Suggestion: 5 point domination map


(Protekt1) #1

I’m a fan of domination type games and I have a particular appreciation for maps that have 5 capture points rather than 2. So I illustrated an idea for a map design. Some of the particulars are just to get an idea down and the picture I made is very simple.

First I will explain the diagram (legend provided in pic as well)-
Straight black lines are intended to be stronger for long range weapons, but still some cover should be available so its not too easy for a sniper or someone camping at one end to tear everything down. Curved black lines are meant to break longer lines of sight up making a sniper/long ranged loadout less powerful. Capture points should have limited cover available. There should be cover at each capture point but only enough for one person to utilize it well and it wouldn’t be very protective from each direction. The spawn points have a mounted MG to help prevent spawn camping but they cannot effectively hit the capture point closest to it. The spawn points also have 3 exits, all which have some form of a 1 war barrier so players can exit the spawn but not invade it.

Essentially its a half square and half circle map with spawn points at both sides. The spawn points are at the top and bottom. Controlling capture point C will require strong long range capability. Conversely, capture point B will require strong mid/close range capability. Teams will most likely pursue at least one of these side points because they’ll require 3 capture points held to hold a definitive advantage.

The center capture point A will be the most contested and hardest to hold since enemies can come from the most directions. But the reward is that they can strike out from that position to any capture point on the map.

As you can see there are many side passages and routes to mix things up. Patrolling the inner streets/alleys will be smart to help predict where the enemy is going to attack or to block off vulnerabilities to your teammates holding the capture point safe. The inner paths are more narrow than the outer streets. Some of the inner paths could cut through buildings or go underground briefly. Mastering these inner paths to launch a coordinated attack against an entrenched enemy will be vital to turning a losing match into a win.

One idea I am toying with is that there are two forward spawn points near B + C that are activated as long as you hold those corresponding points. But I am not sure if that would make holding them too easy so I am not including them at this point in my diagram.

Please note the map is meant to be largely symmetric. The left and right sides are asymmetric but the top and bottom are meant to be largely mirrored with some minor differences but mostly aesthetic. If there is a road/pathway missing, which I think I spotted one, that destroys the symmetry, imagine it is there :slight_smile:

What are your thoughts?


(RasteRayzeR) #2

this could be fun, should be done properly though.


(iwound) #3

i used to play this type in an old cod ww2 ver. the domination points were inside buildings.
it was a lot of fun. moving all around the map. very dynamic.


(Maca) #4

Yes, this could be a nice game mode next to the typical obj maps.


(BomBaKlaK) #5

arf … conquest mod ? nope thx … boring


(Bloodbite) #6

I think to make this suitable for DB there would have to be a significant amount of class use in objective style tasks to make it relevant.

Did you ever play the XMP multiplay expansion for Unreal 2? That had classes with class based captures/repairs. It was kind of a smaller version of Warfare from UT3, and you didn’t get vehicles until you captured and repaired/maintained certain map generators.

Hawken also has an interesting approach to zone control/domination. The zones are anti-air guns that attack the opposing teams air fortress, first to deplete the enemy fortress hitpoints wins.

Both have an established and unchanging spawn base though


(Protekt1) #7

[QUOTE=Bloodbite;441608]I think to make this suitable for DB there would have to be a significant amount of class use in objective style tasks to make it relevant.

Did you ever play the XMP multiplay expansion for Unreal 2? That had classes with class based captures/repairs. It was kind of a smaller version of Warfare from UT3, and you didn’t get vehicles until you captured and repaired/maintained certain map generators.

Hawken also has an interesting approach to zone control/domination. The zones are anti-air guns that attack the opposing teams air fortress, first to deplete the enemy fortress hitpoints wins.

Both have an established and unchanging spawn base though[/QUOTE]

Its hard to determine how classes will work with a map like this at this point. I don’t think there will be any c4 planting though.


(TacTicToe) #8

I’m not a huge fan of the conquest style, and in Battlefield it is not as popular as other game modes. However, a HQ style like the CoD series could be fun. The points you need to capture and hold appear randomly on the map.

Could be fun.


(RasteRayzeR) #9

Yes, this is not exactly like domination and this would have presented a greater interest in a game like Brink with all the movement stuff and possibilities. If a domination mode is included, with 5 points to hold, then I wonder if 8vs8 is enough …

There is shootmania that does that kind of matchs, quick and fast matchs, in two over 3 rounds to win the game. In Unreal Tournament domination was excessively fun because the shooting and respawn time were really quick.


(Bangtastic) #10

yeah 8v8 would require 6-7 capture points, but it depends on map design and size five or even less points could also do


(RasteRayzeR) #11

Would be fun to have a strogg mode. It’s like a zombie mode, but with stroggs xD


(Breo) #12

It would be great if we have 1 more nonlinear gamemode so we have more variety in gameplay, but I’m not sure if this has priority :slight_smile:

Linear (especially the maps with the EV)

  • Stopwatch
  • Objective
  • CTF?

Nonlinear (sandbox)

  • Team Deathmatch
  • Domination?

(montheponies) #13

I think it’s good to have a couple of different game modes, obj and sw aren’t different enough to really class as seperate modes.


(BomBaKlaK) #14

Finish SW and Obj mode !
then after why not some others modes but domination is really not my favorite.
maybe good old CTF can be nice, but to many modes is not a good idea imo.
Only 3 or max 4 good modes is much better, divide the community is not a good idea.


(RasteRayzeR) #15

[QUOTE=BomBaKlaK;441796] but to many modes is not a good idea imo.
Only 3 or max 4 good modes is much better, divide the community is not a good idea.[/QUOTE]

Also limits the variety of players DB will attract, I think this is good to have multiple modes, and there is room to bring new elements too. I’ve been thinking about a new kind of game mode for DB for 2 days now … it’s very hard !

It would be epic to get a card game mode where you choose your character and skin, and have match where you sit around a table, maybe 5 players, and get a role game in DB’s universe :smiley:


(Protekt1) #16

[QUOTE=BomBaKlaK;441796]Finish SW and Obj mode !
then after why not some others modes but domination is really not my favorite.
maybe good old CTF can be nice, but to many modes is not a good idea imo.
Only 3 or max 4 good modes is much better, divide the community is not a good idea.[/QUOTE]

More game modes will attract more players. It also extends the life of the game for many players, especially if they get bored of the stopwatch type maps. With free to play games, you want to keep the players playing as long as possible so they have compelling reasons to put money into the game. Someone isn’t gonna buy anything if they don’t feel like they’re going to get enough use out of the purchase due to a lack of game modes.

At one point too many game modes will become a hindrance as a waste of resoruces, especially if a mode is made that isn’t played much or is unpopular.

I don’t know why you’re worried about more modes dividing the community. Most people will likely play all or many of the modes and not one exclusively.


(Bangtastic) #17

Game mode suggestion, iteration for domination:

  • Take and hold (resource)points to gain Tier points which only unlock special abilities, when a team loses all points, this team will receive a lucky loser bonus in form of extra use of special abilities.

(RasteRayzeR) #18

[QUOTE=Tast1c;441834]Game mode suggestion, iteration for domination:

  • Take and hold (resource)points to gain Tier points which only unlock special abilities, when a team loses all points, this team will receive a lucky loser bonus in form of extra use of special abilities.[/QUOTE]

That’s a great idea, and I don’t know if you guys remember, but there was the “Base Race” map in W:ET which was really fun. Basically you had to get in the enemy base, fetch a construction pack as a carriable, and bring it back to your own base. These would then grant you better defenses, automatic turrets, fences, etc … and there was some kind of “no man’s land” between the two bases.

This could be extremely fun in DB, this is really the perfect setup for such a game type, with small bases you may really upgrade nicely with automated defenses, etc. Suits nicely for competition as teamwork is highly required and forces strategies to defend and attack at the same time ! Lots of new mechanics could be invented for such a mode.


(ZernoK) #19

Sounds like TF2’s Control Point gamemode. Would be fun to have tried it out for DB but it would require it’s own special map(s), so I guess I won’t see it in a while, if ever.


(RasteRayzeR) #20

I know, so lets make it a Base Race ! I it would take time for sure, we don’t even know if SD is interested in doing these. But a “Base Race” game mode would be a “new” mode, with a lot of interesting features, room for new stuff, highly chaotic and intense action, and all that with a wink to W:ET ! And it has some of the features of a domination mode …WIN-WIN