For the Future of New Maps....


(hawkeyeguy99) #1

So after playing a few rounds on Dockyard I think I’ve got the gist of the map. This may be the more unpopular opinion, but it’s definitely not my favorite. I’d rank it rather low honestly for one major reason: it’s too small. Hear me out here, it’s not small in overall map size, but it’s too small everywhere else. It feels claustrophobic. It’s not bad per-say, but the fact is that a large portion of the map is like this, (especially the EV repair and escort portion). But, it is a pretty well designed map other than that so Dockyard gets a good ol’ fashioned thumbs up.

But I’d like some more difference in map style for the next one. (Castle I think it was?) I want a map with more open areas with cover dispersed within that. For as much as I don’t like playing on it, I admire Chapel’s variety in map styles, it’s close quarters at places and wide open at others. But this is why Dome is my favorite map, it’s just got so much space to roam around in and angles to shoot from without feeling too big. More of that please. DB in general feels rather closed and tight, which is fine, but I’d like some more of the Dome variety maps where there’s space and routes to go through to balance out the tight quarters maps which Dockyard ended up being.


(ImSploosh) #2

I definitely agree. It is the unpopular opinion. I do feel like many people are blindly rating this map. They’re saying it’s great because it’s the only map that’s been released in over a year (excluding Gallery because that’s for Execution). ’

I feel like the map could do with more open and functional gameplay. Dome is somewhat good with this (although it definitely has its fair share of invisible walls and annoyances). I want a functional map, not one covered with objects just as “decoration.” I’d like to see a map where a variety of jumps, vertical elements, and flanking routes are the norm. Dockyard just didn’t hit the nail on the head in my opinion. Dome was going in the right direction and then Dockyard’s blockout version was as well (though admittedly, it needed some work and balancing in areas).

Personally, I’m a firm believer in simply designing a map and offering nearly unlimited mobility within boundaries of the map. It would be awesome to make the map your “playground.” Essentially, this means if a map is square in shape, anything with those 4 sides is in-bounds. This means if you can find a way to access a portion of the map, go ahead. Think Battlefield on a smaller scale? Dockyard feels really narrow in the sense that there’s so many invisible walls or annoying debris blocking off sections of the map and it destroys the flow. It feels tiny in comparison to the original version.

This gives it a Call of Duty-feel. If you’ve ever played 4-8 or so, you’ll understand this. Although some CoDs offered less-limits than others. Black Ops 2 was a major culprit where you often couldn’t jump on small objects that gave no real advantage- they were just there as to make the map look pretty.

Just my opinion of course and there’s nothing I can do about it. I’m sure if/when we get community-made maps/servers, we’ll see maps similar to what I’m referring.


(Press E) #3

I don’t really like Dockyard much either. And I agree. The devs focused too much on flanking routes for the sake of having flanking routes. A lot of them aren’t hugely important, and very few of the ones they touched on in the dev videos are actually that useful.
It feels that a lot of these flanking routes would have been better expanded onto the map’s main area. As others have mentioned, all the decoration really doesn’t fit DB well, and the final area is especially bad.
I’d honestly prefer a textured blockout version over the current Dockyard, even if there are some balance issues. It just doesn’t feel enough like Dirty Bomb.

I don’t want another Dome, something ridiculously huge, but just something bigger. Instead of focusing on making the map as awkward as possible for both parties (I’m looking at you, horrible bulgy ground on the last objective), it should be open and support players. Simplicity is best, this isn’t an art showcase.

Also I believe Heist was said to be quite large and open, so hopefully it won’t be another Dockyard


(Melinder) #4

@STARRYSOCK said:
I don’t really like Dockyard much either. And I agree. The devs focused too much on flanking routes for the sake of having flanking routes. A lot of them aren’t hugely important, and very few of the ones they touched on in the dev videos are actually that useful.

This, as well as the fact that flanking routes generally are to avoid the main “cluster” of the battle, and take a slightly longer, however less dense, route to the fight. Dockyard’s flank routes, however, often twist and turn unnecessarily, extending flank times significantly, and inevitably lead to another narrow corridor to be clustered and easily held.


(AlbinMatt) #5

Alright, here’s how you make the perfect map:

Port de_dust2


(HammerOfDawn21) #6

I know this is set in post apocalyptic London and all but can we get those obligatory forest and snow maps.


(TheFluffyOne) #7

@HammerOfDawn21 said:
I know this is set in post apocalyptic London and all but can we get those obligatory forest and snow maps.

A map set in Hyde park would be nice.


(TitaniumRapture) #8

@TheFluffyOne said:

@HammerOfDawn21 said:
I know this is set in post apocalyptic London and all but can we get those obligatory forest and snow maps.

A map set in Hyde park would be nice.

Or in destroyed Buckingham palace.


(bushyg) #9

A lot of people complained about the open space in Dome and the test play of Dockyard, so I guess SD was listening, they just happened to go a little overboard.


(TheStrangerous) #10

@TitaniumRapture said:

@TheFluffyOne said:

@HammerOfDawn21 said:
I know this is set in post apocalyptic London and all but can we get those obligatory forest and snow maps.

A map set in Hyde park would be nice.

Or in destroyed Buckingham palace.

My bet it’s the upcoming Castle map.


(Press E) #11

@bushyg said:
A lot of people complained about the open space in Dome and the test play of Dockyard, so I guess SD was listening, they just happened to go a little overboard.

They always do, lol.
Just look at the first objective on bridge. Rather than making it a bit easier for attackers by giving them some cover and a place to push from, they just split it into several different hallways, none of which really gave any cover, just to make things awkward for both teams.

Removing all possible areas a team can camp isn’t a good way to make a fun map.


(watsyurdeal) #12

Meanwhile here I am thinking Dome and Dockyard are the shiznit.

If Dockyard is small then Underground must feel claustrophobic.


(Xyfurion) #13

I’d say that the size is fine for the most part. Just the last objective could use a couple tweaks. It’s more defender based and really difficult to get a plant in. Then again, I have not played dockyard that much.


(Xenithos) #14

I personally really like Dockyard, but out of all my friends I’m the only one. The reason I like it though, is because it has that sniper friendly feel, but TONS and I mean quite literally TONS of flank routes that are optional.


(Press E) #15

@Xyfurion said:
I’d say that the size is fine for the most part. Just the last objective could use a couple tweaks. It’s more defender based and really difficult to get a plant in. Then again, I have not played dockyard that much.

I feel like the best way to fix Dockyard would be to flatten out and expand the last objective (that awkward ground doesn’t help anyone), straighten out some of the flanking routes (they feel unnecessarily long for some reason, like others have said), and create more areas where a team can actually dig in with a med station. Obviously not too much, but having a map that’s awkward for both teams isn’t very fun for most


(hawkeyeguy99) #16

After playing about 10 more full matches on Dockyard I think I’m able to more fully articulate my opinion on it. Here’s my verdict: it’s my least favorite map in all of DB. And here’s why:

  1. Flanks are WAY too tight.
    If you happen to run into another enemy during a flank route, you have close to 0 movement options: forward or backward. There is close to no useful lateral movement in any of the flanking routes of the map so every game turns into push forward and back, which (imo) counteracts the purpose of flanking routes.

  2. The final objective is a complete MESS
    How do I say this… the final objective is shit. It just is. Where do I start? There are at least 3 meaningless areas to this section of the map that don’t add much if anything to the game. It 100% relies on who controls the platform above the plant location: whoever controls that wins the last objective. There’s 0 cover for planters, leaving them completely vulnerable. This leads to the last objective really just turning into a deathmatch beause whoever has the “power play” can either plant or defuse, there isn’t a ton of room for clever play here. Not to mention that sight lines are awful, there aren’t many creative sight lines for snipers or other mercs. Your best bet is to nuke the heck out of that upper platform and plant. Which is poorly designed.

  3. There’s too much clutter
    Dickyard is actually pretty freaking gorgeous. I like the work they put into the map. I think it fits the DB theming too, I like to think of Dickyard as the ground zero for the bomb which would explain all the warped metal. But in general, there’s just too much. DB maps are generally pretty decorated, but this is overkill, there are so many holes in walls, chips, rocks, barrels, and whatever the hell else there is that it (again) makes the map feel so much smaller than it really is.

In general, I’m really disappointed. I had high hopes for Dockyard but in my personal opinion, it really doesn’t add much of anything to the game but frustration. We’ve seen a lot of this before, but done better by other maps.


(Press E) #17

@hawkeyeguy99 said:
[snip]

This is exactly what I think, although for some reason I wasn’t able to properly put it into words.
Wish they’d focus more on gameplay than the art


(kopyright) #18

@TheStrangerous said:
My bet it’s the upcoming Castle map.
Judging from the Tower Bridge in the background my guess was on the Tower Of London.


(Press E) #19

@kopyright said:

@TheStrangerous said:
My bet it’s the upcoming Castle map.
Judging from the Tower Bridge in the background my guess was on the Tower Of London.

Could just be a placeholder. I feel like I’ve seen that in one of the backgrounds already, but idk