Why do people dislike Dome?


(FalC_16) #21

Dome’s design is rather for more than 8v8 and that is why it doesn’t work for most of the public games. Dirty Bomb’s max is 8v8. I also hate it. Running all the time around and when finally reaching the bomb place, somebody kills me from behind.

I think it should work in competitive where people sit together on a team speak.


(Eox) #22

I don’t dislike it. If there’s a map I actually have a grudge against, it’s more Chapel and Bridge.


(KorpKyuuSama) #23

I like it because is the most balance map in the game.

WOOOW, calm down everyone!!!

Why?

1º Part is difficult to attack.
2º Part is difficult to defend.
3º Part is has the same difficulty for the defense and attackers.
This is balance.

The problem is simple why this look unbalance.

The attack team define the pace of all game the game.

If they do a poor job it looks like a uber defence.
But if they can pass the 1º part of the map, it’s easy because the just win over defense in the most difficult part.

Dome can improve. You just need to swap the 1º part for the 2º and must of the games will feel balance. It already is! But it doesn’t feel like it.


(LifeupOmega) #24

Too large for 5v5.
Too many useless side routes.
Takes a full spawn timer to get from spawn to first obj, first to second, etc - same issue Trainyard last suffers from.
Feels extremely bleak colour-wise.
Oh yeah and the weird FPS issues exclusive to that map.

It’s not a terrible map, but it needs an overhaul in quite a few areas.


(Darkcola) #25

[quote=“Carniege;22287”]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)[/quote]

I like DOME, so that is to preface this next part:

I think the problem is twofold:

  • ET mega maps worked because the teams were HUGE, you could rarely avoid teammates in the game due to sheer volume, this fixed the coordination problem. DB has the inherent problem of small teams (although I am sure some people consider 8 on 8 large).
  • Many players hate two things: random events and crossfire you cannot escape on your own. Even competitive players for some reason are stuck in this thinking. Dome forces a lot of 3 way confrontations where one player no matter how excellent cannot manage alone against even mediocre players.

I feel Dome forces you to be a team in wide areas and deal with areas of height and crossfire. I DO believe teams should be double in size though to match this (16 v 16). Then it would be a good ole fashioned ET war.


(HunterAssassin5) #26

i dont get why people dont like it, either, i freaking love dome. it kinda depends on how you like your dirty bomb fed to you. dome is pretty big, and it has lots of flank routes going around. if you’re a flanky kinda guy that loves the sight of orange-highlighed backs, you love dome, the other tighter maps, while still providing flanking opportunities, there arent a whole lot of them, the obvious ones anyway. the maps are tight enough it’s pretty hard to get behind the enemy unless you catch them before they spawn, and its wide enough that you arent just shooting down a tight corridor where no one can avoid fire from.

i can understand the appeal of the tighter maps, however. i just came out of a match where i was walking up the stairs at the final obj on bridge, and right at that moment THE ENTIRE ENEMY TEAM spawned on my face. i managed to AK down 2 before the mag emptied out and shoot down 2 more with the S&W revolver. after that match i had to take a break because my hands were shaking really bad. yeah, its a real adrenaline rush, but i dont do well under pressure, so i like the the wider-open dome as a nice change of pace.


(Carniege) #27

@Ballto at the same time Trainyard is a much better example of “turbo stomp or mega defence” and it’s so much worse in that case because of the lack of flanking opportunities. Dome on the other hand with it’s size allows you to feel a lot less obliged to run straight into enemy fire to do the objective.

And overall the main problems with dome is the amount of spare space some of which is useless. But that’s based on the players preference of gameplay so there’s no point arguing.

HOWEVER, I must say that the main reason I really like Dome is because of it’s vast space making it very fun for me. I do not encounter problems like everyone against Dome do, I always find myself by the objective about 15 seconds in, not an entire spawn length and on both attacking on defence. Also I always run into enemies despite it being 6v6 or 8v8, because everyone kinda stays in their usual places. Like, the map is big, but there are still 2 main routes to go by which is where you’ll find anyone. Maybe it’s because I’m level 11 but I never encountered any of these issues such as pointless places or lack of enemies.


(MarsRover) #28

I’m no map design/balance expert but on every Trainyard stage there are paths that will get you behind defenders/attackers.


(Carniege) #29

@MarsRover let’s take stage 2 for example. As an attacker you can go into that run down building with the underground tunnels and come out right next to the objective. Or you can even take your time and end up behind the attackers as you said on the other side from the opposite building.

However, to get to the objective, you will be forced to run into open fire with absolutely no cover. I always no matter what get killed either there or someone just runs in and kills me whilst I’m planting.

On Dome you too have to run into open fire but at least here you have a bit more leeway as the map is bigger the defending team is more spread out meaning it’s easier to complete objectives.


(MarsRover) #30

[quote=“Carniege;133304”]@MarsRover let’s take stage 2 for example. As an attacker you can go into that run down building with the underground tunnels and come out right next to the objective. Or you can even take your time and end up behind the attackers as you said on the other side from the opposite building.

However, to get to the objective, you will be forced to run into open fire with absolutely no cover. I always no matter what get killed either there or someone just runs in and kills me whilst I’m planting.
[/quote]
That’s where teamplay comes in. If you flank that way your job is to kill and distract enemies so someone else has easier job of planting or defending the plant.

This stage is a big meatgrinder but thats what you get when the task is to plant C4 inside a train car.

I think it’s more because of 2 separate routes for the first objective (which is a quicker deliver type) and two options on the second stage. Trainyard is 2x plant&defend.


(Carniege) #31

@MarsRover “teamplay” in pubs? ahahahahahahahhahahahahahahahhahahahahahahahhahahaahahahhahahahahahhahahahahahahhahahahahahahhahahahahahahahahhahahahahhahahahahhahahahhahahahahahahahahah

And yeah fair enough.


(SiegeFace) #32

Dome OP, By far my favorite map for a breath of fresh diverse gameplay, well…once you get out of the first objective zone anyway…

People don’t like it (and this is a generalization so forgive me if this happens to trigger anyone) because it is not simple, condensed or even co-opted claustrophobic mayhem like the the other maps, not to say that it is a bad thing but when you actually have alot of options to attack an objective from, especially multiple objectives (2nd stage) it means the fighting has to spread across the map and not be held down by 3 main chokepoints all the time (underground/chapel 2nd stage/trainyard 1st & 3rd stage/terminal 2nd stage at a push/bridge 1st & 3rd stage)

It means defense has to effectively split up at each stage of the map. instead of create a wall around a singular objective. Creating something breathtakingly magical, if everyone understands how to play it…which unfortuanelty not many people do. Dome when played right by everyone on both teams is a fantastic experience, but it is a rarity like those stopwatch games you stumble upon every few weeks or so where both teams hammer at each other but no one is a clear “winner” if you understand what I mean.