Moderator
M
Moderator
02:34, 3rd Feb 2009
Septimus: I check it once more and it seems to be fine. Approve.
Septimus: I check it once more and it seems to be fine. Approve.
PLEASE AT LEAST READ THIS BEFORE PLAYING.
The game was meant to be a spin-off of DotA, and is it's own entity. I know some of the community here dislikes DotA because of various reasons, but please do not comment and exclaim things like "This map is a rip off!" when you haven't tried the map and are basing your assumptions solely off of the name. In addition, I do not care that you think my map is too similar to DotA or other games; keep that in mind when you are posting. Finally, if you are looking in the comments for feedback before you play, I recommend the last few pages as the game has severely changed over the course of nearly 4 years. Thank you for reading at least this box.
Background
This game is based off of the DotA Allstars map by Icefrog. It was created to promote my clan, and because I love DotA and its concept. This originally was a one lane map with only DotA heroes, but was split into a three lane map with custom heroes while retaining the 'pocket' feeling I wanted.
Most heroes have all unique abilities, but a few still retain one or two ladder skills. I worked a way around the ladder abilities being repetitious by combining other ladder abilities with them; that is to say I didn't overdo anything. Unlike heroes, the majority of items aren't similar. I took a different approach in item design, though you will see some similarities with varying items in both games. Heroes have to be built differently from one another to achieve the best use of your hero (type -tips ingame for build help). Just like in DotA, the items are what make the heroes powerful late game.
Gameplay and Terminology
The gameplay is similar to DotA, however there are some big differences. The most notable is that the game is not as large as DotA in its dimensions.
There are three lanes (top, middle, and bottom) that spawn units (creeps). You must control these lanes by killing the opposing team's creeps (creep kills), while obtaining the bounty that they give when they die (last hit). Push the lanes to destroy the enemy's towers. Once you destroy their tower, the two ancients behind it will become vulnerable (they're known as raxes, or barracks). If you manage to destroy both of them, you achieve what is called super creeps.
These creeps have extra damage, extra armor, faster attack speed, and bonus hit points, and will now spawn instead of regular creeps in that corresponding lane only. The idea behind this is that super creeps will always beat normal creeps without assistance from a hero, which reinforces the idea of protecting every lane to the bitter end. Super creeps that come from the top or bottom lane after defeating all of the enemy creeps will proceed to attack the middle lane, causing multiple lanes to have problems.
Once a team loses all of their ancient buildings (barracks) except their World Tree or Frozen Throne, the opposing team will gain mega creeps. These creeps are much more powerful than super creeps, and will immediately begin spawning in all lanes. Mega creeps make the lanes extremely difficult to control for the other team, as they rip through normal creeps in a good 3-4 attacks, and super creeps in 4-5 attacks. Mega creeps also easily kill heroes that are underfarmed (weak). If you or the enemy lose the World Tree or Frozen Throne, then that team will lose, and the game will end. Achieving mega creeps is not required to win the game, but it will exponentially increase your chances of doing so.
Creeps are probably most influential in winning the game. For one, unlike in DotA, most of the time heroes can't take on mass swarms of creeps during the lategame phase on their own and will require teammate help.
Creeps spawn times work like this (TL;DR below):
Siege units spawn once every 5 waves. Beginning spawns create 4 melee creeps and 1 ranged creep at 30 second intervals starting when the clock hits 0 for the first time. Every 660 seconds (roughly every 11 minutes but is 10 minutes the first time), an additional melee and ranged creep is spawned for every lane. Melee unit production is at a maximum of 8. Ranged creeps, however, can produce a maximum of 6 per spawn. Siege machines always only spawn 1 per every 5 waves, no matter what time it is ingame.
Simplistic
4 Melee per spawn. Every 11 minutes will add 1 Extra Melee (caps at 8).
1 Range per spawn. Every 11 minutes will add 1 Extra Range (caps at 6).
1 Siege per 5 rounds. Only spawns 1 ever.
Roshan is an important factor in the game, even more important than in the standard DotA. When roshan (the gigantic rock golem in the middle of the map) dies, it gives your team many bonuses.
It gives your whole team 200 gold each, which is equal to one hero kill or 4-10 creep kills. It also gives an item called The Aegis of the Immortal, which allows one hero to reincarnate upon death one time. That item can't be dropped once picked up, so don't allow the useless teammate or item couriers carry it. The last benefit is that it gives the killing team a teleporter in that area. The teleporter will teleport any ally to their base after five seconds. You do not channel while teleporting, but your movespeed is tremendously reduced to penalize you. Unlike DotA, Roshan never respawns, but he will progressively get stronger if not killed.
There is only one Aegis of the Immortal, and dying means it will be lost forever. Platinum Divine Rapier (an item recipe) requires an Aegis of the Immortal as part of it's combination ingredients. This weapon is the strongest in the game, giving 200 bonus damage and a 180 second cooldown reincarnation. The item drops when the wielder dies (only after the reincarnation is used).
Youtube video (Very outdated, isn't the same as the new game. It will give you a clue as to what this game looks like.)
http://www.youtube.com/watch?v=p5S4LqJqFs8
Playable DotA Heroes
[Some heroes are missing the addition date because of faulty records.]
1: Tiny - Added 1.00
2: Lion - Added 1.00
3: Yurnero
4: Sniper*
5: Witch Doctor
6: Razor*
7: Magnus*
8: Clinkz - Added 1.09
9: Rhasta - Added 1.09
10: King Leoric* - Added 1.09
11: Traxex - Added 1.10
12: Gondar - Added 2.07
13: Axe* - Added 2.07
14: Syllabear - Added 2.11a
*This hero has the spells that he or she originally had before they were remade in the current version of DotA.
Changelog V3.00
Added new minimap preview!
Added Primus the Cyberdroid (hero)!
Added Chalice of Divinity (item)!
Reworked Hell Dweller.
Ultimate:
-Lowered Sacrifice's cooldown (25 -> 15).
-Made every summon of his able to be sacrificed.
-Gave Corrupted Treant +25 hitpoints.
-Increased the poison damage on Corrupted Treant, and lowered the duration.
-Slightly lowered Plague Zombie's hitpoints and armor, but increased his life regeneration (.5 -> 20.00 /sec).
-Applied the same change above to the Greater Zombie, except it is 25.00 /sec.
-Increased the bounty of all of his summons.
-Added Vile Succubus to the spawning pool.
-Increased the minimum spawn count of minions (3 -> 4).
-Added Blink to the Fel Hound.
-Increased the Fel Hound's life regeneration (1 -> 3 /sec).
-Void is now ranged.
-Modified the Reconstruct tooltip.
-Removed Bash from Void.
-Fixed the second Greater Zombie from not getting a summoning timer.
Skills:
-Added a check on Sacrifice limit to prevent oversacrification.
-Added numbers to the Soul Count that appear when he levels all of his abilities to maximum levels (sorry, it was the only way this feature could be implemented without floating numbers. There may be an issue if you don't level everything).
-Fist of Fury now has a 3 second stun limit to prevent massing strength to achieve a 10+ second stun.
-Fist of Fury cooldown lowered (18,16,14 -> 16,14,12).
-Uncontrollable Rage can now be targeted on towers and units (previously just units).
Heavily Reworked Goblin Tank.
-Improved Fortification no longer gives just armor:
--OLD (+2,+4,+6 Armor per level).
--NEW (+2,+3,+4 Armor per level, +5,+10,+15 Tower damage increase per level, gives World Tree/Frozen Throne second attack).
-Lower base agility (20 -> 18).
-Speed increase (290 -> 300).
-Cleaving Swing replaced with Buffed Defenses
-No longer a passive. Gives 20 damage instead of 35.
-New clickable: when casted on a tower or a main hall, gives the building a 20 damage attack that hits 3 times a second for 20 seconds.
-Fixed Syllabear's odd attack animation values.
-Fixed an issue with Maelstrom hitting targets.
-Fixed a tooltip error with Mind, Body, and Spirit.
-Added an explosion to Conjure Nova where it is casted, regardless if it hits a target.
-Added a cooldown timer to Greater Skeletal Minions so that they cannot be massed.
-Correctly rotated the Entrapment skill so that the skeletons actually face their target.
-Entrapment skeletons now attack slightly slower, getting less hits in before it wears off.
-Repositioned Secret Shop trees so that only 1 tango is needed to escape through the sides.
-Trees now properly regrow on the map every 3 minutes.
-Removed cliffs on the top and bottom of the map, and replaced it with trees (the area in front of the ancient creep spawns).
-Increased kobold ancient camp bounty.
-Added two juke spots; one bottom Sentinel lane, and one top Scourge lane.
-Moved the taverns to the bottom left of the map.
-Moved the creep camps further back to make it more difficult to pull.
-Heavily modified the terrain.
-Chaotic Ending cooldown increased by 5 (55 -> 60).
-Chaotic Ending can no longer damage buildings.
-Added more alliases to the -Tips command.
-Changed Necromancer and Druid manas (500 -> 200).
-Changed Super Necromancer and Druid manas (700 -> 300).
-Heavily Changed Nerubian Arachnid.
--Swapped Neurbian Arachnid's Q and W skills.
--Remade Burrow Strike so Arachnid can strike at any point, not just the end.
--Caustic Finale's tooltip changed to not say Sand King.
--Fixed Vendetta tooltip grammar.
-Added an additional check to make sure Furglewurg's Mushroom spawns don't keep spawning when the main shroom dies.
-Removed Quake's jump restriction (you can still get stuck though!!).
-Quake doesn't freeze your hero's screen now.
-Fixed Glacial Haste's deactivation tooltip hotkey error.
-Lowered Ogre Power! damage gain. (10,20,30 -> 10,15,20).
-Slightly increased Boots of Accuracy passive chance (8% -> 10%).
-Reworded Boots of Speed's tooltip.
-Boots of Power speed decreased slightly (85 -> 80).
-Replaced the Gloves of Haste icon to match DotAs.
-Fixed Frost Bolt from not draining mana when cast.
-Decreased Northern Warlock's base attack speed (1.7 -> 1.9).
-Improved Glacial Haste's tooltip.
-Renamed Glacius' ultimate.
-Remade a lot of spells stats of Obsidian Destroyer.
-Replaced the random damage with Obsidian Destroyer's ultimate with a fixed damage amount (100 - 300 -> 250).
-Clarified Conversion's tooltip and changed its percentages (10,15,20 -> 20,25,30)
-Dampening Attack reworked:
--Does not stack until level 3 (previously level 2).
--Lasts 2 seconds for all levels (2,3,4 -> 2).
-Stun Pulse reworked.
--Stun time made constant (2, 2.5, 3 -> 2.25).
-Manacost rescaled (85, 100, 115 -> 80, 90, 100).
-Void Pull cooldown lowered (55 -> 40).
-Ogre Magi story improved dramatically (seriously, who writes all these horrible stories and then changes half of them every version, knowing nobody reads them?).
-Aegis shop item tooltip clarified.
-Platinum Divine Rapier tooltip clarified.
-Hellscale completely revamped.
--Spear remade:
*1.4, 1.7, 2.0 damage to heroes 20% of the time.
*2.0, 3.0, 4.0 damage to creeps 20% of the time.
*Now shows the red critical damage.
--Piercing Blow tooltip fixed for clarity.
--[[Slow Death remade:]]
*Movespeed slow no longer stacks.
*Changed to 30% slow in movespeed and 20% slow in attack speed.
*Lasts 10 seconds.
*Now affects creeps
**15 damage for 2 seconds.
Rewrote all hero tips so they display 2 great items for the hero in most situations, and improved on their general helpfulness.
-Fixed Corruption Staff not showing cooldown.
-Fixed a bug with Saturate Air hurting incorrect targets, and damaging Targets in base.
-Added the corruption orb look to the Hellstorm.
-Fixed some Xor'ahk tooltip errors and confusion.
-Increased Assassinate missile speed (1600 -> 2400).
-Added a gunshot sound to Assassinate when used.
-Fixed Scattershot issue showing green targets when hovering over targets.
-Added to Hell Dweller's story.
-Modified Hellfire Spawn's story.
-Modified Goblin Tank's story.
-Fixed priority issues with all heroes. Summons like Spirit Bear now appear after the hero in selection.
-Gave every summon (except Clockwerk Goblins) the ability to now attack Roshan without dying.
-Fixed animation cues for many spells.
-Druids and Necromancers now do piercing damage (don't know what I was thinking before).
Attribute Mage's Counter modified:
--Is now an AoE shockwave-like skill with only impact damage.
--Impact damage is calculated differently: x2 strength and x1 agility of your hero determines the damage it deals while x2 intelligence determines it's mana burn.
**(This does not calculate resistence like the old version where the enemy's attributes can negate the damage).
-Cooldown increased (30 -> 40).
-Now does piercing damage instead of normal (weaker on heroes).
-Granulater AoE reduced (300 -> 250).
*True full AoE is 200, half damage is experienced from 201-250.
-Granulater proc percentage changed for ranged heroes (25% -> 15%) and for melee heroes (25% -> 20%).
-Bashing Axe bash percentage increased for melee and ranged (15 - > 20% melee | 10 -> 15% ranged).
-Updated quests for the most recent forum link.
-Buy Back changed:
--Now has a cooldown of 120 seconds.
--Gold cost scales differently (100 + 50*hero level).
--Now only accessed from Circle of Power and not Taverns.
-Fury stun timed increased (1.00 -> 1.50).
-Aparently Battle Drums does stack with Drow's True Sight, so the warning has been nullified.
-Glyph now has it's own building (will probably be switched back to circles, but there's a bug that prevents it for now).
-Vastly improved all hero mana pools.
-Fixed an error with Tiny's Toss showing the error message for Roshan to everyone.
-Added an error sound to most situations where a user encounters an error while casting a spell.
-Fixed up Incarnate's spells with various improvements to tooltips and names.
-Burn Mana now deals Chaos damage instead of normal type damage.
-Burn Mana will now give the kill to Ogre Mage if the target dies because of it.
-Toggled many spells to work on ancients (namely Roshan).
-Fireblast aesthetics improved: It now displays 'MULTICAST!' when it multicasts, and it has the classic Ogre Magi Fireblast animation from DotA.
-Burn Mana can now be cast on nonhero units (not recommended to autocast).
-Increased Channel Spellbook manacost.
-Transparent Gemstone backstab damage increased (10 -> 50).
-Pendant of Energy and items requiring it have had their attribute bonuses lowered.
-Fixed a fatal bug with Pudge getting blink dagger.
-Slightly increased Tidebaron's range.
-Fury now properly scales to the correct level on the second projectile.
-Grow attack speed lower side effect increased from 15 to 25%.
-Increased Grow rock count when learned.