Well I posted that concept video (see above)
and here's another with actual Mech-type units.
The only relation to DOTA is that it's going to be an AoS style map. I'm pretty sure I'm not even gonna make the player units heroes with leveling and increasingly strong abilities.
And it's going to be 3v3v3 or possibly 4v4v4.
The focus is you get a Mech chassis, and you can modify and upgrade it in game.
Enemy swarming you with masses of units? Buy up a few machine gun turrets.
Other players sending their mechs in? Drop the machine gun turrets and buy some heavy weapons with bonus to armored/massive targets.
You're also going to be able to increase base health, armor, and possibly speed as you earn money.
There's going to be several chassis to start with, and I plan to give them a few abilities (stun/snare/sprint/targetted AoE/et cetera) but the main focus is buying the right mix of weapons, and upgrading those weapons as well.
I'm more of a MechCommander/Battletech the board game fan than a Mechwarrior/Arcade shooter sort of gamer. Still I'll help with anything Mech related if I can, and custom 'Mech models would be totally awesome to use on any type of map. =)
I was actually thinking about a co-op Mechcommander style game for sc2 as well, but I'm trying to only work on one project at a time. :P
Plus I've been reading how much battlenet stinks at multiplayer FPS or WASD movement type maps because of the horrendous lag.
I'm making an AoS(DOTA) style map, but instead of heroes, players control a giant unit that function like a Mech, where you can buy weapon systems, upgrade health and armor, stuff like that.
Here's the concept video.
I'm getting pretty good at the data editor, and I'm half decent with the trigger editor, but I absolutely suck at terraining maps. So if anyone is at least semi-capable at creating terrains, lemme know I have a project for you.