AOS maps for SCII are a waste of time..... Check out League of Legends best AOS/MOBA you will ever find....
1. Its free
2. If you get dropped from game you can rejoin
3. Has a talent system so you can customize your heros
4. The entire game engine is designed for AOS/MOBA game play.
5. Its created by the original creator of DOTA and even has some old Blizz staff on thier dev team.
6. They add new content to the game almost on a weekly basis.
7. They track hella player statistics.
If you disagree thats fine, your the ones missing out.
Worst part about this map your working on is that you call it dota....... you shouldnt be calling it dota unless you have some kinda link to the actually DOTA development team.
LoL is a badass game. Anytime I am on SC and want to play a good AoS, I turn off SC and play LoL.
I do think there could be some awesome AoS maps for starcraft, but they need more too them then the same formula we are used to. Even though this is a futuristic game I haven't seen any AoS take advantage of that. It is still weird units and their magical abilities.
I play leage of legends, but Im not sure I like the fact that in order to get decent heroes you have to pay money or win a ridiculous amount of games. But DOTA is still a fun thing to program in sc2 and its still fun to play.
3. Has a talent system so you can customize your heros
Which is, of course, a bad thing. It adds an element of randomness to the game because you cannot see enemy heroes before you choose your masteries. Runes further endorse this, unless you have each and every rune page setup available. Summoner spells don't help this, either, and if anything some of them limit the skill cap severely. Clairvoyance, for experience, is basically a skill-free scouting method with no risk attached.
4. The entire game engine is designed for AOS/MOBA game play.
And fails miserably. Controlling your non-hero units is hard, glitchy and in some cases (Malzahar), impossible. Further, even their platform does not support a lot of things SC2 editor does (Physics, anyone?). Further, they have decided to stray away from complicated abilities in order to attract more starting players, which is a good thing for the starters but not cool at all for the experienced crowd that wants skill-demanding complicated champions.
5. Its created by the original creator of DOTA and even has some old Blizz staff on thier dev team.
Guinsoo, not Euls. Not the original creator. Not that I have anything against Guinsoo, he's a cool fellow. Still, having good makers doesn't automatically a good game. Having Guinsoo and his crazy ideas (tm) does help, though.
6. They add new content to the game almost on a weekly basis.
Without testing it thoroughly beforehand, which leads to balance problems. Some of that content is also subpar in quality. Luckily they seem to revise their content nowadays. I am referring to the Firefighter Tristana and Alien Heimer skins.
So does dotaleague.com, it is evidently possible to setup such a system for SC2, as well.
--
Not that I have anything against LoL. I play it too, with nickname Amadi on the U.S servers. 500-something games played. I just feel that when it comes to competitive gaming, rather than a casual pasttime, it really doesn't pull its' weight. It's primarily a beer & pretzels game to play casually with a dozen friends, and succeeds in this genre. What it is not is a good e-sport, like DotA, Halo or Half-Life.
--
Now for the actual map, which I have played a few times. It is really succesful in my opinion, and definitely an enjoyable experience. The tempo of the game seems to be very, very high, especially since it is almost always hosted only as "faster" in battle.net. This is not necessarily only a good thing, as it seems to lead to balance issues with simple champions, like the stalker one with multishot. These champions can simply click to attack and be done with it, whereas more complicated champions actually have to time their abilities correctly. The pace of the game makes one of these harder while not really affecting the other one. Just something to keep in mind.
--
I am just suggesting a champion here. Keep in mind I haven't seen all of them in-game, so if one of my suggestions is redundant please just ignore it.
Concept: A siege tank-modeled mechanical hero that, despite not being very fast, attempts to utilize range to his advantage.
Ultimate: Drill Laser: After a second of channeling time, fires continuous beam of laser towards the unit's facing point. The line of laser stops at the first unit it collides with, damaging it. Channeling unit can turn slowly to aim while using this ability, but cannot move. Costs some mana per second and can be channeled for as long as you have mana available. Maximum range should be long but not infinite for obvious reasons, and probably should not hit towers. A second of channeling time before this can end. Uses Siege-mode graphics while used.
Fire and Advance: For the next seconds, Siegetankything can fire while moving and moves slightly faster. In addition, his attacks gain additional splash area for the duration.
Flak Bomb: The siegetank shoots a grapeshot in a cone towards targeted direction, dealing low damage and knocking all opponents to the edge of the cone. Low cooldown and manacost.
Psi-Steel Plating: (Passive) For each ten points of damage taken, the siege tank restores 2/3/4/5 points of shield.
And why shouldnt he call it DOTA? That what its about and the developers from DOTA:Allstars also stole everything from other maps. Also, the original idea came from maps that were created in Starcraft 1.
@The developer of this
If you want, i can make you an absolutely high quality trailer for this map, to advertise it more. Just PM me if you are interested.
the item recipe that spawns the marines, that this is so stupidly overpowered, i just about get instant killed by anyone who uses the item, that item is a garenteed victory as far as i've been playing, please remove the marine ability completely from the item, no items should spawn any units, ever.
1st - when choosing an ability it brings your unit to a full stop, this really has to be changed, either use a new base ability that doesn't bring the unit to a stop, or figure out how to do it with the one already being used cuz its really a pain
2nd - saved statistics for future games, maybe adding something minor or just asthetical to ur unit, maybe and hdr glow or something
3rd - certain units, off the top of my head, tassadar, has an attack problem, sometimes when chasing a unit, he will just do a twitch instead of attacking when he comes in range, maybe it has something to do with his attack animation?
5. Its created by the original creator of DOTA and even has some old Blizz staff on thier dev team.
The original creator of DOTA is a Halo addict (thank Halo for allstars becoming what it is today, as Eul abandoned porting the map to TFT when TFT was released) and a former student, not that douchefaggot Guinsoo.
Sadly so many people like you don't know who actually created the original map, or know anything about what it was like.
Worst part about this map your working on is that you call it dota....... you shouldnt be calling it dota unless you have some kinda link to the actually DOTA development team.
Then again, the correct genre would be either "AOS", which was the forefather of DotA, or "MOBA", which is being used commonly by games such as HoN and LoL to refer to themselves. Stating "DotA" in the genre is like stating "Diamond TD" there, it is a specific map and not a genre in and on itself.
I've been playing this map quite intensively the last few days, and I can't be arsed reading the entire thread, but for the little bit of feedback I've got...
The sentry is pretty damn overpowered. Force Fields can get enemy heroes stuck IN them, and even if not that, you can surround an enemy hero completely in no timeand then proceed to pwn his face. You can even do it while standing in your base. The stun only makes him worse.
The firefly is pretty damn sick as well, along with the Marauder. These two sound like they could be good, if the Infestor and Dark Templar weren't so severely underpowered.
[s]As an additional note; I've won every match where I played the Sentry. I've lost all the matched I've played as Dark Templar or Infestor. Marauder and Firefly are about equal.--
The firefly is pretty damn sick as well, along with the Marauder. These two sound like they could be good, if the Infestor and Dark Templar weren't so severely underpowered.
are you talking about Sotis or the other dota-like map in the custom map list? heroes of the ancient temple or what ever its called. i dont remember seeing a sentry or a marauder in sotis, unless its in the US version, which i cant access.
Void Surge: Norko gains a 30 % movement increase for 15 seconds, but reduces his damage by 30%. (i was thinking of 1 minute cd, and goes down till 30)
Void Stop: Norko throws down a black cloud at the target's feet which stops his target's movement completely for X secon
Xel' nagian regeneration: Norko meditates for 6 seconds and gains 5% hp for every second spend meditating, movement breaks meditation.
Herald of the darkness (ultimate): Norko assembles all of his powers and turn into a dark archon (2 second cast). In Dark Archon form Norko's attacks become ranged and his Void stop becomes a complete stun. Norko can withold this form for 30 seconds. (maybe a bit too much but you guys have to do the balancing :P)
LoL is a badass game. Anytime I am on SC and want to play a good AoS, I turn off SC and play LoL. I do think there could be some awesome AoS maps for starcraft, but they need more too them then the same formula we are used to. Even though this is a futuristic game I haven't seen any AoS take advantage of that. It is still weird units and their magical abilities.
LoL is an awful game.
Heroes of Newerth is the best.
SotIS will never be better than HoN, but I could see it being better than LoL. However, I played a game of SotIS a few days ago and I was not impressed at all. It actually reminds me of LoL, except worse. The UI is really bad, probably because of SC2 limitations, but the actual laning is even worse. The attack speed of the creeps is way too fast and since you can't see health bars it makes last hitting really lame. Are there even denies?
SotIS will never be better than HoN, but I could see it being better than LoL. However, I played a game of SotIS a few days ago and I was not impressed at all. It actually reminds me of LoL, except worse. The UI is really bad, probably because of SC2 limitations, but the actual laning is even worse. The attack speed of the creeps is way too fast and since you can't see health bars it makes last hitting really lame. Are there even denies?
You can put the HP bars always on by the SC2 options panel and ofc that there is denies.
Anyways
I'm intrested to know how to make Micro Gravitus (the strength-based hero) do that expand trick through (passive) skill? (I've used Editor for week and so.)
I really need pylons!
Please remind me about putting smaller trollface next time.
Oh.. hello community, my #1 post.
pst. I really hate sheeps.
AOS maps for SCII are a waste of time..... Check out League of Legends best AOS/MOBA you will ever find....
1. Its free
2. If you get dropped from game you can rejoin
3. Has a talent system so you can customize your heros
4. The entire game engine is designed for AOS/MOBA game play.
5. Its created by the original creator of DOTA and even has some old Blizz staff on thier dev team.
6. They add new content to the game almost on a weekly basis.
7. They track hella player statistics.
If you disagree thats fine, your the ones missing out.
Worst part about this map your working on is that you call it dota....... you shouldnt be calling it dota unless you have some kinda link to the actually DOTA development team.
Pick a new name for your map son
@SouLCarveRR: Go
LoL is a badass game. Anytime I am on SC and want to play a good AoS, I turn off SC and play LoL. I do think there could be some awesome AoS maps for starcraft, but they need more too them then the same formula we are used to. Even though this is a futuristic game I haven't seen any AoS take advantage of that. It is still weird units and their magical abilities.
I play leage of legends, but Im not sure I like the fact that in order to get decent heroes you have to pay money or win a ridiculous amount of games. But DOTA is still a fun thing to program in sc2 and its still fun to play.
Which is, of course, a bad thing. It adds an element of randomness to the game because you cannot see enemy heroes before you choose your masteries. Runes further endorse this, unless you have each and every rune page setup available. Summoner spells don't help this, either, and if anything some of them limit the skill cap severely. Clairvoyance, for experience, is basically a skill-free scouting method with no risk attached.
And fails miserably. Controlling your non-hero units is hard, glitchy and in some cases (Malzahar), impossible. Further, even their platform does not support a lot of things SC2 editor does (Physics, anyone?). Further, they have decided to stray away from complicated abilities in order to attract more starting players, which is a good thing for the starters but not cool at all for the experienced crowd that wants skill-demanding complicated champions.
Guinsoo, not Euls. Not the original creator. Not that I have anything against Guinsoo, he's a cool fellow. Still, having good makers doesn't automatically a good game. Having Guinsoo and his crazy ideas (tm) does help, though.
Without testing it thoroughly beforehand, which leads to balance problems. Some of that content is also subpar in quality. Luckily they seem to revise their content nowadays. I am referring to the Firefighter Tristana and Alien Heimer skins.
So does dotaleague.com, it is evidently possible to setup such a system for SC2, as well.
--Not that I have anything against LoL. I play it too, with nickname Amadi on the U.S servers. 500-something games played. I just feel that when it comes to competitive gaming, rather than a casual pasttime, it really doesn't pull its' weight. It's primarily a beer & pretzels game to play casually with a dozen friends, and succeeds in this genre. What it is not is a good e-sport, like DotA, Halo or Half-Life.
--Now for the actual map, which I have played a few times. It is really succesful in my opinion, and definitely an enjoyable experience. The tempo of the game seems to be very, very high, especially since it is almost always hosted only as "faster" in battle.net. This is not necessarily only a good thing, as it seems to lead to balance issues with simple champions, like the stalker one with multishot. These champions can simply click to attack and be done with it, whereas more complicated champions actually have to time their abilities correctly. The pace of the game makes one of these harder while not really affecting the other one. Just something to keep in mind.
--I am just suggesting a champion here. Keep in mind I haven't seen all of them in-game, so if one of my suggestions is redundant please just ignore it.
Concept: A siege tank-modeled mechanical hero that, despite not being very fast, attempts to utilize range to his advantage.
Ultimate: Drill Laser: After a second of channeling time, fires continuous beam of laser towards the unit's facing point. The line of laser stops at the first unit it collides with, damaging it. Channeling unit can turn slowly to aim while using this ability, but cannot move. Costs some mana per second and can be channeled for as long as you have mana available. Maximum range should be long but not infinite for obvious reasons, and probably should not hit towers. A second of channeling time before this can end. Uses Siege-mode graphics while used.
Fire and Advance: For the next seconds, Siegetankything can fire while moving and moves slightly faster. In addition, his attacks gain additional splash area for the duration.
Flak Bomb: The siegetank shoots a grapeshot in a cone towards targeted direction, dealing low damage and knocking all opponents to the edge of the cone. Low cooldown and manacost.
Psi-Steel Plating: (Passive) For each ten points of damage taken, the siege tank restores 2/3/4/5 points of shield.
And why shouldnt he call it DOTA? That what its about and the developers from DOTA:Allstars also stole everything from other maps. Also, the original idea came from maps that were created in Starcraft 1.
@The developer of this If you want, i can make you an absolutely high quality trailer for this map, to advertise it more. Just PM me if you are interested.
the item recipe that spawns the marines, that this is so stupidly overpowered, i just about get instant killed by anyone who uses the item, that item is a garenteed victory as far as i've been playing, please remove the marine ability completely from the item, no items should spawn any units, ever.
I like the map, but the GUI needs a lot of work. It's hard to track things around, some times I don't notice if I have ability points.
I also think zerglings should be bigger, it's not fair that protoss side has bigger units since that makes denying easier for them.
i got a couple thoughts i'd like to share
1st - when choosing an ability it brings your unit to a full stop, this really has to be changed, either use a new base ability that doesn't bring the unit to a stop, or figure out how to do it with the one already being used cuz its really a pain
2nd - saved statistics for future games, maybe adding something minor or just asthetical to ur unit, maybe and hdr glow or something
3rd - certain units, off the top of my head, tassadar, has an attack problem, sometimes when chasing a unit, he will just do a twitch instead of attacking when he comes in range, maybe it has something to do with his attack animation?
4th - Money for assists!!!!!!!
The original creator of DOTA is a Halo addict (thank Halo for allstars becoming what it is today, as Eul abandoned porting the map to TFT when TFT was released) and a former student, not that douchefaggot Guinsoo.
Sadly so many people like you don't know who actually created the original map, or know anything about what it was like.
Read title again son, dota is just a genre.
Then again, the correct genre would be either "AOS", which was the forefather of DotA, or "MOBA", which is being used commonly by games such as HoN and LoL to refer to themselves. Stating "DotA" in the genre is like stating "Diamond TD" there, it is a specific map and not a genre in and on itself.
I've been playing this map quite intensively the last few days, and I can't be arsed reading the entire thread, but for the little bit of feedback I've got...The sentry is pretty damn overpowered. Force Fields can get enemy heroes stuck IN them, and even if not that, you can surround an enemy hero completely in no timeand then proceed to pwn his face. You can even do it while standing in your base. The stun only makes him worse.The firefly is pretty damn sick as well, along with the Marauder. These two sound like they could be good, if the Infestor and Dark Templar weren't so severely underpowered.[s]As an additional note; I've won every match where I played the Sentry. I've lost all the matched I've played as Dark Templar or Infestor. Marauder and Firefly are about equal.--
The firefly is pretty damn sick as well, along with the Marauder. These two sound like they could be good, if the Infestor and Dark Templar weren't so severely underpowered.
are you talking about Sotis or the other dota-like map in the custom map list? heroes of the ancient temple or what ever its called. i dont remember seeing a sentry or a marauder in sotis, unless its in the US version, which i cant access.
@fokk: Go
I am an idiot. Ignore me.
Name: Norko of the void.
Model: Zeratul or normal Dark templar.
Type: Psionic
Role: Ganker, damage
Abilities:
Void Surge: Norko gains a 30 % movement increase for 15 seconds, but reduces his damage by 30%. (i was thinking of 1 minute cd, and goes down till 30)
Void Stop: Norko throws down a black cloud at the target's feet which stops his target's movement completely for X secon
Xel' nagian regeneration: Norko meditates for 6 seconds and gains 5% hp for every second spend meditating, movement breaks meditation.
Herald of the darkness (ultimate): Norko assembles all of his powers and turn into a dark archon (2 second cast). In Dark Archon form Norko's attacks become ranged and his Void stop becomes a complete stun. Norko can withold this form for 30 seconds. (maybe a bit too much but you guys have to do the balancing :P)
Higher ranks reduce cast time etc
He has no stealth by the way :P
LoL is an awful game.
Heroes of Newerth is the best.
SotIS will never be better than HoN, but I could see it being better than LoL. However, I played a game of SotIS a few days ago and I was not impressed at all. It actually reminds me of LoL, except worse. The UI is really bad, probably because of SC2 limitations, but the actual laning is even worse. The attack speed of the creeps is way too fast and since you can't see health bars it makes last hitting really lame. Are there even denies?
You can put the HP bars always on by the SC2 options panel and ofc that there is denies.
so when are the guys with the drop ships going to be able to control them?
It's fine the way it is. You could discuss further about this in the SotIS website.
http://www.playsotis.com/
Micro, Vorpal & SotIS itself, ftw.
Anyways I'm intrested to know how to make Micro Gravitus (the strength-based hero) do that expand trick through (passive) skill? (I've used Editor for week and so.) I really need pylons!
Please remind me about putting smaller trollface next time.
Oh.. hello community, my #1 post. pst. I really hate sheeps.