How do you guys feel about dome?


(melancholyMural) #1

This is geared mostly towards people’s first impressions, but closed beta testers can contribute with their thoughts about any changes as well.

Personally, my only gripe is when planting at either bomb site attacks always have to check their backs once in a while since defenders can go around the map (I’m not even talking about small flanks) to reach the backs of the attacking group sometimes. Maybe it’s just me, but I had matches where we were making a lot of progress on pushing towards the bomb site and suddenly one person comes up from behind to wipe out team.

Aside from that, It’s a very spaced out map that forces you to use the game’s parkour elements.


(awoo) #2

I have actually yet to play on the second and third stages of the map. The first objective delivery stage is so defender sided that I’ve always won on defence and always lost on attack.


(Aazhyd) #3

Map is large, with lots of flanking routes. Takes a while to orientate. Gray paint doesn’t help either. Is it so hard to paint a couple of buildings differently?


(ron1n) #4

Absolutely awful. I cannot fathom how they took the previous iteration of Dome and came up with this abomination.

Instead of streamlining and cutting back on useless rooms that lead nowhere, they seem to somehow have added more or rather, made rooms and corridors far bigger than they ought to be. Way too many staircases, I felt like I was stuck in an M.C Escher painting.

The separated plant locations for the security doors adds nothing but confusion for new players. What was wrong with just planting on the doors? Made much more sense

The previous version of the map wasn’t perfect, but it at least had a flow to it. This monstrosity just feels way too bogged down with staircases to nowhere and rooms/trick jumps that serve no purpose.

It almost (dare I say it) feels like a CoD map designed for TDM rather than a competitive, focused objective. Yes we need a map with more space but not at the cost of its flow and focus.

Can’t speak for others, but I’m very disappointed and I sincerely hope there are other maps in the works.


(CCP115) #5

I thought this map was the shit. So good.

Lots of open and closed areas, so finally Artys artillery can be called down freely. This kind of merc usage is what I want to see.

Large, spacious, and very easy to learn, I got it within 10 minutes.

But the best part? They made long jump and wall jumping useful. So many jumps, some trickier than others, and some lead to some sweet spots. Finally wall jumping actually feels like part of the game.


(somberRing) #6

Love the map and all the parkour bits. Extremely hard to attack on though, Ther’s too many tight choke point in my opinion


(eucalyptusVillage) #7

The map is awsome but the elevator is glitchy when there is an amo stotion on it


(Sandonez) #8

In my opinion, the map’s a bit defense sided, as I had a horrible time trying to play offense where I couldn’t even bring the datacore out of it’s spawn without dying. Also when I switch to my weapon while holding the datacore I still hold the datacore while another one is on the ground until I switch to my weapon again.

Another note is that the really thin trees have no collision/hitbox, so I can walk right through them.

The map still has a lot to be worked on, as there are still a lot of useless rooms and it’s still quite a maze to me. Until the map is fully colored, that’s when we can really see how players can play at their fullest potential.


(incredibleHoneydew) #9

IMO the map is large, which is good, but I got lost a lot the first 10 minutes. Spend another 10 minutes figuring all routes out. And indeed some seemingly pointless empty rooms.
Genrally I like the map, but it is just not very intuitive.


(refinedSlide) #10

It’s a LOT wider than the other maps. Lots more open spaces, wider corridors and wider flanking routes. It’s a nice mix up from the usual maps which feel more based around CQC.

I also like the verticality of the map, lots of chances to get to elevated positions using the wall-jumping. Some of it feels a bit contrived - they want to play up the wall-jumping aspect of Dirty Bomb which is all well and good. Maybe it’s just my lack of wall-jumping skill or because I haven’t quite got it down yet, but it seems they obviously wanted to add verticality.

Plenty of different routes to take which is good. I played as the attacker and I found it quite fair. Even with the two objectives it feels quite fair for both sides.

A few comments have been made about pointless rooms and stairs - in level design, my first rule is waste no space. I don’t find it to be that much of a problem but just something to consider.

Good map overall, needs some fine tuning and textures but still, it’s pretty good.


(xAvenger) #11

[quote=“extravagentBypass;34437”]I thought this map was the shit. So good.

Lots of open and closed areas, so finally Artys artillery can be called down freely. This kind of merc usage is what I want to see.

Large, spacious, and very easy to learn, I got it within 10 minutes.

But the best part? They made long jump and wall jumping useful. So many jumps, some trickier than others, and some lead to some sweet spots. Finally wall jumping actually feels like part of the game.[/quote]

I’d have to agree, this map seems to be a map that has it all. Hope we have more maps like this.


(ironicPlot) #12

I really love dome, some of my most enjoyable games have been played on it.
However,
I feel there are a lot of unnecessary rooms, corridors and spaces that need to be removed and cleaned up, it makes it confusing while trying to learn the map, and then these spaces become absolutley redundant because there is no reason for you to ever go there.

I do like the open ceiling of the map and some of the wider spaces though, it gives it a good feel and adds some variety to the likes of underground ect.


(TeslaCeph) #13

I loved it played it over and over till it was no longer available.


(LifeupOmega) #14

Wonderful map, they really need to get it out and finished asap. We need more maps for the central game mode.


(Arri_Shi) #15

Honestly, I found it to be a bit confusing at first. More importantly it seems very defender oriented, as they always seem to have some kind of height advantage over the attackers.