- Joined
- Jun 5, 2018
- Messages
- 7
Hello!, I'm a random 15-16 years old newb.
I'm trying to make an AOS-DotA map
So, i need your suggestions

I'm trying to make an AOS-DotA map
So, i need your suggestions
Hi and welcome to the Hive! =)
Since this is a thread centered around your map, it has been moved to the Idea Factory forum. Now if you want advice on your map, you better start by giving us more information about it: what's its name, mechanics, theme, etc. The more you give the better are your chances of receiving help.
So that's it. We have plenty of tutorials and resources (models, spells, icons, etc) to help you in your wc3 project. Enjoy your stay!
We really will need more information than just the genre, but the genre itself is actually a notable starting point. One of the key things about the DotA-type maps is that they have a certain minimum understanding of the editor to make work, due to a minimum number of triggers, some of which can be rather complicated to arrange. Though to my understanding, the Tavern style Hero selection is pretty much trivial to arrange, with some minor variation on the standard. If you have some kind of core divergence from the standard, @DropTheGhouls, you really do need to mention some particular plan.
make DotA but use critters instead of heroes
and the bases should be farms
use this cow model for one of the heroes:
Bull and Cow
Hmm... I personally dislike random Heroes being the default, as it means the Heroes can't be building blocks of a team, like they try in Heroes of the Storm. Otherwise you end up with one team occasionally having nothing but supports and the other nothing but tanks. Constant income means that a bunch of typical MOBA advice goes out the window, as there's not much penalty for not chasing down enemies, as your wealth is less dependent on kills, though I'd personally prefer income based on damage dealt via Pillage to enable strong healing as an option.
20 Heroes is plenty, one of the biggest issues with the MOBA genre as a whole is that the rosters get way too big, making the barrier to entry utterly insane. Instead of making more Heroes, you could focus on having very broad Heroes with mutually-exclusive abilities that have each row/column/whatever be designed around one particular playstyle, but also not be incompatible to use with other "sets". You could continue to add more rows/columns and implement a system to use them partially randomly, with each row/column being guranteed to have the same general role, but no combinations of sets are assured, then only add a new Hero when you have an idea that's completely off the wall to other Heroes, resulting in Heroes being quite decidedly archetypal. This means that randomness exists, and has a major impact, but players can learn a coherent meta and make choices at the start, followed by immediate and coherent planning.
The point of sets is two fold. The first is to avert total combinatorial hell, as having every ability randomize defeats the point of having Heroes draw from a Hero-specific pool. The second is because this actually streamlines the code quite a bit, because you don't need to have any shenanigans to get the abilities in the right command cart spot, letting you reuse the same hotkey and position for abilities in the same spot. And because the ability learning has a separate hotkey to the actual use, you can keep positional hotkeys and switch to the one that's used once you learn it.
Are the spawns the same for either side or have different stats?
Only suggestion I have is to make a good map rather than a horrible one.