sry for D.P, but I screwed up with first and forgot to respond to everything
basically every say 20 minutes, people are transported to one of the two spots, the creep waves stop, and the two teams duel as a team agaisnt the other, and ahve a certain amount of tiem to do so, the winning team gets a prize of some sort at the end

anywho, any bugs? suggestions?
nope none, but i am thinking of implementing some sort of upgrade system, of which i havent completly smoothed out yetsargon said:It's not quite a hero arena. It doesn't have tomes.
Does it? It had better not.
im actually thinking of dooing like a every 20 minute duel ro something, teh host can pick at beggining, cuz there are extra areas I have kept at lower/upper corners for this ideasargon said:Umm...you just described the genre, while saying that it's not just the genre.
What I like about the AoS genre is the teamwork aspect and the objective aspect (destroying bases, etc.). I can't think of another genre where you can work together as a hero with a bunch of other heroes to accomplish things. Hero arenas might qualify, but all anyone does in them is go off and fight solo, then do a duel every X minutes. The teamwork aspect just isn't the same in any other genre.
basically every say 20 minutes, people are transported to one of the two spots, the creep waves stop, and the two teams duel as a team agaisnt the other, and ahve a certain amount of tiem to do so, the winning team gets a prize of some sort at the end
I agree, and I dont want my map to be liek that, but for now I am using dotas items, so that is the case, nutil I create all my own, it will be like thatsud said:it's partially their mentality, but it's also because the gameplay caters to it. Dota is a hero arena disguised as an AoS. There is no reason to disrupt farming unless it involves an easy hero gank, and items are the be all end all in dota, and if you farm up enough cash, you can defeat any amount of teamwork simply through items.
anywho, any bugs? suggestions?