Video - Dome - Defenders Can Spawn Camp Attackers Too Easily


(KINE) #1

Ghost Recon maps are often designed so well I feel it should be mandatory for shooter game level designers anywhere to go and atleast look at how Ubi team make theirs. Ghost Recon: Phantoms is a good place to start studying since it’s F2P. How well they handle spawn sites is one feature among many others what they get right.

There, spawn sites are inaccessible from the outside so enemy teams cannot enter or bomb them out with multiple lookouts for those inside making it impractical to spawn camp. I don’t see a downside if Dirty Bomb implemented something similar.

And Dome isn’t the only map prone to spawn locking. Attackers in Terminal, Defenders in Chapel, Attackers in Underground, both sides in Trainyard. Bridge is okay’ish but it has other issues.

Dome is fun to play and doesn’t feel so linear like some other maps but suffer the same spawn issues. Hope it gets tweaked. All of them.


(ProfPlump) #2

The issue with Dome’s first stage for spawn camping and backraging is that the attacking team basically have to go one way or the other, often leaving themselves exposed from behind by sneaky defenders. And the distance between the spawn and the objective often means that attackers who are spawning will have no help from their team (who are pushed up at the objective) when they are being spawncamped.

It’s the distance between the fight and the spawn point, combined with the ability for the defenders to push through the route, the one that the attackers didn’t choose, to be able to easily backrage/spawncamp.


(Grave_Knight) #3

You are aware when the fight becomes 6 v 3 it’s easy to spawn camp any map, right? Or did you not notice only three people spawned in at one point? The other thing is the enemy didn’t take advantage that at one point you guys were all stacked on one side leaving the other side completely undefended.

I’m not saying Dome isn’t horribly balanced, but your video evidence is kind of misleading.


(KINE) #4

lowest it went was 6v5 … 3 people spawned because 2 others were in the white warehouse next to the spawn. Rhino + Vassili. Red Text appears when someone leaves and enters the match, you can count from there in the video.

Anyways … video isn’t an evidence for anything.

It’s to show how important that red brick route in-front of attacker spawn is. And that secondary objective opening the alternate gate.

In all evenly skilled matches on Dome I’ve been in, if Defenders dominate that red section of the map during phase one (red brick versus yellow brick route) Attackers are then forced to win thru yellow brick section. If they get wiped there, spawn camp occurs.

The broken red brick wall across the helo effectively lock attackers from going out to yellow and they stay locked in.

Clashing point at red brick section around secondary obj needs to favour Attackers. Currently Defenders have the advantage there. And attackers need a better configuration to fight yellow route immediately out of spawn in case they get wiped in order to keep that side balanced. Atm if a team wipe occurs on yellow side and defenders fortify that section, it’s hard to go back in.