Since they've teased custom gamemodes in the workshop I thought it'd be appropriate to start a thread to discuss various ideas for modes and maps
I doodled up this two lane map this afternoon
[img]http://i.imgur.com/0gECn4u.png[/img]
[img]http://i.imgur.com/LDfb6ap.png[/img]
Each team has a single set of Barracks for the middle bridge lane, Which means the secondary river lane will have no creep support
The bases are guarded by three tier 2 towers where both lanes have a single tier 1 tower
The main jungles have large cliffs over seeing the bridge and river lane below allowing blinkers and heroes that can move over terrain (brood, slark, etc) to quickly move from the jungle to either two lanes
Roshan lies in the centre of the river between two secret shops
very wip design, possibly horribly balanced and the bridge lane might not even function properly in the dota engine being able to go over and under it properly.
Just some experimenting at the moment.
Amazing idea. I'm not sure how platforms on top of each other would work though, as the default map is effectively a 2D map. It'd be cool if there was some way of it working out though.
[img]http://en.touhouwiki.net/images/2/28/DotS_logo.png[/img]
if anything, this needs to be remade.
I also like that bride idea, sort of a 2fort for dota.
can you take your touhou and go somewhere else
I'm one of the devs from D2Ware, I wrote over 20 of the plugins that used to be on there. I also wrote most of Frota.
I honestly can't wait for workshop support, and actual lobby support. As far as custom game mode's go, I plan to write a fresh Legends of Dota plugin, here's a picture of my old one that's in Frota
[thumb]http://i.imgur.com/0D9ebYW.jpg[/thumb]
As far as the hype train goes, here's some pictures I got from in game using AS injection:
[thumb]http://i.imgur.com/ZPY1Q5l.png[/thumb][thumb]http://i.imgur.com/OTx5llZ.png[/thumb]
[thumb]http://i.imgur.com/319LqAU.png[/thumb][thumb]http://i.imgur.com/7zpMDl3.jpg[/thumb]
Looking forward to custom maps too, here's one I've already spent a lot of time playing (I didn't make it):
[thumb]http://i.imgur.com/WwWsm2K.jpg[/thumb]
[QUOTE=ash47;44683910]I'm one of the devs from D2Ware, I wrote over 20 of the plugins that used to be on there. I also wrote most of Frota.
[/QUOTE]
Is there a way to create a custom hero yet? I know that you can create custom skills that are data driven and with calls to Lua code, but as far as heroes go the game would crash with an hero without an id or something.
[QUOTE=Jvs;44684080]Is there a way to create a custom hero yet? I know that you can create custom skills that are data driven and with calls to Lua code, but as far as heroes go the game would crash with an hero without an id or something.[/QUOTE]
Its possible to create custom heroes, you just give it an id that other heroes don't use.
[QUOTE=madman200;44684424]Its possible to create custom heroes, you just give it an id that other heroes don't use.[/QUOTE]
This ^
I don't think new heroes are official supported, for example, frostivus shipped with a heroes_override script which lets you change heroes directly. I was able to duplicate a hero, and assign it a brand new heroID, but as soon as I changed the classname, it failed to spawn, I didn't try changing the model or anything like that, but it would probably work :D
I would gladly model and animate custom heroes, especially Heaney from the Custom heroes thread since I drew the initial art
[QUOTE=Hawt Koffee;44685755]I would gladly model and animate custom heroes, especially Heaney from the Custom heroes thread since I drew the initial art[/QUOTE]
Was Heaney the headless guy? I didn't like the head on the arm thing, I think it would be better if it was more abaddon/ghost/wraith like
Anyways love your style.
the head under the arm thing is what really gives him that Dullahan chracter and by god I'll keep it that way
How´d you get a custom hero to work anyways?
Having the possibility to make custom heroes in the test client would be pretty sweet.
[editline]30th April 2014[/editline]
I need to stop being late.
I designed Heaney, I reckon he wouldn't be too hard to make as a custom hero right now. His ult at least should be super simple (looking at the modifier names suggests "create unit on kill" should be quite straightforward).
If you want to try your hand at throwing people together now, someone made a brief guide to making custom hero abilities [url=http://www.reddit.com/r/DotaConcepts/comments/1y28k8/tutorial_getting_started_with_custom_hero/]here[/url]. This is from a while ago though so I don't know how much things have changed.
There was this one WC3 AoS ("moba") map called "War of Gods", which had a very special layout and scripting that allowed the host of the match to switch around the base and lane positions to their liking, adding to the map's replayability. One match could be one base on the north, the other on the south, while the next match could be with bases on the southwest and the northeast (like dota). It'd be cool if anyone made something similar.
It also had living ancients, which remained static until you destroyed the two towers defending it, when it transformed into a giant hero with powerful abilities. For each tower destroyed, the hero lost stats, which made the fight slightly easier.
[QUOTE=Malvodion;44689938]There was this one WC3 AoS ("moba") map called "War of Gods", which had a very special layout and scripting that allowed the host of the match to switch around the base and lane positions to their liking, adding to the map's replayability. One match could be one base on the north, the other on the south, while the next match could be with bases on the southwest and the northeast (like dota). It'd be cool if anyone made something similar.
It also had living ancients, which remained static until you destroyed the two towers defending it, when it transformed into a giant hero with powerful abilities. For each tower destroyed, the hero lost stats, which made the fight slightly easier.[/QUOTE]
On d2ware there was a random lane plugin which changed the lane paths, for example, it might go through the jungle.
[QUOTE=ash47;44691134]On d2ware there was a random lane plugin which changed the lane paths, for example, it might go through the jungle.[/QUOTE]
Yeah, but it's not realy the same thing. WoG had such layout that, no matter what you picked, it'd be fairly balanced (I forgot to mention, along with changing the lane pathing and building + spawn positions, it also changed the neutral camp spawn points.)
[QUOTE=Malvodion;44691968]Yeah, but it's not realy the same thing. WoG had such layout that, no matter what you picked, it'd be fairly balanced (I forgot to mention, along with changing the lane pathing and building + spawn positions, it also changed the neutral camp spawn points.)[/QUOTE]
Ah, well, my point was, it is fully possible to change the lanes, and locations of things :D
I wish we will get a server browser with custom mods support in the future
-snip-
eh why don't we make dota-ize tf2 maps?
degroot keep would fit since it's a keep
[T]http://wiki.teamfortress.com/w/images/9/98/Degroot_Keep_overview.png?t=20111122141758[/T]
I wonder if it's going to be feasible to remake other Warcraft 3 custom maps in DotA 2, like Wintermaul or LOAP or any of the numerous more RTS-styled ones (LoTR maps, anyone?). Though I'll honestly be surprised if we get to see that kind of flexibility; it's still Source after all. Large numbers of units in Source are a scary thing to consider.
Would absolutely shit my pants if we got see those kinds of maps.
i would literally kill someone for a LOAP gamemode
hopefully when someone does they can release the files they used to make it so people can make variants (Resident evil LOAP best loap, especially if your umbrella.)
Dota is a 2D game with a 3D view. Walking under a walkable bridge is not possible = walkable surface ontop or under another walkable surface is not possible
[QUOTE=Fearlezz;44779728]Dota is a 2D game with a 3D view. Walking under a walkable bridge is not possible = walkable surface ontop or under another walkable surface is not possible[/QUOTE]
What are you talking about? This is the Source engine, it's not like WC3 where everything was height-map based. That kind of thing is already very possible here.
no he's right, I tried walking under neath some cave areas in the sniper map but was unable to to even click underneath them
however I had a alternate design that just flipped half the map so you couldn't walk under the bridge. but left rosh underneath it
[QUOTE=Tark;44789024]What are you talking about? This is the Source engine, it's not like WC3 where everything was height-map based. That kind of thing is already very possible here.[/QUOTE]
Sure, but the dota navigation system is designed around being a 2D plane only. Maybe sometime in the future it will be reworked. But not anytime soon.
Sorry, you need to Log In to post a reply to this thread.