First let me say that I love Dirty Bomb and I donât think the maps are horribly designed but for me the maps are just devoid of any real fun factors that could provide players with some long lasting replay value. Let me explain why I donât see them being fun in 2 years
- Developerâs single minded philosophy-- there must always be a front line
The maps are purposely designed to funnel people into small linear corridors where in order to progress to the next phase attackers must out kill their opponent to make it to the objective. You either out kill your opponent or you end up banging your head against the wall for the next 15 minutes. Currently there are no other paths to victory. And that is the crux of the problem. As of right now every map is nothing more than a continuous meat grind to the objective, which becomes very boring very fast.
Adding to this meat grind feel is the sheer crap ton of MG nests on every map with no way to disable them. I donât know how many times Iâve seen people die on a MG nest, respawn, and then hop back on them, over, and over, and over.
- Phases: A part of this effort to always keep a front line are phases. These worked great in Quake Wars where the maps were huge. Unfortunately in Dirty Bomb they make small maps feel much smaller and only add to that meat grinding feel when there is no way to move on to the next âphaseâ other than out killing your opponent, which as I said ultimately makes for very boring game play.
I know SD isnât making W:ET2 and Iâm not asking that they do so but I do wish they would look at the maps they created for that game to see why even their worst maps, for me that is Battery, have continuously been played since they were released. And to me it becomes obvious, it was because those W:ET maps were designed with other victory scenarios in mind. For example, even during a stalemate game, where the allies are just not able to out kill enough axis to make any headway, the allies could still sneak in and win the game.
Why are there no smaller and sneaker routes to objectives? No ladders, no ventilation shafts, no team doors to sneak through, etc. All of the current set of maps funnel each team into one area, and with the aid of short spawn times, creates a rinse and repeat meat grinding experience. Currently there are no âoh crap how did someone get to the objective?â moments because of âphasesâ
Do you really need to do the track switch before blowing the blocker car on Trainyard? nope, but to ensure you do the map designers placed gates that are âblownâ open to allow access, which makes no sense other than âbecause phasesâ
The same can be said for Terminal, the Dirty Bomb equivalent to W:ET Oasis:
In W:ET jumping over the wall to plant on the final objectives was one of the ways in which the Allies could win even if they could not outgun the Axis. But wall jumping, while encouraged by developers in Dirty Bomb, is also punished by them on Terminal. The map designers decided that since defenders do not have a team door, any attackers that jump over the wall should be punished by not giving them access to the next phase. So what is the point of allowing attackers the ability to jump over the wall if you donât give them access to the objectives? Since wall jumping takes skill and hard to master it should be rewarded not punished
Just give us other paths to victory and stop the meat grind