Prototype Showcase: Dockyard and Gallery


(Chris Mullins) #1

Hey guys,

Want to help shape the future of Dirty Bomb? You’ve come to the right place! Our next two maps in development, Dockyard and Gallery, are now playable in all their unpolished glory on select servers in the Server Browser and in Private Matches until Tuesday. Give them a whirl - We’ll be making more adjustments before the art stage, so all feedback is welcome.

Event Duration:

[ul]
[li]London (GMT, UTC): 18:00, Friday, January 29th - 18:00, Tuesday, February 2nd
[/li][li]Los Angeles (PDT, UTC -8:00): 10:00 AM, Friday, January 29th - 10:00 AM, Tuesday, February 2nd
[/li][li]Sydney (AEST+1, UTC +11:00): 5:00 AM, Saturday, January 30th - 5:00 AM, Wednesday, February 3rd
[/li][/ul]

For all of the information on the maps and objectives, check it out here!

Thanks,
shoe.


(DarkangelUK) #2

The objective maps could learn a thing or two form Gallery, specifically multiple routes and flanking paths… jussayin


(BomBaKlaK) #3

This ! The canal is a bit empty it’s really hard to attack the last EV part


(alphabeta) #4

First of all simply love the fact that we have some new maps! Thanks! Dockyard (like Dome) is great because of the alternative paths and tunnels and nooks and crannies. The elevated right side though is hard to attack on the last EV portion. If you don’t have a sniper or airstrike you are in a world of hurt.

I really hate Execution so have not played Gallery yet.


(montheponies) #5

Only played Dockyard so far - just so pleased to play a new map I’m probably in the honeymoon period…however as mentioned above the last portion of the EV escort is a total nightmare for the attackers. Could just be that most folk dont know the map well enough to flank yet.

Also think this map’s size is more tending towards the Objective mode - don’t really see it being that viable for SW.


(KeMoN) #6

[DOCKYARD]
Placing mines as Proxy is really weird on Dockyard. They somehow ‘snap’ to corners and walls and in the ramp (plane body?) down to the black box, they slide to the lower left end and cant be placed in the middle for example.

Genereally I think Dockyard is a really great map. The EV run could be slightly shorter, but today people (including me) already were making proper use of the sides etc so it might in fact be okay. I like the tendency to larger maps with more alternatives. Dome was a great start for that. (By the way the new version is perfect!)

Looking forward to the design side of this map!
Can’t really say anything about Gallery since I’m not a big fan of Execution.

//EDIT:
One thing I noticed when constructing the gate at the EV start. When I stood in the spot where the gate is in its closed state, then I got stuck. After a little jumping around I was free again, but I thought I’d report it anyway. I don’t know how that is handeld in Dome and if it works there as well? I feel like I should get pushed in the direction the door is closing.
Also when I went up the ladder and in the room again (I was stuck outside) the door was open again. I don’t think it got destroyed that quickly (15 sec), but I might be wrong here.


(BomBaKlaK) #7

Some ideas

An extra exit ?

Some extra protection against airstrikes ?

Need a little extra tricks jump route on 1 or 2 I let you choose :stuck_out_tongue:

This last canal space really need some “accidents” or something, it’s way to empty


(ASD) #8

I think the attackers spawn need to be little nearer at the last part of the EV route… its realy a long walk from spawn to the EV if you only need to escort (or repair first) for the last 10 meters…

and maybe just some trees or something like this to block sight for the snipers on this big open place… I dont think it need to be closed just a litte handycap for the snipers…


(Apples) #9

Defo need more cover in dockyard… Put some pdp’er in def and the map is simply impossible to get thru (unless everyone go vaseiline, but it isnt the point now, is it?)


(BomBaKlaK) #10

But the map scale is way better than the first maps (except dome), even chapel feel super narrow and tiny now.
Old maps need a rework for sure !


(Runeforce) #11

Btw. what’s up with the use of ladders in the newer maps? I’d really prefer the good olde jumppads.


(Mustang) #12

Ladders didn’t exist (or at least didn’t work correctly) when the older maps were made, they now work so are being used.


(prophett) #13

For me, there are two things that need to be addressed in order to improve this map - 1) cover for the EV against air support, and 2) reduce travel times

Here are some ideas for helping to shelter the EV (and players) from air support and snipers;

Idea #1:

A build-able side ramp/catwalk to give attackers access to the bridge.

  • alternate route to help break choke
  • EV still vulnerable to airstrikes

Other view - the ladder would move a little more toward the middle.

Idea #2:

More cover along the main route.

  • can walk through left side container
  • rear right container offers cover for more safe ladder access
  • EV is still vunerable to airstrike

Idea #3:

A big ****ing warehouse!

  • offers cover for attackers and shelter from airstrikes
  • defenders would have to jump down from bridge to contest this area

Street View;

Idea #4:

Do all these things D:

The final obj layout/geometry feels very weird and awkward to play. I get that a massive blimp just crashed there, but it feels like a bunch of pieces were thrown in the air and where ever they landed is what we got. It doesn’t flow well with the first two objectives, imo. I think it needs a major rework, or, if the escort of the EV can be improved you could probably remove the final objective and it would still be a nice map to play.


(prophett) #14

My idea to reduce travel times - add a forward spawn. This would reduce travel times and attackers could potentially cause the defenders to spawn back a lot faster than they already do which would help out with the escort.

I chose this area because all three routes (left side to ammo/gate, main street, and side ally) are readily accessible, and it would give some purpose to the door there.

Thoughts?


(Szakalot) #15

[QUOTE=prophett;545030]My idea to reduce travel times - add a forward spawn. This would reduce travel times and attackers could potentially cause the defenders to spawn back a lot faster than they already do which would help out with the escort.

I chose this area because all three routes (left side to ammo/gate, main street, and side ally) are readily accessible, and it would give some purpose to the door there.

Thoughts?

[/QUOTE]

quoting this for more exposition. Totally agree that the door should be blowable from the outside. Forward spawn area as indicated is a FREAKING GENIUS and probably the best thing to happen to this map.


(light_sh4v0r) #16

I agree, a forward spawn would make the map much more interesting and at the same time solve the long travel time issue.


(nokiII) #17

Yeah, I don’t really like ladders too. They somehow kill the flow of the game for me.


(alphabeta) #18

+1 for forward spawn, constructible catwalk, and outside door destruction. And please no ladders


(prophett) #19

One more point - the forward spawn and warehouse idea go hand in hand. Without the warehouse the forward spawn is basically a one time cap for attackers once EV is on the final stretch due to the current layout of the map