Just played a couple matches of dockyard, first impressions


(Ballto) #1

First, 7/10 map

The good:
It fun, has a long ev escort which is great, bunch of fancy jumps and different paths to take. As proxy or vasili its a fun map

One of the few maps vasilis are useful! The long ranges and whatnot make it easier to cover on attacker, and on defender easier to flank, while being mostly balanced because of lots of cover

plenty of routes for both attack and defence to flank, self explanatory

plenty of secondary objectives, easier for defence to get game mode exp and plenty of options

the bad:
its defender biased. its not a map design issue its a length of ev escort issue. you can fix this in my opinion by making the match longer, i think an extra 1:30 or 2 minutes would be enough, and on the c4 plant stage a way for other fire support aside from stoker to clear would fix it

too much fire support. fire support seems a bit too effective, can be fixed with some more sky cover, especially third stage

the ugly (bugs)
have not found bugs yet


(Ballto) #2

also oops i fucked up and placed this in the wrong forum, could @Faraleth or @RazielWarmonic move it?


(Mrarauzz) #3

I don’t want to say much until the testing weekend is actually over but for me I give it a 5/10. I don’t hate it with a passion like I did dome, but it dont really like it. The EV push is hard once you get to the large lane because of air support and just being visible the whole lane. I found myself wanting to flank right but found it frustrating with an MG starring right at you and enemies from afar being able to pick you off easy. I feel like an actual way to go right without getting screwed would make it better. The end objective to me seemed really fun. I also found some areas of the map not being used at all or just not useful in anyway.


(zealousHumdinger) #4

Impressions based on 8v8, overall I think the map has a lot of potential, especially the last part is real fun and I like the flow of the map.

But these are some of the possible issues that I feel:

  1. Heavily favours defenders.

  2. If the attackers don’t have an engineer or medic, the EV start itself is a guaranteed spawn camp.

  3. Snipers heaven. I can see this map turning into a TDM in the middle section in pubs.

  4. The EV part of the map is for fire support, especially Kira. Engineerless attackers cannot progress.

  5. If the EV gets disabled here, there is no way the attackers will ever win.
    http://i.imgur.com/d5IoBwh.jpg

  6. This part of the map has too much red in it, like a ghost of the player (post death) from afar.
    http://i.imgur.com/4vtp14b.jpg

  7. Maybe a bit too many MGs.

I really think this map could be the best obj map so far if things get balanced.


(Ballto) #5

At the red parts in the last stage (like humdingers screenshot) mines are almost invisible. will probably be fixed when the textures get added


(solace_) #6

Yeah, the EV push requires serious commitment and teamwork on the attackers side to even get to the final OBJ, but, I still really like the map.


(Black) #7

Dockyard is just too big and it has alot of useless unused areas people may never walk in.

Like a user said above, if the ev doesn’t get repaired in the first spawn wave the attackers are just going to get spawn camped the hell out.

The ev route is WAY to open, there is barely any cover and the attackers basically have to buttrape the ev from behind in order to not get shot.

There needs to be alot of work on this map.


(Litego) #8

The spawns are terrible in this map, really bad. It takes so freaking long to get to the action, it’s unreal. It makes the map feel way too big. It’s also too open in certain areas, like in front of the second bridge, there’s a choke where there is literally no cover and only one side flank, which to access you have to pass through middle, so they can see you coming on the flank.

I think the map has potential, but in it’s current state it needs a lot of work.


(Ballto) #9

After playing this map almost exclusively the past day, i have learned almost every part of it and can do most of the jumps.

I think it’s balanced when you learn the flanks and jumps, i maintain it could use an extra 1:30 or 2 minutes during the ev escort.

[quote=“Litego;144225”]The spawns are terrible in this map, really bad. It takes so freaking long to get to the action, it’s unreal. It makes the map feel way too big. It’s also too open in certain areas, like in front of the second bridge, there’s a choke where there is literally no cover and only one side flank, which to access you have to pass through middle, so they can see you coming on the flank.

I think the map has potential, but in it’s current state it needs a lot of work.[/quote]

if you mean the ladder next to (what i assume) is the collapsed bridge, go around by the secondary generator room, same flank different more covered route.


(Litego) #10

[quote=“Ballto;144228”][quote=“Litego;144225”]The spawns are terrible in this map, really bad. It takes so freaking long to get to the action, it’s unreal. It makes the map feel way too big. It’s also too open in certain areas, like in front of the second bridge, there’s a choke where there is literally no cover and only one side flank, which to access you have to pass through middle, so they can see you coming on the flank.

I think the map has potential, but in it’s current state it needs a lot of work.[/quote]

if you mean the ladder next to (what i assume) is the collapsed bridge, go around by the secondary generator room, same flank different more covered route. [/quote]
I mean the bridge you go under towards the end of the escort, there is a ladder on the right yeah, but I count that one as just going through mid (because you have to run up mid to get there), it’s not really a flank route. I mean going around on the left where the ammo box is. To my knowledge you can not flank around on the right. I don’t necessarily hate that, what I hate is that in order to get to the left flank, you have to pass through mid first. And to get to the ladder you have to run up mid. Not to mention that in mid, there is absolutely no cover.


(Mrarauzz) #11

You have to still expose yourself to sniper fire and it takes just as long to left flank. This map is not well designed but with simple additions like shipping crates as cover, or maybe making a viable right flank it will be good. It becomes great when they reduce all the fluff as well imo. As for now I still rate this map 5/10 and wouldn’t vote for it just like I don’t vote for dome. I hope they implement some changes before it goes live and not wait like they did with dome.