[IDEA] Dome - First Objective Changes


(Faraleth) #1

Following the recent update I couldn’t help but feel a lot of the small tweaks to Dome were very underwhelming and having played a good number of Stopwatch on the map, defending and attacking, I personally feel not a whole lot has changed. The objective is still as much of a grind as it always was, and most of the matches I’ve played haven’t progressed past it.

Here is an over-view of my redesign (This is JUST for the first objective area of the map):

Full size image here: http://i.imgur.com/kdfPAUV.png

First, let’s look at the generator movement and why I feel this would be best. As you can see from the map above, they have been moved to these 2 locations:

Larger images of generator gallery: http://imgur.com/a/aoNiI


I have moved the generator here for two reasons. The map is very defender favoured, so from this position it provides the attackers with more of a defensive point. It can still be destroyed with airstrikes/artillery strikes like the old position, however it can’t directly be attacked by the defenders unless they push further into the lane.


I have moved this generator here for similar reasons to the first. The defenders will have to take advantage of the top platform and stair-case in order to repair this one, or they will have to push back further, opening up the second lane as a better option. Defenders often camp the turn-in point FAR too close, due to it being such a good defensive point, there is very little reason for them to push out too far. Moving these secondary objectives back I feel would be a good step in encouraging this.

Secondly, let’s look at the new sewer tunnels I have decided to put in:

Larger images of sewer gallery: http://imgur.com/a/6goX1


Here will be one entrance to the sewer tunnel. Enough cover is provided here for the attackers or defenders to sneak in and gain access to other areas of the map which previously required crossing the turn-in point of the map, or running all the way around to reach.


This doorway will be open, with a small room inside. In this room will simply be a hole in the floor, with a ladder going down. This will lead down into the tunnel below that will run underneath the main area floor.


Here is the final entrance to the tunnel system, which is from the opposite side of the attacker route. One major problem I felt with Dome was that the attackers simply don’t have the option to SWITCH the route they choose, as they are forced to essentially choose a lane and run with it - meaning once the defenders know which way they are going, they can simply block the way with enough brute force, causing the “meat grind” that is often complained about.

Adding this extra route to switch between the two major paths, as well as pushing close to enemy lines, provides better routes for the attackers to take. It might take a little longer, but they can push much harder by dividing up, rather than all running a single route. Again, this causes better map spacing out and encourages the defenders to do more than sit and wait for the attackers to run into their brick-wall.

Finally, the changes to the first-objective hand-in:

Full size image of the objective hand-in change: http://imgur.com/tDXzb84


The hole in the ground is gone completely. This is just too much of a meat-grind for both sides, as it often becomes a chaotic combination of melee and explosives until both teams are little more than stains on the wall, which is no fun when you repeat it several times.

Major changes:

[ul]
[li] Hole filled in. The ground surrounding the turn-in is ground-level height (YELLOW cover).
[/li][li] Objective hand-in points are higher up (PURPLE dots).
[/li][li] Stair-cases leading up to the hand-in points (GREEN triangles).
[/li][li] Walls covering the hand-in points from cross-fire. They must be attacked from behind connecting routes. (BLACK boxes).
[/li][/ul]
Of course, this image is just a rough block-out view and idea, so it could use a lot of neatening up with some nicer environment art and things, but hopefully it should illustrate the rough idea of what I have in mind for the hand-in point to function like.


All of these changes to the first objective should help reduce the meat-grind on the objective. Hopefully I have covered each point in enough detail with good reasoning as to why I think so. If you have any questions or feedback on why you think any of these would be good or bad, let me know!

  • Faraleth

(spookify) #2

Good Stuff but the Generators on the outside of a base still boggles my mind.


(Faraleth) #3

Pfft, screw logic! So long as it plays well, am I right? xP


(Demolama) #4

The doors should just be like the wall on Terminal (c4 blows them open for good). That makes the fight over the doors more important than they currently are


(alphabeta) #5

Great ideas. I personally love Dome specifically because of the alternate routes and tunnels past the first objective. This would give a big map even greater depth.


(Rémy Cabresin) #6

The only real issue I have with this is that the objective delivery points are elevated so trying to deliver them means that you literally have zero cover whatsoever. Defenders, especially in competitive, play this stage very passive to defend the hole and this will make it even easier to just camp the delivery points for defenders :expressionless: The walls to block crossfire will likely just become traps for spam :stuck_out_tongue:


(Faraleth) #7

Yeah, you raise a very good point. I was trying to come up with a method that would both cover the attackers while delivering, but not put them in the position of being boxed in while doing so. Honestly, I think a lot of this problem simply comes down to the actual positioning of the delivery point on the map, so I thought the best method was to raise it up and actually cover the points from the defender’s key angles - which could work slightly better than the current “pit” design.

It’s a tough one to figure out, that’s for sure. I drafted some other options such as just having it entirely flat (but that seemed EVEN more of a problem), as well as turning the “pit” into more of a bowl, which is sloped at a 45 degree angle, allowing entry and exit from any point… But that just provided less cover and more of an advantage to the defenders if anything.

Thanks for your feedback on my design/idea though ^.^


(Rémy Cabresin) #8

[QUOTE=Faraleth;542445]Yeah, you raise a very good point. I was trying to come up with a method that would both cover the attackers while delivering, but not put them in the position of being boxed in while doing so. Honestly, I think a lot of this problem simply comes down to the actual positioning of the delivery point on the map, so I thought the best method was to raise it up and actually cover the points from the defender’s key angles - which could work slightly better than the current “pit” design.

It’s a tough one to figure out, that’s for sure. I drafted some other options such as just having it entirely flat (but that seemed EVEN more of a problem), as well as turning the “pit” into more of a bowl, which is sloped at a 45 degree angle, allowing entry and exit from any point… But that just provided less cover and more of an advantage to the defenders if anything.

Thanks for your feedback on my design/idea though ^.^[/QUOTE]

What about instead of having the secure points on the middle pillar, have them in the hole but in the wall on the outside and one on each end. Put a few small boxes inside the hole next to the pillar as small cover.


yellow stars are the objective secure points, green is boxes, black is middle pillar, dark grey is the staircases that go down.


(Glottis-3D) #9

i like the sewer tunnels idea for flanking