Defense of the 4 Ancient Kingdoms

4kingdomDOTAminimap

2010 18 Sept (revised 2011 14th August

8 players from 4 factions battle for dominance on a newly terraformed planet!

  • This is a 4 faction DOTA like map that's capable of 4v4, 1v1v1v1, 2v2v2v2, and other player modes. Third person mode (with WASD) and Default game view modes supported (lock/unlock camera).

Optional questing areas for each faction that award a lot of experience and money early in the game (and eventually unlock world bosses). 9 balanced heroes with RPG style gameplay. 6-7 abilities/passives per hero, with 12 talent upgrades and 194 items. Each level you get to choose 1 stat points (intelligence, agility, strength, crit, lifestealing, haste) which give your hero a significant damage/survivability increase. Heroes at level 10-12 will always do 8x more damage than a level 1. All heroes have a group buff/aura, a heal (or a good reason to not need one) and some form of crowd control like a disarm, stun, pushback, summon decoy, snare, blind, slow

In lock camera mode, hold left click or middle click to rotate camera/turn your hero.

DOTA 4 Kingdoms Map

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  • Avatar of Sharicasmi Sharicasmi May 21, 2011 at 01:20 UTC - 0 likes

    Project discontinued (possibly indefinitely). This project was first published within a month of the release of SC2. Discontinued because it was simply unplayable on computers with less than 3 GB of RAM. Nearly all of my Shadows of the Tal'darim heroes were created on this map, and ported over.

  • Avatar of Sharicasmi Sharicasmi Oct 01, 2010 at 08:02 UTC - 0 likes

    coming next week, a new hero, more hero balance changes, and most single target abilities will be made autocast.

  • Avatar of Sharicasmi Sharicasmi Sep 27, 2010 at 05:06 UTC - 0 likes

    now features inventory, after struggling with a dialog based inventory for awhile, I abolished that inventory system and implemented a more basic (triggerless) inventory system. If a hero dies, their Items will show up at the heroes graveyard The Armory by each fortress has 2 tabs of items for sale. Consumable items in tab 1, these include potions and use-effect items with limited charges.

    Armors and Accessories are in tab 2, these give stat bonus's when equipped, you can only benefit from the strongest armor of that type in your inventory. For example, if you have 3 medium shoulder armors in you inventory and one heavy shoulder armor, you will only benefit from the heavy shoulder armor.

  • Avatar of Sharicasmi Sharicasmi Sep 22, 2010 at 19:36 UTC - 0 likes

    OK after noticing the SOTIS crew changed their description from 'DOTA for Starcraft 2' to 'A DOTA like map", I'd just like to point out I'm not the first to make this mistake

    I really enjoy DOTA like maps, Aeon of Strife was my favorite in wc3, but with the SC2 editor we're capable of doing alot more than what we could in WC3, we can do combat text, third person mode, custom dialogs, toggle between 2 teams and 4 teams. In otherwords, I expect alot more out of these hero based battlegrounds. People have tried to pin a name on DOTA like maps, but really nothing sticks (MOBA, massive online battle arena, doesn't really mention use of heroes?) Hero arena doesn't involve heroes defending a kingdom. There's really no way to describe a 4 faction hero base defense concept more concisely than 4 Kingdom DOTA

  • Avatar of djimii11 djimii11 Sep 22, 2010 at 09:06 UTC - 0 likes

    no Dota is a name its not a genre and i have nothing against your map but get it defense of the ancients?unless you put ancients to defend dota means nothing. you could just say defense of the ancient kingdoms which wouldnt be 100 percent percise but it would be more percise thank you for reading my meaningless post

    Quote from Eiviyn: Go

    @djimii11: Go

    The left one stole the right one's coffee.

  • Avatar of Sharicasmi Sharicasmi Sep 22, 2010 at 07:59 UTC - 0 likes

    ok lets clarify things for the trolls. Defense of the Ancients is a GENRE of maps that involve

    A: balanced hero combat B: A stronghold to protect C: A currency system D: Each stronghold sends mobs down 3 lanes to assault an enemy base

    I've got nothing against SOTIS they just need to balance their heroes better, make the mobs get harder over time, add a respec, and remove hireables entirely. 4 kingdoms is perfectly balanced and the upgrades system has alot more depth than SOTIS hero talents.

  • Avatar of DarthZurvan DarthZurvan Sep 14, 2010 at 14:01 UTC - 0 likes

    Dota??

  • Avatar of Sharicasmi Sharicasmi Sep 13, 2010 at 18:44 UTC - 0 likes

    over the next week I'll be making sure that all spell effects the appropriate sounds/graphics associated with them, and i'll work on a 4v4 mode, but there will still be 4 kingdoms (a dialog will load at the start, asking if you want to ally with a neighbor faction). Need 1 more strength zergy type hero, which should hopefully be implemented in a few days.

  • Avatar of Sharicasmi Sharicasmi Sep 10, 2010 at 09:25 UTC - 0 likes

    thats a great idea, (putting a square block in the middle) i was thinking something along the lines of dropping a 'roundabout' in the middle, to direct traffic to the base farthest away. the middle was a bigger problem at first, because players would farm experience in the middle 3x quicker than players killing on the side battlefronts. I quickly fixed it by reducing the amount of mobs sent to middle by half a few versions ago. The remaining problem was that players would still have difficulty attacking players from the opposite end of the map. I'll try a few beta's with a 'round mountain' in the center, the only problems i could foresee is that -in a 2v2v2v2 a team might get pushed back into their base by 3 teams at once. 2 heroes can only manage 2 lanes at once, so the amount of mobs sent to center will still be reduced -any trouble caused in center will still generally cause a traffic jam/battlezone for at least 3/4 factions.

  • Avatar of JerreyRough JerreyRough Sep 10, 2010 at 07:21 UTC - 0 likes

    Nice. Although I suggest increasing the player max perhaps? Two players per kingdom isn't quite enough, as you can only cover two lanes at once. There's also one major, major problem: the player's don't even need to worry about the center lane because even if they push, the enemy's minions will cut off their supply of minions. Thus they cannot effectively attack the kingdom farthest away from them.

    However, it's easy to fix the problem I just stated, but ignore my incoming suggestion if the middle is just for an all-out brawl. Simply make a big square block of impassible terrain (or just hero-passable terrain) and have the units/heroes teleport across the gap to the enemy's side (the enemy in question being the kingdom farthest away from them). OR have the units turn into dropships, move across, and then turn back into normal units at the other side. I'd suggest making the middle a hero-only zone though, with a building selling immense weapons of power there.

    I hope these suggestions and comments helped!

    • I'd like to note that I haven't actually tried it yet, but I will! :)
    Last edited Sep 10, 2010 by JerreyRough

    Current Project: "The Battlezone Project", a Unity 3D free game based off Battlezone (1998).

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Date created
Aug 07, 2010
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Last update
Oct 08, 2010
Development stage
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  • enUS
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4 kingdom Defense of the Ancients
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