WIP Defense of the Ancients : Revival

FrozenShadow

I am a WolfieeifloW fan.
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75
DotA Allstars : Revival

newrevival3.jpg


An attempt to recreate the popular map, DotA Allstars.
Version: 0.240 (Beta)

Taken over by Frozen_Shadow. Original Creator: CungPowCow


A Short Story

“Darkness comes upon the ancients once again after many brawls throughout the battlegrounds. Cenarius, the Lord of the Forest, awakens the other ancients, calling them to fend off the invader; the Undead. After being destroyed at Eternity's End, the Undead are revived by a new presence.” (And yes, this story is for fun)


The Map

This map is being developed on in the hopes that map makers may have an easier time making their own map better. I've always wondered how the game would be if there were certain additions to it that never were implemented into DotA Allstars, like a new hero or game-mode. This map I've been piecing together for few months now is here. It's not done but there is a lot of headway made.

I agree, it may sound lame to do this, but it's for good reason. Why not try? There are heroes in other maps that aren't played often. If they could be tested in DotA Allstars it might give the creator a new view on how he/she could improve their hero, making more well-made maps. The reason why I feel the old template isn't good enough is because with the old one, you can't create a hero, get a few friends together to play your edited version, & after some tests get experience and data on what should be changed. With this, you can. Also, I do not support map stealing, I just think having something like this would help map makers make their own maps better.


Finished
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    - Terrain/Doodads
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    - Object Data
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    - Preplaced Units
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    - Game Mechanics
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    - Items
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    - Hero Abilities & Tooltips
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    - Triggers

Unfinished
  • Creep/Building stats need to be updated.
  • Multiboard format & -ii (-iteminfo) command.
  • -cd mode
  • -rs mode
  • -tips command for many heroes.
  • -sc and -mc addon modes

Hero Progress
This list shows the heroes that are unmade, blank, incomplete, and complete.

Unmade Heroes: These heroes don't even have a unit in the map.
Admiral
Ancient Apparition
Batrider
Dark Seer
Faerie Dragon
Geomancer
Invoker
Lord of Avernus
Lycanthrope
Magnataur
Murloc Nightcrawler
Nerubian Assassin
Pit Lord
Sacred Warrior
Shadow Priest
Storm Spirit
Tauren Chieftan
Templar Assassin
Tormented Soul
Undying
Warlock
Blank Heroes: These heroes have a unit made, but only with the Attribute Bonus ability.
Alchemist
Bane Elemental
Bloodseeker
Bone Fletcher
Bristleback
Broodmother
Butcher
Centaur Warchief
Chaos Knight
Doom Bringer
Dragon Knight
Enchantress
Enigma
Gorgon
Holy Knight
Keeper of the Light
Lifestealer
Lightning Revenant
Lord of Avernus
Lord of Olympia
Lycanthrope
Magnataur
Moon Rider
Naga Siren
Netherdrake
Night Stalker
Oblivion
Obsidian Destroyer
Ogre Magi
Omniknight
Pandaren Brewmaster
Phantom Lancer
Queen of Pain
Shadow Shaman
Silencer
Slithereen Guard
Soul Keeper
Spectre
Spiritbreaker
Tinker
Tormented Soul
Treant Protector
Twin Head Dragon
Vengeful Spirit
Witch Doctor
Incomplete Heroes: These heroes have one or some abilities finished.
Anti-Mage
Axe
Beastmaster
Bounty Hunter
Clockwerk Goblin
Crystal Maiden
Death Prophet
Demon Witch
Dwarven Sniper
Faceless Void
Invoker
Lich
Lone Druid
Necro'lic
Nerubian Weaver
Phantom Assassin
Prophet
Rogue Knight
Sand King
Shadow Fiend
Skeleton King
Stealth Assassin
Tidehunter
Venomancer
Complete Heroes: These heroes have their unit made and all of their abilities finished.
Drow Ranger
Earthshaker
Goblin Techies
Juggernaut
Morphling
Necrolyte
Priestess of the Moon
Slayer
Stone Giant
Troll Warlord
Ursa Warrior
Windrunner

Helping Roles

1. Hero/Item Spell Makers (The main thing that needs work on).
2. Trigger Makers (Those who want to implement game mechanics into the map that aren't in yet).
3. Idea comments (Give your thoughts on what should be changed).


FAQ
Question: Are you just deprotecting the map and calling it your project?

Answers: There's two things to that. One, no I'm not deprotecting anything. Two, it's not completely my project to begin with. People in the past have helped me think of this idea, I just continued its life.


Question: Why are you recreating someone else's work?

Answer: Because I want to, and because I think it'd help others.


Question: I want to help code hero abilities. Should I make it in GUI/JASS, & does it matter if it's MUI?

Answer: I would prefer we work on this in GUI. After five years of editing I still don't know JASS that well. It should be in MUI too. Post or PM me if you want to help out.

Changelog:
v0.241
- Added Stifling Dagger
- Added Tidebringer
- Added Kraken Shell
- Added Dream Coil
- Added Crystal Nova
- Added Hoof Stomp
- Added Great Fortitude
- Added Shuriken Toss
- Added Arc Lightning
- Added Bloodrage
- Added Bloodbath
- Created an Admiral Hero
- Fixed Assault Cuirass abilities.
- Fixed Shuriken Toss icon border
- Fixed missing damage bonus on Mithril Hammer
- Fixed a 30% of the wrong tooltips
- Mask of Death now gives the correct amount of life steal
- Nathrezim Buckler casts it's armor AoE and stats are fixed

Note: This map is now being worked on as a partnership with CungPowCow.

Old Changelogs:
v0.240 Starting with Frozen_Shadow
- Added Mana Break.
- Very little minor edits
- Minor tooltip edits

Note: Sorry for a very small changelog, I will promise to make more changes starting this week. I am currently working on 6 maps, sorry.

v0.239
- Added Starfall, Elune's Arrow, Leap, and Moonlight Shadow. PotM - Mirana Nightshade is now finished.
- Added Berserker Rage, Blind, Fervor, and Battle Trance. Troll Warlord is now finished.
- Added Death Pulse, Heartstopper Aura, Sadist, and Reaper's Scythe. Necrolyte is now finished.
- Added Land Mines, Stasis Trap, Suicide Squad, Attack!, and Remote Mines. Goblin Techies is now finished.
- More minor edits

v0.238
- Added Avalanche, Craggy Exterior, and Grow!, with some minor edits. Stone Giant is now finished.

v0.237
- Everything currently added, except for Earthshaker's Enchant Totem, is now MUI.
- Fixed Priestess of the Moon and Windrunner tooltips.
- Added Dragon Slave, Light Strike Array, and Fiery Soul to The Slayer (Finished).
- Added Blade Fury, Healing Ward, Blade Dance, and Omnislash to Juggernaut (Credits to Tinki3 for Omnislash) (Finished).
- Minor edits.

v0.236
- Added Weep's GUI Friendly Damage Detection System. Big thanks to him.
- Added new Test command. Type in -test to activate.
- Current commands that work are -trees, -gold, -lvlup xx, and -refresh.
- Added Earthshock, Overpower, Fury Swipes, and Enrage to Ursa (Finished).
- Added Waveform, Adaptive Strike, and Replicate to Morphing (Credits to RaiJin for Waveform).
- Added Fissure, Enchant Totem, Aftershock, and Echo Slam to Earthshaker (Credits to Glenphir for Fissure, Aftershock, and Echo Slam) (Finished).
- Minor edits.

v0.235
- First initial version to have HeX.16's spellpack. Give credits to him for such awesome work.

v0.234
- Updated Drow Ranger's skills.

v0.233
- Fixed southern creep spawn regions.
- Reduced number of triggers used to increase efficiency.
- Changed the positions of items to their correct locations.
- Fixed Quelling Blade to work for range heroes and updated tooltip.
- Fixed default water color to Blue.
- Fixed pathing blockers.
- Cleaned up a few items.

v0.232
- Updated the item recipes to work now.
- Fixed item abilities.
- Fixed Races.

v0.231
- Updated items.
- Arcane Ring
- Quelling Blade
- Messerschmidt's Reaver
- Revamped the Neutral camps to work periodically, changed stats values to the same of DotA Allstars.
- Revised failing triggers and reduced number of functions used to increase efficiency.
- Added Elune's Arrow (A02S) for Priestess of the Moon. Still needs some touches though.

v0.230
- Updated some items to 6.6X equivalent.
- Kelen's Dagger
- Battlefury
- Black King Bar
- Broadsword
- Added Epicenter (A012) (Credits to Naminator for his Epicenter Spell).
- Fixed a bug in which Kelen's Dagger would not teleport properly.
- Fixed rune abilities from failing to work.

v0.229
- Changed camera bounds.
- Fixed minimap from being brown and minimap icons.
- Changed neutrals scaling and stats a bit.

v0.217:
- Fixed a vulnerability bug with the Spirit Towers and made all the taverns available.

v0.216
- Initial public release.

Credits
- CungPowCow (For creating DotA Revival)
- [DL]Piggy
- Angel_Island
- CHUNK
- Conal
- Darg
- DarkHorse08
- Darthfett
- Eul (For creating DotA Allstars)
- Glenphir
- Guinsoo (For developing DotA Allstars)
- HeX.16
- Hunter Demon
- Icefrog (For developing DotA Allstars)
- Im_On_56k
- Knights
- Licvid&T3s
- Mike889
- Moonlight (For his DotA Template)
- Naminator
- Oninuva
- popo80000
- RaiJin
- Red|Beef
- Romek
- SD_Ryoko
- soulreaping
- Tinki3
- x3pt
- I would also like to thank everyone who helped in making this come to reality.

Download Map : DotA Revival v0.241


Screenshots

 

Accname

2D-Graphics enthusiast
Reaction score
1,462
Will this pwn the UNCODEABLEZ list that members of PlayDotA have defined as unfeasable for DotA. I do hope so =)
* Dynamically modifying attack range
* Buff Timers
* Manipulation of cooldowns, checking cooldowns.
* Detecting whether damage comes from spells or from attacks.
* Detecting critical strikes/bashes/evasion.
* Spell Reflection
i suppose most of these issues can be done with an own battle system using damage detection systems and such. the question is, do the authors want to "copy" dota exactly or do they plan on making a game very similar to dota but with some, lets say, extra boni (plural of bonus???).
 

BlackRose

Forum User
Reaction score
239
Wut lol. Bonus has a plural? Bonuses? Anyways, either way. Those ideas are generic ideas, I'd say many maps won't have them possible. So it's not exactly turning into a exact DotA copy if it passed those uncodeable things?
 

Moridin

Snow Leopard
Reaction score
144
its bonuses :p. There's no boni lol.

Also I'm pretty sure this is meant to be an open dota map. As in a learning tool...not an Aos by itself.
 

FrozenShadow

I am a WolfieeifloW fan.
Reaction score
75
I won't be making an exactly replical of DotA, but it'll have most of the DotA Heroes as fillers, then I will start adding heroes of our own, once this is finally complete with all the DotA Hero fillers. I will start accepting requests in my forum, or if TheHelper grants me the possibility of adding a Sub-Forum. And this is also what CungPowCow has stated it to be, a learning tool, for GUI Lovers :)
 

mapguy

New Member
Reaction score
46
here is a hint of a lazy guy.

since you are not having same hero mode and wtf mode (no one plays these modes anymore).
try making your spells not MUI, it will take less time to code...
 

Ayanami

칼리
Reaction score
288
here is a hint of a lazy guy.

since you are not having same hero mode and wtf mode (no one plays these modes anymore).
try making your spells not MUI, it will take less time to code...

Not all spells can be maintained non-MUI. For example, spells like Huskar's Burning Spears pretty much have to be MUI.
 

Moridin

Snow Leopard
Reaction score
144
Best to make them MUI anyway. The point of this project is so that GUIers can learn from it. There's no point in them learning abilities they might not be able to use in their own maps.
 

Ayanami

칼리
Reaction score
288
Best to make them MUI anyway. The point of this project is so that GUIers can learn from it. There's no point in them learning abilities they might not be able to use in their own maps.

Exactly. But man, writing everything in GUI might be painful (especially with the endless list of variables in the variable editor :p).
 

mapguy

New Member
Reaction score
46
Not all spells can be maintained non-MUI. For example, spells like Huskar's Burning Spears pretty much have to be MUI.
I did something like huskar spears.I just create a dummy with envenomed weapons stacking when a unit takes attack damage my huskar and order this unit to attack the target.
(I'm not saying that you have to do all spells NON-MUI, just the ones you have no need to).


Exactly. But man, writing everything in GUI might be painful (especially with the endless list of variables in the variable editor :p).
I dont use an endles list of variables...
I have like unit[1][2][3][4]
group[1][2][3][4]
etc...

-----------
[SPOIL]OFF-TOPIC: hey, you say to make it MUI so the newcomers can Ctrl+C Ctrl+V the spells ans copy them?
You like when people just copy a spell you took hours to make? Like something complicated as (omnislash)(or a spell the return the entyre game 5 seconds to the past*)?
well, this is personal, I just use NON-MUI cause I'm lazy and my AOS don't require MUI spells (I don't have -sh mode, -wtf mode or refresher orb)

*yes, Im working on this spell:p
[/SPOIL]
 

Moridin

Snow Leopard
Reaction score
144
Exactly. But man, writing everything in GUI might be painful (especially with the endless list of variables in the variable editor ).
No pain no gain :p.
And if we use hashtables we can reduce the variable count considerably :p.

I dont use an endles list of variables...
I have like unit[1][2][3][4]
group[1][2][3][4]
etc...

That would be extremely disorganized and hard to read. Don't recommend doing that.

OFF-TOPIC: hey, you say to make it MUI so the newcomers can Ctrl+C Ctrl+V the spells ans copy them?
You like when people just copy a spell you took hours to make? Like something complicated as (omnislash)(or a spell the return the entyre game 5 seconds to the past*)?
well, this is personal, I just use NON-MUI cause I'm lazy and my AOS don't require MUI spells (I don't have -sh mode, -wtf mode or refresher orb)
The point of this project is not to go, "hey look at this map. It's so cool and its made by me. I'm awesome". It's to go, "hey this map has been made before and not by us. We know it's awesome because you're playing it. Here's how it works." :p
 

FrozenShadow

I am a WolfieeifloW fan.
Reaction score
75
-WTF Mode has been implemented into the map.

That's why spells that aren't instant must be MUI.
 

Ayanami

칼리
Reaction score
288
No pain no gain :p.
And if we use hashtables we can reduce the variable count considerably :p.

Not to mention, if we use variables to stimulate "2D Arrays", we can reduce the varaible count considerably too. For example, something like this.

Trigger:
  • Trigger
    • Actions
      • Set Real[(1 x 5) + 1] = 100.00 <-- Damage dealt at level 1
      • Set Real[(1 x 5) + 2] = 200.00 <-- Damage dealt at level 2


Then let's say we need to set duration. We could use the same real variable instead of another one.

Trigger:
  • Trigger
    • Actions
      • Set Real[(2 x 5) + 1] = 5.00 <-- Duration at level 1
      • Set Real[(2 x 5) + 2] = 6.00 <-- Duration at level 2


Well of course, the value "5" would have to be increased based on the +x value. And if we could use v/JASS, it would make life much simpler :p

That would be extremely disorganized and hard to read. Don't recommend doing that.

He should have stuck to the "2D Array" method instead.

The point of this project is not to go, "hey look at this map. It's so cool and its made by me. I'm awesome". It's to go, "hey this map has been made before and not by us. We know it's awesome because you're playing it. Here's how it works." :p

Yeah. Although some people may just copy+paste the spells, some people out there can use it to learn.

@FrozenShadow
Is it okay if I start on a hero that hasn't been made so far? Like, Enchantress.
 

FrozenShadow

I am a WolfieeifloW fan.
Reaction score
75
Okay, well you read my mind, I was going to do it in the next 2 hours, but you got me, so go ahead :)

I'm working on Faceless Void.
 

FrozenShadow

I am a WolfieeifloW fan.
Reaction score
75
Please forgive me for the lack of enthusiasm.

I will post the next version tomorrow (Sunday), Philippines Time.

:)
 
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