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.
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Facts
- Date created
- Aug 07, 2010
- Categories
- Last update
- Oct 08, 2010
- Development stage
- Release
- Language
- enUS
- License
- 4 kingdom Defense of the Ancients
- Downloads
- 10,380
- Recent files
- R: 4 Kingdoms Hero Base Defense 1.12 Oct 08, 2010
- R: 4 Kingdom Defense of the Ancients 1.11 Sep 30, 2010
- R: 4 Kingdom Defense of the Ancients 1.1 Sep 25, 2010
- R: Defense of the Ancients 4 Kingdoms 1.09a Sep 22, 2010
- R: Defense of the Ancients 4 Kingdoms Release 1.08b Sep 19, 2010
- Reply
- #15
Sharicasmi May 21, 2011 at 01:20 UTC - 0 likesProject 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.
- Reply
- #14
Sharicasmi Oct 01, 2010 at 08:02 UTC - 0 likescoming next week, a new hero, more hero balance changes, and most single target abilities will be made autocast.
- Reply
- #13
Sharicasmi Sep 27, 2010 at 05:06 UTC - 0 likesnow 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.
- Reply
- #12
Sharicasmi Sep 22, 2010 at 19:36 UTC - 0 likesOK 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
- Reply
- #11
djimii11 Sep 22, 2010 at 09:06 UTC - 0 likesno 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
- Reply
- #10
Sharicasmi Sep 22, 2010 at 07:59 UTC - 0 likesok 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.
- Reply
- #8
DarthZurvan Sep 14, 2010 at 14:01 UTC - 0 likesDota??
- Reply
- #7
Sharicasmi Sep 13, 2010 at 18:44 UTC - 0 likesover 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.
- Reply
- #6
Sharicasmi Sep 10, 2010 at 09:25 UTC - 0 likesthats 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.
- Reply
- #5
JerreyRough Sep 10, 2010 at 07:21 UTC - 0 likesNice. 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!
Current Project: "The Battlezone Project", a Unity 3D free game based off Battlezone (1998).