Why do people dislike Dome?


(Carniege) #1

After doing that poll about people’s most favourite map, I have realised that not many people like Dome, especially the ones who commented. The main reason for this as I have gathered is due to it being so big.

I do not understand this reason however.

Yes it’s a big map but I think that there are still 2 obvious routes at every stage the attacking team takes and the fact that it’s much bigger compared to maps such as Chapel or Underground makes it so much more fun. Surely the fact that there are so many flanking opportunities should make it such an interesting and unique map to play on?

I understand that it’s hard to get used to and co-ordinate, but let’s be honest, it’s not that big. You learn the map very quickly and just like the others there are many places to come from and tackle the objective. It’s like the first stage on Bridge or Terminal. Why do people have such a problem with this map?

(This is a genuine question, I’m not calling anyone out I’m just asking)


(Mrarauzz) #2

I dislike dome because it feels like they tried too hard. It has so many useless parts and before the fixes I hated dome. It’s fun in comp but in pubs its horrible. If you get that one teamate exploring a different part of the map you will most likely lose, but I can’t blame that person I mean it has certain parts for a reason so why not explore? But unfortunately I can think of many spots in dome where it just feels like fluff. In pubs i vote something else in comp its actually enjoyable.


(Drcipres) #3

My problem is, for being such a huge map, there isn’t that much team fights, the defend is so hard in the second stage, for having 2 places to defend, attacking in the first stage is very painful, to put the virus in the delivery point while there are some MG’s , so if the defenders take them, the attackers are fucked, and in the attackers take the MG’s, is pretty much imposible to get out of the spawn as the defenders.


(N8o) #4

Poorly designed, poorly balanced, it is catered to people who don’t understand game mechanics and the map was dumbed down for them. Since it’s prototype, it’s made a lot of good changes for crossfires, but more bad than good. Nobody knows how to play it, and it’s way too large for a 5v5 setting. Poor implementation if you ask me.


(Carniege) #5

@K-smooth yeah true but now that Dome has been released for a while there are hardly any of those people who still explore. I for example know pretty much all of the map and I have played on it as rare as it is elected in pubs (as I hardly play competitive). There are a lot of useless parts but I think they become very useful at the right times.

For example the little corridor in stage 1, if you go straight where the helicopter is facing on the attacking side, and reach the building where you have to turn left to the secondary objective generator, there is a corridor in that building you can reach by jumping from the stairs just behind. It is very useless unless the enemy has that objective under constant defence, as it allows you to sneak up from the side or simply run past to the objective itself.

@Drcipres The teams in my matches nearly always move somewhat together in little packs of at least 2. The second stage is simply countered by defending both pylons with like 2 people on each, and if they plant then the whole team rushes in usually to defuse and guard. Also, there is a rooftop from which you can see both of the pylons, which is another benefit to that map.

The attack on the first stage isn’t that difficult as you go underground. You simply take out the enemy team that is in your way or jump from behind them which the map allows via the many ways you can approach the objective from. Then jump down and deliver. The MGs don’t affect you as you’re underground and let’s be honest, they’re hardly used. But that’s maybe in my games.

And that’s the beauty of the map - there are so many ways to go, those 2 MGs only choke hold one of the exits for the defending team to the delivery site. You can always go via the other one and take out the MG people from behind.


(Carniege) #6

@N8o I was mainly referring to pubs but for competitive I can see why it’s too big. But how does one not know how to play a map? And how is it dumbed down for people who don’t understand the game mechanics? Considering the main one is trick jumping, there is a lot of that in Dome.


(N8o) #7

I don’t know if you have seen the changes they made to most of the long jumps, but they were made way easier than before. Instead of incorporating the long jump mechanic into their map, they got rid of it entirely or made it easy and unrewarding. Most of the map design is just too simplistic or uninspired.


(Carniege) #8

@N8o ah fair enough. I suppose most of the jumps are easy but there still are some pretty tough ones where you would need to be skilled to access despite being very rare in the map. I think what they aimed for was simply a bigger map with more ways to access objectives than the traditional 2 like on every other map rather than focus on the detail of it’s game-inspired mechanics.


(Ballto) #9

its either turbo stomp or mega defence, no inbetween


(SereneFlight) #10

Flying Pig is also preettyyy damn useless except maybe once in 100 or so hours…


(Vocopi) #11

Me myself i just have bad fps for some reason on that map.


(InfernoKun) #12

My only problem with it is the first objective is way too difficult for the Attackers. I see the 1st objectives done on Bridge and Terminal a LOT more often than on Dome. I have yet to play Dome on ranked yet, so my experience is mostly from 8v8 pub OBJ and 7v7 SW.


(Amerika) #13

I like it. Even if the long jumps were dumbed down it still has a lot of mobility that allows you to move quickly and use the mechanics built into DB through intentional map design as opposed to by accident which makes up the majority of the jumps in the launch DB maps. I think it’s too big and I don’t think it’s designed very well for 5v5 play but I still enjoy it. If I had the map SDK for it I’d definitely make an edited version of it that removes quite a few of the areas that are just sort of there to be there but rarely be used and instead make it a bit more focused.

So I like it and I dislike it at the same time. :frowning:


(Dawnlazy) #14

Same reason I hate the third part of Trainyard, travel times from spawn to the objectives are stupidly long and dying basically costs 2 spawnwaves for the attackers.


(RyePanda) #15

I like it. A lot. Sure it’s huge, but there are awesome moments of combat between higher and lower targets, and lots of opportunities to surprise people. Though I agree, for 5 v 5 it can be large.


(watsyurdeal) #16

Because people are fucking terrible and don’t know how to push or hold to sa e their life.

Dome is the closest we’ve had to a good 7v7 or 8v8 map with parkour and more than enough room to get around without feeling cramped.


(Litego) #17

Every other map in the game is based on 5vs5, then comes Dome which clearly is designed for a higher player count. So when you play Dome in a 5vs5 or 6vs6 it’s just shit. Takes too long to get to the action from spawn and rotating around the map takes too long.


(XavienX) #18

I enjoy it, but there’s areas that could use some tweaks and could save time rather than just running around and looping around buildings to engage in combat faster. I’m not saying I dislike big maps, but there are some areas that seem to be pointless and useless to actually have the players run all the way through, for example the attacker’s spawn at the first objective. They are all the way back and when they head left they need to loop around the back through the building.


(Feley) #19

I do not dislike Dome, but I feel they need to add more colors to it… It just feels so white/ greenish (even when you remove color grading), unlike other maps which are colorful everywhere.
I do not like that feel while playing Dome, but map is good.


(Gung-ho) #20

People just lack the experience required to get a good grip of Dome and it’s many opportunities. Part of this is because of an overall lack of experience causing the defence team to defend too far back/at the objective which means a lot of that space is just spent running.

When played properly though a lot of that “running space” provides a variety of combat options; far more than the other maps and in that way the map actually reminds me of ETQW map designs. Combat locations/engagement is more dynamic and less predictable and when both sides are taking advantage of Dome’s options it is Dirty Bomb’s best map IMO.