Staredit Network > Forums > SC1 Map Showcase > Topic: StarCraft DotA
StarCraft DotA
Jul 9 2008, 6:30 pm
By: Kwodahn_120
Pages: < 1 2 3 >
 

Jul 26 2008, 9:25 pm Kwodahn_120 Post #21



Quote from dwarthing
I saw:
"Lvl up: U are now in Lvl -5-" "U got 50g",
and got turned off immediately.

got turned off... what?? :|



None.

Jul 27 2008, 12:36 am Impeached Post #22



Turned off..slang for ending of sexual arousement, or for not liking something.



None.

Jul 27 2008, 6:24 am SiN Post #23



Quote from Kwodahn_120
Quote from dwarthing
I saw:
"Lvl up: U are now in Lvl -5-" "U got 50g",
and got turned off immediately.

got turned off... what?? :|

he means fix your grammar



None.

Jul 29 2008, 4:04 am Kwodahn_120 Post #24



Quote from SiN
Quote from Kwodahn_120
Quote from dwarthing
I saw:
"Lvl up: U are now in Lvl -5-" "U got 50g",
and got turned off immediately.

got turned off... what?? :|

he means fix your grammar

Ok,, I was thinking to fix that,, in the 2.11 version,, and I'm going to put runes in the map...



None.

Jul 30 2008, 12:03 am Vi3t-X Post #25



Quote from ShizTheresABear
It's impossible to have a "DotA" on StarCraft; leave it on WarCraft III where it belongs. If you're going to make a "DotA" anyways, just name it after the original, "Aeon of Strife," or some other StarCraft based theme that makes sense and is interesting.

You sicken me. PCFredZ's World of StarCraft anyone?



None.

Jul 30 2008, 10:35 pm dwarthing Post #26



Quote from Vi3t-X
Quote from ShizTheresABear
It's impossible to have a "DotA" on StarCraft; leave it on WarCraft III where it belongs. If you're going to make a "DotA" anyways, just name it after the original, "Aeon of Strife," or some other StarCraft based theme that makes sense and is interesting.

You sicken me. PCFredZ's World of StarCraft anyone?

Word.

Though I still prefer Temple Siege.



None.

Jul 31 2008, 11:52 pm BlackWolf99 Post #27



good game nice spells xD



None.

Aug 1 2008, 4:18 am Vi3t-X Post #28



Quote from dwarthing
I saw: "Lvl up: U are now in Lvl -5-" "U got 50g", and got turned off immediately.
This.



None.

Aug 1 2008, 3:01 pm PCFredZ Post #29



Quote from Vi3t-X
Quote from ShizTheresABear
It's impossible to have a "DotA" on StarCraft; leave it on WarCraft III where it belongs. If you're going to make a "DotA" anyways, just name it after the original, "Aeon of Strife," or some other StarCraft based theme that makes sense and is interesting.

You sicken me. PCFredZ's World of StarCraft anyone?
It hits max unit count during the second mission. Now there's a n00b map if I've ever seen one. :P



None.

Aug 1 2008, 5:28 pm LegacyWeapon Post #30



Quote from ShizTheresABear
It's impossible to have a "DotA" on StarCraft; leave it on WarCraft III where it belongs. If you're going to make a "DotA" anyways, just name it after the original, "Aeon of Strife," or some other StarCraft based theme that makes sense and is interesting.
Truth.

Sand Castle Wars anyone?

It is essentially a copy of Preschool Showdown from Warcraft III.



None.

Aug 1 2008, 10:03 pm StrikerX22 Post #31



Names aside, this map was awful. It is unrefined, buggy, uninteresting, limited, annoying, imbalanced, unimaginative, and a little pretty. Work harder on your triggers. One spell is not enough. Make less units to choose from if you must, but make more spells. Make all spells actually work. Explain things like where to heal/upgrade, and don't use the same pads for transporting and upgrading/spell casting. There are a hundred things I could list that are wrong with this map. How could you possibly list this as 1.0, much less some 2.xx? This is beta at best.

On another note, I myself edited some random similar dota map, and it was better than this, though there were only 5 units for each side, and they had the same spells as the other team, and out of the 2 spells each unit had, the first was always teleport home. It was also ugly. It was also much more enjoyable. I edited it for balance purposes and bug fixing. I'll show if you're interested.



None.

Aug 2 2008, 1:40 am Kwodahn_120 Post #32



Quote from StrikerX22
Names aside, this map was awful. It is unrefined, buggy, uninteresting, limited, annoying, imbalanced, unimaginative, and a little pretty. Work harder on your triggers. One spell is not enough. Make less units to choose from if you must, but make more spells. Make all spells actually work. Explain things like where to heal/upgrade, and don't use the same pads for transporting and upgrading/spell casting. There are a hundred things I could list that are wrong with this map. How could you possibly list this as 1.0, much less some 2.xx? This is beta at best.

On another note, I myself edited some random similar dota map, and it was better than this, though there were only 5 units for each side, and they had the same spells as the other team, and out of the 2 spells each unit had, the first was always teleport home. It was also ugly. It was also much more enjoyable. I edited it for balance purposes and bug fixing. I'll show if you're interested.

Finally a comment that helps me,, thanks to the people whom also it liked my map,, and StrikerX22... Yes I am interested... Just show me what I have to do... And I know that it's buggy and unbalanced... I want to fix my map...



None.

Aug 2 2008, 6:18 am StrikerX22 Post #33



Well, I'm impressed you accept harsh criticism well. Honestly, these dota's take so long to play, or at least yours and the one i messed with, that it's hard to balance extremely well. I was actually just thinking of uploading it and giving a little guide on the units in it.

I didn't do anything great to the map other than fixing some glaring bugs, and doing my best to intellectually figure balance out. I played a good number of times, but without experienced opponents, I usually won whatever character i chose, so it's hard to know for sure it's balanced.

The map is simply called dota 1.5, which i changed from 1.4. Desert terrain helps identify it. In this, each unit has a role... I'll try to list it out to my memory... though it's been a good while since i played:

Force 1: Terrans: generally better offense against computer opponents.
Marine: all-purpose, powerful, less useful 2nd spell (hallucinations).
Firebat: highly anti-unit, concussion attack is poor against buildings/cannons, but good against the initial shields. Killer wep upgrades, invincibility spell.
Siege Tank: highly anti-building, comes with siege mode. wep upgrades are very good. Sunken placement spell, good for anti-cannon.
Ghost (sarah): anti-unit, good range, no lockdown/cloak, good upgrades. Very deadly spider mine spell.
Goliath: More team dependent, good range, great special that builds as you create more helper wraiths.

Force 2: Protoss: easy to get minimum defense shields against computer opponents.
Archon: all-purpose, powerful, less useful 2nd spell (hallucinations). Splash damage is dangerous to friendlies.
Zealot: very dominant early on, okay upgrades but bad at high armor early on (normal damage, but dual hit). has invincibility spell.
Reaver: great against buildings, but also good against units with its splash normal attack. It comes with a low hit-point shuttle every respawn. Sunken spell.
Dragoon: Fenix version, so faster shooting. Mine layer, so anti-unit, but better at buildings than the Ghost. Difficult early on.
Tassadar: low range, but comes with psi storm. Calls in helper wraiths. Beware of Goliath's anti-air. Difficult early on.

Briefing contains a quick list of changes from 1.4... Original author is JJklsa. [Edit uploaded and link: http://www.staredit.net/?file=614 ]

Post has been edited 1 time(s), last time on Aug 6 2008, 3:39 am by StrikerX22.



None.

Aug 4 2008, 2:29 am Kwodahn_120 Post #34



Well,, I have to acept my errors... and ok... I'm going to add a guide at the upload... and I have to fix some triggers... I want to add runes in the map... and maybe add one more spell to each heroe... I have to think more about it... Right now I'm going to check this map... If you have more ideas and can help me ^^ ... And thanks for helping me!!



None.

Aug 5 2008, 3:44 pm Filleinconnue Post #35



I always thought DotA was Swedish for World of Warcraft. meh what do I know eh?



None.

Aug 16 2008, 8:10 pm NudeRaider Post #36

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

Quote from StrikerX22
Well, I'm impressed you accept harsh criticism well. Honestly, these dota's take so long to play, or at least yours and the one i messed with, that it's hard to balance extremely well. I was actually just thinking of uploading it and giving a little guide on the units in it.

I didn't do anything great to the map other than fixing some glaring bugs, and doing my best to intellectually figure balance out. I played a good number of times, but without experienced opponents, I usually won whatever character i chose, so it's hard to know for sure it's balanced.

The map is simply called dota 1.5, which i changed from 1.4. Desert terrain helps identify it. In this, each unit has a role... I'll try to list it out to my memory... though it's been a good while since i played:

Force 1: Terrans: generally better offense against computer opponents.
Marine: all-purpose, powerful, less useful 2nd spell (hallucinations).
Firebat: highly anti-unit, concussion attack is poor against buildings/cannons, but good against the initial shields. Killer wep upgrades, invincibility spell.
Siege Tank: highly anti-building, comes with siege mode. wep upgrades are very good. Sunken placement spell, good for anti-cannon.
Ghost (sarah): anti-unit, good range, no lockdown/cloak, good upgrades. Very deadly spider mine spell.
Goliath: More team dependent, good range, great special that builds as you create more helper wraiths.

Force 2: Protoss: easy to get minimum defense shields against computer opponents.
Archon: all-purpose, powerful, less useful 2nd spell (hallucinations). Splash damage is dangerous to friendlies.
Zealot: very dominant early on, okay upgrades but bad at high armor early on (normal damage, but dual hit). has invincibility spell.
Reaver: great against buildings, but also good against units with its splash normal attack. It comes with a low hit-point shuttle every respawn. Sunken spell.
Dragoon: Fenix version, so faster shooting. Mine layer, so anti-unit, but better at buildings than the Ghost. Difficult early on.
Tassadar: low range, but comes with psi storm. Calls in helper wraiths. Beware of Goliath's anti-air. Difficult early on.

Briefing contains a quick list of changes from 1.4... Original author is JJklsa. [Edit uploaded and link: http://www.staredit.net/?file=614 ]
Reading that did trigger some déjà vu. I checked the map you were linking to and found what I feared:
This Map is stolen. It is based off an early beta. If you look into the map you will also find the true version (v0.9 beta) and notice that some death counters have german names.
It was originally created by General_Raynor, aka JJklsa(and fixed by Haschischtasche).
Proof: http://forum.ingame.de/starcraft/showthread.php?s=90090ef52452480c214c565eb8a26c5b&threadid=89061&highlight=dotx
If you want to see how he developed it (and how it was later continued by me) check this:
http://www.staredit.net/files/185/
It is WAY better than this stolen early beta.

And altough I'm biased as I am now officially continuing the map (adding features, balancing it, bugfixing) I would say this is the one DOTA style map that is actually worth playing. It features rewards for hero kills, capturable minispawns, items unique spells for each hero, unit shop for buying waves and a unique xp gain system.

The only thing I'm not happy with is the hero kill / reward system. Sometimes it simply stops functioning. And as it's very complex I haven't been able to track the problem.
Striker, as you seem interested in the map maybe we could meet on bnet, play it sometimes and maybe you can even take a look at the triggers to find the problem? Also the hero kills system isn't very balanced yet, as hero killers obviously gain more from it that other heroes. But I intend to fix that as soon as it doesn't randomly stop working anymore.

Post has been edited 2 time(s), last time on Aug 16 2008, 10:11 pm by NudeRaider.




Aug 16 2008, 10:04 pm General_Raynor Post #37



Thanks for the clarification, nuderaider.



None.

Aug 17 2008, 3:33 am ClansAreForGays Post #38



That was some serious ownage Nude.

But you are wrong about 1 thing. Temple Siege is the true Dota for starcraft.




Aug 18 2008, 10:37 pm Kwodahn_120 Post #39



Please,, I need advices to my map... I fix my grammar,, I'm going to fix the spell casting sistem and fix some unused triggers when you choose a hero...



None.

Aug 18 2008, 11:45 pm StrikerX22 Post #40



Look at other dota's... ask people to host what dota's they have. Study, be creative, balance endlessly, and bug test endlessly. You will then have a good, playable map.

We're not going to spend all eternity trying out all your units and balance test everything for you. If you must, ask for some people to play with you so you can test it better, but you can also just ask for help on bnet. You will occasionally find useful test subjects, and if you're worried about them stealing it, then make a protected version with random characters as the file name. Better yet, use random characters and include something like "madness" in the name, so people think it's not worth looking at. Almost hope I didn't strike any nerves there. If you want help with something specific, then please, name something specific.

And to Nude... Yeah I'd be interested. I'm a bit tired of sorting through and fixing maps in a language I don't know, but at least this time it's latin-based, and my gf has been taking German. I'll pm you back. One thing about the Hero Kill system - After seeing this dota i played with, I began to realize proximity experience is actually superior conceptually than kills system is, usually. This is why I implemented a similar system for heroes. If it's 1-1 though, you will gain equal such experience. I'm still thinking about it now and then, as I'm planning on making an RPG using a team experience + individual proximity experience mix of some form or another. This way I can just use deaths, and still detect idiots that try to leech. Hybrids are also harder to crack for such people.



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