Ok since the patch, we try to log in to beta and it says B-net is down. It is now up! B-net is running and as I speak I am in beta. Now it says there are no matches, so I may not be able to make a game but if anyone wants to join me in a match, come on in! Use the new character code system, my character is Dalsio and code is 692. See ya there.
No? EU still in maintenance, I guess you were referring to EU.
The biggest deterrent in Dota for new players had nothing to do with the map itself, but the community. Any game you joined you would be kicked from if you had to download the map, and if you picked the wrong item or died too early you were immediately laughed at, or just banned from future games. The community as a whole was totally unwilling to teach new people how to play, and the few that were were hidden behind the mass of elitists that could care less. New players were bombarded with 40+ heroes and over 100 items to choose from, without an idea of what to do.
Back on topic though, this map sounds very promising.
Yes this is all related to DotA's high competitiveness, and I'm hoping that the "DotA clones" tries to solve this for Starcraft 2. As a DotA player myself I would hate to have a newbie in my team, just for the reason that the game involves so much team play, and if one player is noob, the whole game might be over.
However the argument that the new players has to learn items/heroes that you and BrotherLazz has been replying is just bad. This is just like any game. In Starcraft 2, you'll have to learn [all] units/structures, but also maps (with exceptions).
On waterworks it was not a problem. Even with 8 players online. Only if i went FPS which it originally was. (the camera can't follow the unit if it lags too much).
A starcraft 2 version of it, has to be more newbie friendly but at the same time fun. Easy to learn, hard to master. Dota (WC3) was hard as hell to understand what the heck is going on, since it doesn't really explain it.
Yes I addressed some issues on my previous post. No direct suggestions however.
Actually, last time I checked, AOS was the genre. If we're naming the genre after the first map of its kind that was created, that is.
Just saying.
Nope, mobagamers.com.. the site seems to be down at the moment (haven't been there for a while so it might went down). The guy pretty much came up with the acronym himself.
Every time a Dota map is created, a kitten spirit of originality dies.
What's wrong, too chicken to make your own map? Cheap popularity grab? Imagine you can make Dota as successful as Icefrog without devoting your life to making it so?
Just... make... something NEW.
Can't you understand that some people like the dota genre? This is like saying that companies aren't allowed to make 10000 MMORPGs (pretty much the case), as there are already MMOs out.
Dota is a genre, a guy with his website even named it MOBA, deal with it.
I do agree however that some kind of innovation and originality should be made to the clones, which is the case of League of Legends (and not Heroes of Newerth).
Oh my god, this is so promising!
Exactly the direction DotA/AoS "ripoffs"/clones should have for Starcraft 2!
Take the simple concept, and evolve it! In the comparison on how League of Legends failed to do it (my opninion), I guess this can turn out really well.
Mercenary sounds really interesting. And the removal of stats, and the addition of armor types can bring some competitiveness as it is more clearly what unit counters what, as this can sometimes be hard to realize/see in DotA.
As for game mechanics, the ideal is that a hero death should be forgiving (which is not the case in DotA/HoN), but at the same time, team-play should still be rewarding. If hero death is more forgiving, it might be possible to hinder rageleaving as this is happens in 90% of all DotA pub games (don't know about HoN).
Also, if you are looking for some hero ideas, there are lots of them on PlayDota. http://www.playdota.com/forums/hero-ideas/
I'm sure you can take ideas, or the whole concept of the hero by asking the author.
If you need any help, with testing or coding, I can gladly help!
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No? EU still in maintenance, I guess you were referring to EU.
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better question... rainbow? Love all the models though.
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Haha so cute models!
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FYI this was available through console.
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Woah this sounds interesting!
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Not sure... But http://www.playdota.com/heroes/broodmother
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@vjeux: Go
Yes this can end up good!
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Yes this is all related to DotA's high competitiveness, and I'm hoping that the "DotA clones" tries to solve this for Starcraft 2. As a DotA player myself I would hate to have a newbie in my team, just for the reason that the game involves so much team play, and if one player is noob, the whole game might be over.
However the argument that the new players has to learn items/heroes that you and BrotherLazz has been replying is just bad. This is just like any game. In Starcraft 2, you'll have to learn [all] units/structures, but also maps (with exceptions).
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Which is basically any game. Take starcraft 2 as an example.
Yes I addressed some issues on my previous post. No direct suggestions however.
Nope, mobagamers.com.. the site seems to be down at the moment (haven't been there for a while so it might went down). The guy pretty much came up with the acronym himself.
"MOBA" is the genre. AoS is the reference.
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Can't you understand that some people like the dota genre? This is like saying that companies aren't allowed to make 10000 MMORPGs (pretty much the case), as there are already MMOs out.
Dota is a genre, a guy with his website even named it MOBA, deal with it.
I do agree however that some kind of innovation and originality should be made to the clones, which is the case of League of Legends (and not Heroes of Newerth).
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Oh my god, this is so promising! Exactly the direction DotA/AoS "ripoffs"/clones should have for Starcraft 2! Take the simple concept, and evolve it! In the comparison on how League of Legends failed to do it (my opninion), I guess this can turn out really well. Mercenary sounds really interesting. And the removal of stats, and the addition of armor types can bring some competitiveness as it is more clearly what unit counters what, as this can sometimes be hard to realize/see in DotA.
As for game mechanics, the ideal is that a hero death should be forgiving (which is not the case in DotA/HoN), but at the same time, team-play should still be rewarding. If hero death is more forgiving, it might be possible to hinder rageleaving as this is happens in 90% of all DotA pub games (don't know about HoN).
Also, if you are looking for some hero ideas, there are lots of them on PlayDota. http://www.playdota.com/forums/hero-ideas/ I'm sure you can take ideas, or the whole concept of the hero by asking the author.
If you need any help, with testing or coding, I can gladly help!
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@MapCrafter: Go
Hmm... No ty.
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@Mokse: Go
Amazing!
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@BeLugh: Go
For me it just sounds as this is how the map file format works for SC2. But I don't know...