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| r.Evo Germany. June 19 2012 23:58. Posts 5194 | Profile # |
On June 19 2012 23:25 nimdil wrote: Can someone explain me why there is so little variety in MOBA/ARTS maps. LoL has like 2 maps (I will ignore the crazy Dominion for a bit as it changes gameplays significantly), DOTA2 - I don't know, but the above map is quite similar to LoL's 5v5 map (which in turn - I expect - is similar to some map for HoN and DOTA1). Why aren't there like 5-10 different maps with the same general gameplay but different parameters (like 4 lanes, twisted lanes, completely assymetrical lane layout etc.)
I'm probably walking a thin line with this answer because of it's implications but here is it anyway: Because it's complex enough as it is.
But now that you say it, a new map in football would be quite hilarious to watch. =D
Edit: Also I think balance would be a bitch on more complex maps since you'd have to balance around different things on different maps. Unlike BW/SC2 where the maps aim to achieve maximum balance the fact that you have over 100 "races" instead of 3 means you balance around the units and their interaction with each other, not around the map.Last edit: 2012-06-20 00:00:18 |
| | "We don't make mistakes here, we call it happy little accidents." ~Bob Ross |
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| nimdil Poland. June 20 2012 00:03. Posts 1113 | Profile Blog # |
Yea, but in competetive play you can ban few "races" from playing against you.
Plus I'm not proposing any drastic change, at least I don't see it that way. There are still lanes, towers, minions, creeps, forests, bushes etc. - just the layout, number of entry points etc. could differ slightly. I wonder if anyone toyed with the idea in one of the big companies or was it discarded as unnecessary? |
| | MMORPGs are extremely boring. | |
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| Haydin United States. June 20 2012 00:26. Posts 1445 | Profile # |
On June 19 2012 23:25 nimdil wrote: Can someone explain me why there is so little variety in MOBA/ARTS maps. LoL has like 2 maps (I will ignore the crazy Dominion for a bit as it changes gameplays significantly), DOTA2 - I don't know, but the above map is quite similar to LoL's 5v5 map (which in turn - I expect - is similar to some map for HoN and DOTA1). Why aren't there like 5-10 different maps with the same general gameplay but different parameters (like 4 lanes, twisted lanes, completely assymetrical lane layout etc.)
Let me pose a bit of a counter-question. Why are there so few units in starcraft, and why are you stuck with the same dozen or so every game? In starcraft, maps are a huge part of the game - they have a major influence on what strategies you use and create variety. Now, you COULD try accomplishing the same thing by adding in a ton of different units, but I think we can all agree that would be a terribly silly idea that would be a balance nightmare. Each unit in starcraft has a ton of depth in terms of when and how they can be used - there's really no need for 40 or so units when you have a dozen that are incredibly well designed.
The same is true of DOTA and its single map. It may look simple but there are a TON of nuances to it. It may be surprising, but every single tree on the map is positioned very intentionally with consideration of hero abilities and the ability for heroes to "juke" around them to keep out of line of sight during a fight - vaguely similar to how someone might use terrain to their advantage during a fight in an FPS game. The lanes have very specific lengths, and every bit of high ground is where it is after a decade of playtesting. Essentially, the roles of maps and heroes/units in DOTA and starcraft are reversed.
In DOTA, the variety and selection of strategy comes from the picking and banning of heroes. There are over 100 heroes (some not yet ported to dota 2) in DOTA, giving teams a huge range of options of what they can pick and counterpick. The massive range of options also create a bit of mind games during the drafting phase, too. Thanks to the 2 phase system in dota, a good captain can try to force their opponents into a certain draft, while picking a composition that in theory, should have an advantage. In DOTA, there are some heroes that are, without question, overpowered. But it's intentional - it's a whole part of what you select to pick up and ban. But they have very specific playstyles, and are often baited out as picks. Even if your opponent might have Lycan, the most powerful hero in the game, you can still draft a team that can simply curbstomp him. You can force through a certain strategy in your first three picks, or you can try to go for some general heroes to make a solid team and not reveal your strategy until your opponent can't really counterpick without ruining their team's synergy. And on top of that, how you position your team in a laning phase and your ability to predict the opposing lanes for the first couple levels is HUGE. In DOTA, it is actually completely reasonable to have heroes that are as much as 8 levels behind if their role is support - they sacrifice their gold and XP for the sake of the team.
Kind of rambling at this point so I'll stop here. Does this pretty much answer your question?
EDIT: Oh, and let me also say that while HON and DOTA 1/2 maps are very similar, there are some big differences in terms of juking spots. Also, the 5v5 LoL map is NOTHING at all like the dota and HoN maps. The lanes are very different, the vast majority of juking spots do not exist and are replaced by tall grass (giving you invis while you are inside), and the way neutral creeps, shops, and timed buffs on the map function are radically different. It doesn't get talked about as much, but this is also one of the major things that fundamentally separates LoL from DOTA and HoN and makes it play like a radically different gameLast edit: 2012-06-20 00:35:18 |
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| nimdil Poland. June 20 2012 00:52. Posts 1113 | Profile Blog # |
On June 20 2012 00:26 Haydin wrote: Show nested quote +On June 19 2012 23:25 nimdil wrote: Can someone explain me why there is so little variety in MOBA/ARTS maps. LoL has like 2 maps (I will ignore the crazy Dominion for a bit as it changes gameplays significantly), DOTA2 - I don't know, but the above map is quite similar to LoL's 5v5 map (which in turn - I expect - is similar to some map for HoN and DOTA1). Why aren't there like 5-10 different maps with the same general gameplay but different parameters (like 4 lanes, twisted lanes, completely assymetrical lane layout etc.)
Let me pose a bit of a counter-question. Why are there so few units in starcraft, and why are you stuck with the same dozen or so every game? In starcraft, maps are a huge part of the game - they have a major influence on what strategies you use and create variety. Now, you COULD try accomplishing the same thing by adding in a ton of different units, but I think we can all agree that would be a terribly silly idea that would be a balance nightmare. Each unit in starcraft has a ton of depth in terms of when and how they can be used - there's really no need for 40 or so units when you have a dozen that are incredibly well designed. The same is true of DOTA and its single map. It may look simple but there are a TON of nuances to it. It may be surprising, but every single tree on the map is positioned very intentionally with consideration of hero abilities and the ability for heroes to "juke" around them to keep out of line of sight during a fight - vaguely similar to how someone might use terrain to their advantage during a fight in an FPS game. The lanes have very specific lengths, and every bit of high ground is where it is after a decade of playtesting. Essentially, the roles of maps and heroes/units in DOTA and starcraft are reversed. In DOTA, the variety and selection of strategy comes from the picking and banning of heroes. There are over 100 heroes (some not yet ported to dota 2) in DOTA, giving teams a huge range of options of what they can pick and counterpick. The massive range of options also create a bit of mind games during the drafting phase, too. Thanks to the 2 phase system in dota, a good captain can try to force their opponents into a certain draft, while picking a composition that in theory, should have an advantage. In DOTA, there are some heroes that are, without question, overpowered. But it's intentional - it's a whole part of what you select to pick up and ban. But they have very specific playstyles, and are often baited out as picks. Even if your opponent might have Lycan, the most powerful hero in the game, you can still draft a team that can simply curbstomp him. You can force through a certain strategy in your first three picks, or you can try to go for some general heroes to make a solid team and not reveal your strategy until your opponent can't really counterpick without ruining their team's synergy. And on top of that, how you position your team in a laning phase and your ability to predict the opposing lanes for the first couple levels is HUGE. In DOTA, it is actually completely reasonable to have heroes that are as much as 8 levels behind if their role is support - they sacrifice their gold and XP for the sake of the team. Kind of rambling at this point so I'll stop here. Does this pretty much answer your question? EDIT: Oh, and let me also say that while HON and DOTA 1/2 maps are very similar, there are some big differences in terms of juking spots. Also, the 5v5 LoL map is NOTHING at all like the dota and HoN maps. The lanes are very different, the vast majority of juking spots do not exist and are replaced by tall grass (giving you invis while you are inside), and the way neutral creeps, shops, and timed buffs on the map function are radically different. It doesn't get talked about as much, but this is also one of the major things that fundamentally separates LoL from DOTA and HoN and makes it play like a radically different game
Yep, that's excellent explanation and I thank you for it. It totally makes sense, though I imagine that few, different, casual, non-competetive maps wouldn't hurt anyone and could provide some more fun.
I haven't play DOTA/HoN and only a bit LoL. However I'm looking forward to play some games in DOTA2
Again - thanks. That's in-depth perspective that I was looking for. |
| | MMORPGs are extremely boring. | |
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| Heimatloser Germany. June 20 2012 05:09. Posts 1492 | Profile # |
those guys... seem like a bunch of guys usually drinking beer together and enjoying themselves while playing some games. i like. |
| | All what KT currently needs is a Zerg and a second Terran |
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| infinitum United States. June 20 2012 23:46. Posts 80 | Profile # |
| I don't play MOBA games at all, but I just wanted to say that Natus Vincere were trying to go for "Born to Win/Conquer" in Latin, but the grammar is wrong. Infinitives of purpose don't really happen in Latin, and Natus should be plural if this is a team game. Unless they were talking about the team, but then it would be feminine. |
| | Everything you know was forged from the remnants of a supernova. |
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| Qbek Poland. June 20 2012 23:58. Posts 4250 | Profile # |
On June 20 2012 23:46 infinitum wrote: I don't play MOBA games at all, but I just wanted to say that Natus Vincere were trying to go for "Born to Win/Conquer" in Latin, but the grammar is wrong. Infinitives of purpose don't really happen in Latin, and Natus should be plural if this is a team game. Unless they were talking about the team, but then it would be feminine.
Na'Vi is a Ukrainian CS team originally. CS teams have strange names  |
| | I dojed huehue // Play for fun or try the harderest with vengeance | |
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| Yurie June 21 2012 05:43. Posts 2093 | Profile Blog # |
DotA doesn't have different maps because it is a pain to get new maps all the time in Wc3. There are a ton of variations on how you play on the map though.
First you have the normal DotA map with modes such as om, np and wtf isn't even the same game. See http://www.playdota.com/learn/commands for a summary of which modes that can be played.
Then there are custom maps in WC3 that use the same map layout with different heroes such as OMG and then a few maps made by other people that copy a lot of the heroes. These were never as popular as the main map and thus the main map is the one getting ported, at least at the start. |
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| Witten United States. June 21 2012 12:06. Posts 1166 | Profile # |
| Holy cow did I just learn a lot of information. I'm trying to get back into Dota 2 (I'm abysmal) so I read through this and will be watching the youtube videos you linked, as well as trying to watch the VODS from Dreamhack for Dota2. Thanks for the post! |
| | Well, judging by the supply Jaehoon is still 4 supply ahead, clearly he raped face in that battle. -Sayle 23:10 Cranium: the way i would fix SC2 23:10 Cranium: is i would tell them 23:10 Cranium: to remove everything stupid | |
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| {Mr.X} United States. June 21 2012 12:59. Posts 92 | Profile # |
| Thanks a lot for the post! It was really informative. I am just starting to get into MoBA games and I think that this is a fantastic read for newer players. |
| | life of lively to live to life of full life thx to shield battery |
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| Adron Netherlands. June 21 2012 21:12. Posts 685 | Profile # | |
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| eisenhoward0 United States. June 22 2012 00:14. Posts 17 | Profile # |
Dota 2 is a much more sophisticated game than LoL. If you're a LoL fan, you should be considered a Dota 2 fan first. :D |
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| Unleashing Denmark. June 22 2012 08:46. Posts 2385 | Profile # |
On June 19 2012 23:25 nimdil wrote: Can someone explain me why there is so little variety in MOBA/ARTS maps. LoL has like 2 maps (I will ignore the crazy Dominion for a bit as it changes gameplays significantly), DOTA2 - I don't know, but the above map is quite similar to LoL's 5v5 map (which in turn - I expect - is similar to some map for HoN and DOTA1). Why aren't there like 5-10 different maps with the same general gameplay but different parameters (like 4 lanes, twisted lanes, completely assymetrical lane layout etc.)
Because heroes are balanced for that map. Making a new map would require rebalancing of 90% of the hero roster which both: Will take years to perfect in balance and isn't really something people are very interested in. Most people just want to play on the standard map. So it'd be so much work for nothing. Just look at LoLs 3v3, it's no where near balanced because it uses same items and skills as the 5v5 map.
Also a note to a lot of people: DotA is not a MOBA.Last edit: 2012-06-22 08:48:15 |
| | "Back then teams that won were credited, now it's called throw. I think it's sad." - KuroKy | |
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| MageKirby United States. June 25 2012 06:38. Posts 507 | Profile # |
| Great write up o-o!! I'm hype for this event as well since I enjoy all 3 games |
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| Duka08 June 27 2012 14:12. Posts 1187 | Profile Blog # |
| Not much to add but just wanted to give props and say great write up. Super nice and extensive, great for others coming in from LoL as well as brand new players that at least have a background in gaming. Amazing work. |
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| micromegas Denmark. June 28 2012 00:25. Posts 170 | Profile # |
| It's been a long time since I was here, but some of my friend's recommended me this article as a way to get at least some understanding on what the f is going on in Dota 2. Definetely a good introduction that sticks to the overall explanation, which seems hard to come by otherwise. Thanks! |
| | We need help, the poet reckoned. |
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| sephirotharg United States. July 03 2012 06:42. Posts 90 | Profile # |
| This was an interesting read, and even though not billed as such, a good primer for anyone new to the MOBA genre. I have a very cursory knowledge of LoL (mostly gleaned from watching streams during downtime at work), and I've never played LoL/HoN/DoTA, but despite that I was able to get a grasp on the basics of the game. Thanks for an awesome and informative post! |
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| Raven068 United States. July 08 2012 02:42. Posts 78 | Profile Blog # |
On July 03 2012 06:42 sephirotharg wrote: This was an interesting read, and even though not billed as such, a good primer for anyone new to the MOBA genre. I have a very cursory knowledge of LoL (mostly gleaned from watching streams during downtime at work), and I've never played LoL/HoN/DoTA, but despite that I was able to get a grasp on the basics of the game. Thanks for an awesome and informative post!
I was about to ask if one of those existed, but by your comment it sounds like this one is good for that. Time to read the whole thing I guess. |
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| Haasts New Zealand. August 28 2012 11:56. Posts 1182 | Profile # |
| Fantastic guide/primer/resource - really helped me get my head around watching The International this weekend. |
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| IRL_Sinister Ireland. August 31 2012 03:23. Posts 598 | Profile Blog # |
| Might be an idea to have this in the new DotA 2 Section for people unfamiliar with the game. |
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