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Filename: DotA v1.5.scx
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Human (Zerg) | Human (Zerg) | Human (Zerg) | Human (Protoss) | Human (Protoss) | Human (Protoss) | Computer (Zerg) | Computer (Protoss) |
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In this version of DotA, there are 5 units each team (of up to 3) has to pick from, each assigned a spell from 5 main spells in the game. They cost more, so you get them after leveling up a bit, but you all start with a simple teleport home spell. The object, if you don't know it, is to destroy the main building (Xel'Naga Temple in this case) of the other team, usually by defeating the defenses along 1 or more of the 3 paths, leveling up along the way. This game is fun as a team game, and is surprisingly addictive, though not extremely creative or exciting. 3v3 team games make a big difference. I also recommend against fast experience, as you can choose fast, medium, or slow. Then again, slow will last quite a long time. So for a good game, I'd choose medium. By the way, ignore the constant countdown timer. Just for subpar triggers.
DISCLAIMER: I, StrikerX22, have fixed many small bugs, and some glaring ones, as well as attempted a better balance of the races and their units and such. The briefing gives a small, very quick overview, if you're interested. The original map I modified was DotA 1.4 by JJklsa. You may edit and add to this map as you wish, as more features might be nice.
Mechanics: Leveling - You level up by experience points gained from being near enemy units. I have added the feature of getting that same amount of experience if near a human player as well. This means that if Player 1 (of team SouthWest) is near computer units AND Player 4's unit (from NorthEast), then Player 1 will get double the experience than just being near one or the other. This means the more risk you take, by being near multiple human players (much more dangerous), the more experience you gain. You will gain a greater vespene gas limit for your spells as you level. Money for upgrades comes with experience. Spells - Use your Barracks or Gateway to cast one of two spells for your unit. The first is always Teleport Home. Someone on the 2nd team shares the same 2nd special that you do, if they picked the right unit. The third spell unit gives info on the first two, and is free. You use slowly-recharging vespene gas to activate spells. Be careful, you should always keep 6 gas for teleporting home when dying, and be aware that it takes a moment to activate.
Unit Roles: 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/edited:
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.
Strategy: -Use your computer helper as targets for enemy cannons etc. Also try to get your defense up enough so that at least one unit from the opposing computer will do minimum damage. (If a zealot does 16+4 damage, then you need 10 total armor to defend against his 10x2-hit attack. You will take 0.5x2 damage.) -Destroy enemy towers so that your computer forces can move forward. Try to not get stuck in them. There are times you want to use them as a shield, and times you want to shield them. -Destroy opposing computer's gateways or barracks to stop their unit flow from there. Beware though, that when threatened, they release a bit more units constantly. -Photon Cannons do 33 damage, and Bunkers do 6+4 x 4 damage. Gateways and Barracks have very high armor: 110ish. -If you want to be cruel, target someone's upgrade facility. They have very high armor, but it is possible late in the game if you've managed to breach the defenses well. -Important: beware of pop-up cannons. They do not have too high of armor, but do 450+1 damage, and since the shot is like a marine's, you may not even notice you're being hit, and then you die. Use your own strategy to kill them. Psi Storm does work on them, by the way. Computers make good targets, also.
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