So I am guessing that you’re now having interns doing map changes, because Dorado qualifies as a textbook example for a game design course over at Irvine Valley Community College in “how not to modify a map”.
I swear, hero balance is one thing, but between the unbelievably amateur UX design, accessability options that don’t even include resizable text, really bad controller support that doesn’t even support the most basic features, and now map redesigns, I cannot conclude anything but that Aaron is better suited for another position.
So, first, the removal of a popular feature of that map…2 of the three shootable bells is unnecessary, doesn’t solve any existing problem and basically makes Blizzard look like curmudgeonly fun police.
Who cares if people wanted to play the Futurama theme? Let them have some fun.
Second… I get the idea that spawn trapping, especially in Quickplay was a thing on that map, it is NOT properly solved by turning the 2nd floor archways into a spot where one could do risk free sniping by placing them inside spawn. This is the worst possible choice of any choice.
You NEVER, EVER encourage shooting from spawn while invulnerable, ever. Placing a wall to block the defender’s high ground above the cart that looks into spawn is much better. Adding a bridge to the roof of the building across from the 2nd floor archways plus a little cover to give the attackers some high ground options along with the high ground block is even better, but the worst possible choice is to enable risk-free sniping from inside a spawn room
Even just changing the parking space of the cart would have been better.
The only good choice made was to the tunnel on the left side.
I can’t believe that in 2024 (the end mind you) that shooting from spawn without consequence is even considered an option.