=“god1;15256”][quote=“Glottis-3D;15255”]
i think we need to get rid of useless trick routes and leave only those, that matter and lead to somewhere/something.[/quote]
The amount of trickjump routes is pretty much the only thing I like about that map. Everything else is okay-ish.
[/quote]

i think that it is too much. its like trick-training map.
and the unnecessary tricks take away attention and break the flow.


(smartIsland) #33

Would like attackers to have to blow both containers. Would make the map last longer and make it a little more enjoyable for defense I think. When attack can just plan on one, or faint one then go to the other it is so hard for defense to protect both simultaneously


(Szakalot) #34

Not all objectives should be viable for indefinite defence. I personally am all in favor of objectives that are hard to hold ‘see how long we can hold them off’ is more exciting then ‘you stay here, i stay here, and we chok’em down for 20min’


(GregHouseMD) #35

Compared to the other maps currently in the game, it’s … fresh. It’s not perfect ( I’ll get back to that ), but there are more opportunities for classes to properly do their thing. There’s lots more mobility, and more good locations for turrets and other choke points where enemies have to do more than walk around a crate or a wall.

It is confusing without textures. I was strafing while aiming at an enemy against a perfectly white wall at one point, and it was seriously disorienting. I know that’ll get better with textures, though.

Layout in general is good, if confusing. Probably just because I’m not used to the map yet.

A few of the spawn points feel like they’re too far back, though. In particular the final push ( or was it the crates? ) feels to me like it forces the attackers to run farther than strictly necessary. Maybe that’s just me - I don’t claim to be an expert on this. Maybe it’s also the idea.


(Zenity) #36

Not all objectives should be viable for indefinite defence. I personally am all in favor of objectives that are hard to hold ‘see how long we can hold them off’ is more exciting then ‘you stay here, i stay here, and we chok’em down for 20min’[/quote]

It is confusing though because this works differently than other objectives of this kind, with no clear indication that it works this way.

Ideally this would either be true for all such objectives or none. If it has to be different, then I think it should be far more different to set it apart as a unique type of objective.


(Black) #37

Why did they just now start to introduce ladders in dome?


(bumbertyr) #38

Dome makes me wish there was a ledge grab option even more x.x


(artfulSedan) #39

i hope they add some water in the tunnels, for eye candy and so that you can hear people running htrough the water.

Yeah i agree that some of the routes on the edges are a bit useless. The map is a bit too big it looks like it was made for 16 vs 16 or something. I like that you can get on nearly everything and i hope they don’t put invisible walls on everything without an intend to jump on. It would be nice to figure out soem secret tricks to get on stuff like in older games.


(sparseHawk) #40

Don’t know if i can actually say this but i actually preferred the old version of dome, there seems to be some pointless areas to the map, dome used to be my favourite map maybe it’s because the jump points were pointed out to me, don’t really know just doesn’t feel as much fun as it used to.