My Thought on Dome Rework (If anyone cares which you probably don't)


(hawkeyeguy99) #1

I already don’t like the idea of it. I’ve commented a bit on the announcement why I don’t like it but I wanted to have a discussion about the state of the maps in Dirty Bomb because I’m interested in what you guys think. Me personally, Dome was my favorite map to play in the game (save for maybe Vault when that was added, that map’s freaking brilliant). I know I’m in the minority and I know a lot of people hate the map with a passion but I wanted to find out why. What about it did you hate so much?

Here’s why I like it. It was different and allowed for map knowledge to be king. The more you knew the map, the more of an advantage you could have. Pulling off diversions on the first objective so you could sneak deliver was never not fun. The biggest complaint I heard was the map was too big but that’s partly what made it work for me. The match never devolved into a push and pull game until one team broke the other team’s line. It was more like a REAL battle where you have to be spatially aware because your enemies could literally come from anywhere. Admittedly, there were balance issues and some of the areas of the map were pretty pointless (like the tunnels at the beginning of objective 2 by the lift) but I loved the space it provided for smart map plays.

With the new map release that was teased it looks like that is all gone. No more unique routes, no more sneaky plays, not half as much map strategy. It’s been reduced to “Chapel” status (which if you are not aware is close to my least favorite map in the game behind Dickyard) where it’s all 1 route with a few flanks and you never really have to worry about enemies behind you unless your team is composed of idiots. This is fine for 90% of gameplay but that’s why I liked Execution and why I liked Dome. They were different. If I got tired of the same style of match over and over, I just go play a match on Dome or go play Execution. There was more to Dirty Bomb than push and pull. I fear with the removal of Execution and the re-work of Dome, that’s all Dirty Bomb will be anymore, close quarters, 1 main lane combat which I will stick around to play for a long time, but will get tired of a lot faster if everything becomes more similar.

Thoughts? What would you want in a future map?


(Eox) #2

I’m more advocating the “wait and see” strategy. I’m kinda hyped for that Dome rework to be honest, tho I already liked the older versions of Dome a lot. I doubt it will end up like the defender biased, sniper filled clusterfuck that Chapel is.


(ImSploosh) #3

As soon as they removed Dome and mentioned a rework, I knew they were going to kill it. I have a bit of a different opinion than you. I dislike Vault, and love Chapel, but I love Dome the most. Vault and Dockyard look great and all, but the issue is the lack of jumps or well, usable jumps. There’s too many invisible walls and random debris that completely block off routes. Both maps have a lot of potential, but they feel too much like I’m playing Call of Duty rather than the movement-focused Dirty Bomb. I love Chapel for its openness and I feel like there’s slightly less invisible walls blocking everything. However, of course I think Chapel needs more flanking options and maybe some more cover.

Dome on the other hand was awesome. After looking at the video, I can see they killed some of my favorite parts of the map. I’m really upset by this. If anything, I feel like Dome could have benefited from MORE routes/trick jumps. Dirty Bomb’s parkour-like playstyle makes it exciting and can really change the way a game plays out. The maps should reflect this in my opinion, so why not make them our own little parkour playgrounds?


(Drac0rion) #4

In general, I loved Dome, but it had its issues.

We finally got a big and a very open map, compared to other maps when it was released. It had more usable routes and cool jumps compared to the rest of the maps, but they all still lead to the same horrible chokepoints.
If you removed all those routes and positioned the attackers right in front of the same chokepoint, essentially it would have still had the same experience.

If you compare the before and after map layouts and take a closer look, you’ll find out that it’s a positive change.
At first glance I was also very worried, but the way the area around the first objective was redesigned is amazing, compared to what it currently is.

The rest of the map after the first objective didn’t seem to receive any big changes. By that I mean I didn’t notice anything more really getting cut off.

Also I could write a story about each map about chokepoints(if anyone cares, which you probably don’t). :smile:


(SnakekillerX) #5

I never hated Dome, but never really voted for it either. I did like some aspects to the map, mainly the first Obj as it just felt different compared to the other maps… (Hated the 2nd Obj however).

Much like the current state of Execution, people may have to live with the loss of Dome as they knew it, which really sucks. I’m not sure if the most recent version of Dome is still in the game files, but maybe someone should make a back up of this in case one day there are private servers and custom content. I still don’t think there ever will be any, but if there people would re-add the older version of Dome back in and play it.

Would be good for someone to back it up before it is gone for good.

EDIT: Since I didn’t play the original that much, I’m at least hoping I’ll like the updated version.


(Melinder) #6

Would have preferred it if they prioritised making necessary changes to the core objective/stopwatch maps.


(SnakekillerX) #7

Well, I guess they see it more as… why is this map NOT a core obj/sw map?
The changes might fix make it more popular, we’ll see I guess.


(znuund) #8

I will also wait and see what they did there. But I like the general idea of not running too long to get into action.