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.