Old versions of DOTA were made purely of GUI. I'm not quite sure with the newer ones though but it's pretty obvious that most of the skills and systems are in GUI.
Most anime arena maps too are made entirely/mostly of GUI, but they do use JASS/VJASS systems from hive and other sites from time to time. There was also a FF Arena/td I've played that was open source. Gameplay was very smooth even with complex spells and it's made entirely of GUI. Even their DDS (Though not very effective).
Any proof dota spells are in GUI? Because you know, Icefrog, who maintains Dota now actually worked on Dota 2, I dont think Dota 2 spells are in GUI, and many things that Dota uses is not possible at all to do with GUI without massive leak and lags(Yes Im talking about DDS, in which dota uses dynamic triggers, which are impossible to create with GUI)
GUI is good enough, but you need to know like 5 functions(RemoveLocation and such) to fix leaks
0 GUI whatsoever
Good to hear that elm0, if you need any help with your map, you could ask me.
(v)jass gives the user a few more features, and a little more freedom in terms of coding. But it's nothing extremely useful about it really. (expect GetLocalPlayer() if you make a multi player map)
sure, local variables and functions are fully useless
GreeN!X said:Their teleport system might be a bit more complex because of the use of TC'ed SFX but I think it would be possible.
hdm said:I am also trying to learn Jass, but this fucked brain cells killer omdevil system is impossible.
When I was trying to put my own heroes in DotA last year I saw in the map's MPQ, multiple teleport sfx for the ten players. So it's not TC'd, multiple models. :3
JASS is similar to other programming languages like C+ or lua. Even format things like HTML or BB codes. If any of those are taught at your school JASS' learning curve will be easy.
...Though it is the weirdest of them all.