Rank your maps!


(giftedStatue) #1

What are your favorite maps? Least favorite? I’ll start:

  1. Chapel
  2. Underground
  3. Terminal
  4. Bridge
  5. Trainyard

A lot of people don’t like Chapel, but I always have a lot of fun on it. On the other side, I hate Trainyard mostly because of the last objective, and the first two somehow annoy me as well.

What about you? What’s your map ranking?


(Serious Sam) #2
  1. Chapel
  2. Trainyard
  3. Terminal
  4. Bridge
  5. Underground

I notice that this is mostly a rating of the number of mg nests available in the map. I guess I like using mg nests. Who knew.

Seriously though, with the use of MG nests, I’ve gotten Godlike three times in comp games. That’s a 15 killstreak. I have gotten Godlike elsewhere, but only when we’re spawncamping hard.


(Mr-Penguin) #3
  1. Chapel- The entire map is open, and I mostly play Kira now, so it’s quite a nice thing when pretty much the entire map is open to the air.
  2. Bridge- Like Chapel, but second stage is mostly closed off. Still nice to wipe out an entire team that’s charging up the alleyway by the barricade generator with explosives or flnking.
  3. Trainyard- Pretty good, but distance from attackers to defenders on the second stage is annoying as hell.
  4. Underground- Simple overall, but fire support is useless on many parts of the map.
  5. Terminal- Half of my games here I get spawncamped as attackers on the first stage. As soon as the passage pump goes down, there’s only one way through the map. And there’s an MG on that route.

(umberInlet) #4
  1. Chapel - Visually nice, and there’s constantly more than one path to take.
  2. Terminal - Imo, it’s the most balanced map of the game.

[quote=“derpypenguinz19;28622”]Half of my games here I get spawncamped as attackers on the first stage. As soon as the passage pump goes down, there’s only one way through the map. And there’s an MG on that route. [/quote]You can jump on the car and parkour into the window, if you know what I’m talking about.
3) Trainyard - Balanced map, though the last part can be irritating at times when on the attacking side.
4) Bridge - Good map, though the first and last part are annoying as heck.
5) Underground - Bad map since it makes Skyhammer’s, Arty’s, and Kira’s abilities useless, which is not good in a game developing stand point.


(giftedStatue) #5

Yeah, I tend to play engineers as opposed to fire supports, which is probably why I like underground more than you guys…


(Glot) #6
  1. Dome
  2. Overground
  3. Trainyard
  4. Chapel
  5. Terminal
  6. Underground
  7. Bridge

(Thai-San) #7

1) Trainyard
A lot of open space but also indoor areas.Great flanking potential for both teams. Especially on the first part. It looks very good and each merc can play the map with perfectly. Last part is a bit hard for attackers.

2) Underground
Fast indoor action. I used to hate the map but I like it more every time I play it. Some good flankings and intense CQC. Sadly Arty and Kira are not as useful as they are on other maps but far from useless.

3) Chapel
A good map but a couple of annoying parts and it’s pretty easy to lock down the attackers with a good team. Snipers can be really annoying and the amount of airstrike spam is terrifying. But some good flanking ways and ninja deliveries.

4) Bridge
First part is really easy for defenders and the last part too damn hard for defenders. But I like the EV escort part a lot so it isn’t last place.

5) Terminal
Deactivated Pump = Attackers spawn camp
Captured forward spawn = Def team can’t even leave the spawn area most of the time.
The second part disables Arty and Kira completely because you can’t shoot the bulletproof super glass. Huge advantage as soon as they hold the balcony with a shotgun aura and another random merc. That paired with a sniper on the opposite window and the attackers always win and rape the defenders right outside theirs spawn. Horrible map…

Honorable Mention:
Dome
Played that map only a couple of times but I loved every match. We need that map back. And it will be even better if it has textures.

Dishonorable Mention:
Overground
To be fair: It’s not the map that sucks, it’s the game mode. The map itself was really good but that CS dm_ / BL:R S+D mode was one of the worst ideas in all of Dirty Bomb. But that’s material for another topic.

Don’t take my points as a fact, it’s just a recap of my experiences and opinions.


(Glot) #8

i also liked the map a lot, but the gamemode is meh.
i hope Overground will make its way to Stopwatch


(Ardez1) #9
  1. Trainyard ~ Big map with a lot of chances for every merc to shine.
  2. Underground ~ Fast map with a lot of secondary objectives to do.
  3. Terminal ~ Meh, not a bad map. Just don’t like it more then Train or Under.
  4. Chapel ~ The map itself feels flawed and it is too easy for the defender imho.
  5. Bridge ~ Hate this map. Very easy to defend first and third objective. Attacker spawn is way too far away on first objective imho.

(DMaster2) #10
  1. Underground
  2. Terminal
  3. Chapel
  4. Trainyard



  5. freakin Bridge (hate this map)

(Borganism) #11

[quote=“giftedStatue;12190”]What are your favorite maps? Least favorite? I’ll start:

  1. Chapel
  2. Underground
  3. Terminal
  4. Bridge
  5. Trainyard
    [/quote]

I find it amusing that your favourite to least favourite list, is my least favourite to favourite list.

So often on chapel the attacking team gets distracted playing tdm to push the EV forward, or they get demolished and spawn camped. If they make it to final objective its almost a given that they win due to map design in last area.


(ayybailey) #12
  1. Chapel - love it as an attacker and defender. The fights that takes up and down the street near the actual Chapel are epic!

  2. Trainyard - Love trainyard as a defender. The fights at the second and last objective are FUN. I don’t mind attacking either. Good map.

  3. Underground - I play Skyhammer so it stinks only being able to use my airstrikes on top of the fan control room and on top of the last objective. And the rounded area that connects the fan control room to the last objective room (I think). However I personally think it’s a fun map for both attacking and defending. It does get particularly difficult doing the last objective as an attacker though.

  4. Bridge - LOVE IT AS DEFENDER. HATE it as an attacker. The doorway choke point at the EV spawn point usually gets me tons of kills, so I can just sit by the EV and spray people down. There’s also a nice alleyway to the left of the EV behind a lot of cover that’s good for baiting repairers and camping the doorway. As an attacker it’s horrible. Taking the two routes to the doorway will only get you chokepoint’d, and trying to approach from the ramp or from the building across the street from the EV puts you in a wide open area to get spotted. But when you get that EV up a running, the rest of the map is fun. Especially escorting it towards the barricade. The last objective does get turtle’y though.

  5. Terminal - Hate the area where the first objective takes place, both as an attacker and defender. I like the last objective area though.


(Aazhyd) #13
  1. Terminal
  2. Chapel
  3. Trainyard
  4. Bridge
  5. Underground

(slicK.JTheJackal) #14
  1. Terminal
  2. Bridge
  3. Underground
  4. Chapel
  5. Trainyard

I still like Trainyard, it’s just a bit…muddy.


(FailJertsu) #15
  1. Chapel
  2. Terminal
  3. Trainyard
  4. Bridge
  5. Underground

(affableTricycle) #16
  1. Underground. So many flanking routes. And the attackers actually have an advantage! Overall the most balanced map and, in my opinion, the one with the best aesthetic.
  2. Bridge. If the attackers get stuck in a rut it’s boring. But if the EV can get going, and the barricade doesn’t stay up for the whole match, it’s a hell of a lot of fun, particularly when playing a merc that’s good at range like Vassili or Fragger.

MASSIVE DROP IN QUALITY

  1. Terminal. It’s like Bridge, except impossible for the attackers to get any momentum. Some fun jumps but too defender biased, with the defenders always having the high ground and the objective s very close to the defender spawn.
  2. Chapel. Oh sorry, you thought that the first objective of Terminal was close to the spawn? Wait until you see the last objective of Chapel! Who thought anything about this map was even remotely balanced or fun?
  3. Trainyard. Oh sorry, you thought the last objective of Terminal was close to the spawn? Wait until you see the last objective of Trainyard! Vomit in the form of a map.

(einstyle) #17
  1. Trainyard - shame about the third stage really, but apart from that I think it’s actually pretty decent and the most likeable map which can really go both ways, defenders or attackers
  2. Underground - a bit offensive sided maybe, but still in a fair way. sad that some mercs kinda fall short on this map, but the layout’s okay in my opinion
  3. Bridge - some pretty hard chokepoints, but all in all a fun map that often requires some experimental playstyle from my experience. It’s not entirely balanced, especially the 3rd stage, but I have more fun on Bridge than on the 2 maps below
  4. Crapel - while the EV mission is actually pretty doable, I still detest the layout of the map, the fact that the Chapel got rid of any importance on the map apart from the name, and not to say the 3rd objective which basically enables only one way to win and no other options
  5. Terminal - just a disaster really, even when I liked it in the beginning. I could go on a rant how the 1st stage is already pretty horrible, but the 2nd stage is even worse and the map layout is absolutely horrendous in my taste. Pls fix or scrap it.

(misspo) #18

DB need big open map like ET had. I would love to see more skilljump possibilities.


(VincentRJaeger) #19

Topping off my list for favorite maps is…
1. Trainyard
Why? Not only do I like it visually since it reminds me of the autumn, but it’s got a nice variation of indoor-outdoor areas, both open and closed. This caters to pretty much every merc in one way or another. The last objective is a bit too lengthy for my taste and the second objective has had a tendency to become a bombing shelter, but personally it feels balanced overall, taking into account the whole view of it. Also, who doesn’t love seeing a train crash into the ground : P

2. Bridge
Bridge is for some reason the map I always remember when I think of Dirty Bomb. I think it has to do with the setting and the fact that my most fond Vassili-moment came from there. The map’s a bit crammy with the corners and longer routes but in contrast there’s almost always some cover. Never really liked the drug objective though, it easily becomes a grinder, atleast inside the parking lot and the actual research lab. It’s like trying to force yourself into a wall without any C4 or a sledgehammer.

3. Underground
This is a hit&miss for me. It’s decent in that it’s a nice change from the urban streets of the game. The first objective has almost always been a bomb shelter from my point of view and it’s easily the most tedious part of the game. Then comes the second objective which - if you are fast enough - can be won in a mere minutes with a stealthplant. If not, then it turns into a decent firefight. I’ve never been too fond of all the stairs though, it feels like it slows down the pace for me, but then again, who likes walking up and down the stairs? : P

4. Chapel
I’m not too fond of Chapel really. It might be bad memory but it’s highly prone to turn into a waiting game with the EV Repair and if by any chance it’s repaired, there’s that area by the chapel where it becomes a grinder. Many-a games have ended there. If by any chance the EV reaches the destination, the last objective often becomes a game of “Rush-the-Datacores-And-Spam-AoEs”. Shame because it’s the only map in nighttime, which is cool.

5. Terminal
It’s a mess. Every game of this has either been a grinder or a massive steamroll. The first objective’s a wall to push through and I’m not talking about the actual wall you have to blow up. Then you have to destroy two more objectives which have always turned into a meatgrinder of gargantuan size for me. I dare say that the Defender Side is biased in that map, particularly at the station which is a shame because visually I love this map. But it tends to become the battle of Waterloo for me because Terminal is where I terminate my gaming for a moment.

That’s how I’d place the 5 Maps we have right now. The list might change when Dome, Overground and Canal are released, aswell as other future maps.


(Ctrix) #20

1. Chapel
Like I said in another thread, this is the only map where gaining ground is actually an accomplishment. The other maps all heavily rely on either surprise flanks or throwing yourself at a heavily defended choke until you killed all the medics. The defenders will then never be able to retake that point.
Not bothered by the close defender spawn for the last bit either. For one, it’s the last station on the map, so having it be the hardest to take is only sensible. Synergises well with Stopwatch. And also, for whatever reason it’s not that difficult as attackers to actually get ontop of it. A combination of the approaches being hard to defend with the defenders being limited to staying inside the plaza, and planting the EMP not taking very long.

2. Trainyard
I’m still new to the game so I might change my mind later, but I really just like how this map flows. It’s very straight forward, there’s clear chokes (and enough too). Especially I’m a really big fan of how the attackers can capture the generators as intermediate objectives to make the actual objective easier.

3. Underground
Average/10. This map is cool, but has some things that make it not be great. The way the attackers have a tendency to suddenly spawn right ontop of the defenders at the elevator between the 2 objectives, the way it’s almost impossible to defuse on the second objective because you can’t really clear the sniper perch + the control bunker. The whole second objective is too open and there’s no cover for the defenders once the attackers manage to get down the stairs.

4. Terminal
I feel this map could’ve been awesome, but lack of experience had it become really awkward. On the first objective, the open area approach is cool in theory, but in practice it is too small/badly designed which turns the thing into a no-go zone, with attackers always sprinting across the sides, which turns the objective into a chokepoint at the defender room and another choke on the apartment with the minigun. It’s impossible to go anywhere except the defender room from inside the attackers building. Which also makes the underground passage generator irrelevant. That one should come up in the defender building to open a 3rd way.
The second stage also is cool in theory but bad in practice. There’s all this stuff outside the terminal, but defenders never go there. I’m not sure why, maybe the attacker spawn is too close, wasted potential either way. Once inside, the two objectives are too close to each other. There’s little point to do anything else as defender except cover that area in explosives constantly. Which is how it’s being played. The only good thing about that part is the stationary gun that the defenders have a spawn path too. Heavily contested it can mean the victory for the attackers if they can keep a hold of it for the duration of the C4 on the second cart.

5. Bridge.
The first objective is very heavily biased towards the defenders, to the point where I hardly ever see the attackers get anything done. If they manage it, I’ve never seen the defenders win after that. Very badly designed map, not balanced/10