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[Workshop] Which maps are being/planned to be ported to DotA 2?

Discussion in 'Dota 2' started by frostloh, Oct 1, 2015.

  1. frostloh

    frostloh

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    Has anyone compiled a list of warcraft 3 maps that are slated to be released for Dota 2? Currently I know of these:

    - The Predator
    - Ancient Wars (Castle Fight)
    - Naval Battle (Battleships)
    - Pudge Wars
    - Spin TD
    - Gem TD
    - Dota 2 Run ( Slide Ninja Slide)
    - Dota (duh)
    - Pudge Wars, SF Wars, Mirana wars etc.
    - Pimp My Peon
    - Warlock
    - Warchasers
    - Enfos Team Survival
     
  2. Ceday

    Ceday

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    I don't understand what is this list exactly?
     
  3. puffdragon

    puffdragon

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    no legion td mega?
     
  4. Light

    Light

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    i've seen legion td, legends of dota and custom hero survival (the hoihoi one) in the custom games list
     
  5. markone

    markone

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    Is this like a wish list?
     
  6. BlinkBoy

    BlinkBoy

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    I heard many tried more RTS maps like Risk and Helms Deep, but they failed because Source 2 can't handle too many units at the same time.
     
  7. markone

    markone

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    I would be amazed if that is true. :goblin_jawdrop:
     
  8. BlinkBoy

    BlinkBoy

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    it's true for 100+ player controlled units.

    In risk/Helms Deep a single player controls over 60 units or more at a time. That's when Source 2 starts having problems.

    It's like for Sc2 with FPS/TPS games. When you make those types of games on Sc2 engine, you start getting latency.

    The reason for both cases has to do with optimizations. Source 2 is a general engine mainly optimized for TPS/FPS low avatar control, while Sc2 is optimized for multiple unit control but starts to lack at individual control flow.
     
  9. Mechanical Man

    Mechanical Man

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    How viable are RTS games in Dota 2 engine anyway?
     
  10. BlinkBoy

    BlinkBoy

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    Depends on how many units you intend to have player control.

    A wc3 remake inside it wouldn't be viable (not only for legal reasons) but also due to the limitation on unit control. According to some text lag and latency is kinda exponential depending on the number of units a player can control.
     
  11. Mechanical Man

    Mechanical Man

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    Lets say a wc3 clone then. But if the engine can't handle even wc3, which is known for how few units are used, then really can't expect any decent RTS.

    Apparently I'll have to stick with megaglest as free RTS :(
     
  12. BlinkBoy

    BlinkBoy

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    Why not trying the Sc2 Engine, Blizzard does not charge you anything for developing maps using the starter edition (only limitation is that you cannot use HotS or LotV assets unless you buy atleast 1 expansion).
     
  13. markone

    markone

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    it is an interesting point BlinkBoy..

    Is it 100+ per player controlled units, or total?
     
  14. BlinkBoy

    BlinkBoy

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    60+ per player controlled if you omit constructing and queues.

    The units also don't swarm very well.

    The farthest I've seen some1 achieve it is Risk Europe mod but he had issues so you only use a certain amount of spawned units. He also only uses ground pathing, no sea or air. And all pathing is static.
     
  15. Noya

    Noya

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    I experience otherwise.

    Multi unit lag isn't a problem anymore.

    On topic: Development for EleTD has resumed.