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Valve A Fazer Dota 2


Lancer
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The rumors and speculation can cease. Valve is making Dota 2, we've played it, and it's already amazing even though it's not coming out until next year. And we haven't yet laid eyes on Dota 2's biggest innovation: a radical approach to integrating the game's community back into the gameplay itself.

What's a Dota?

Dota 2 takes its name from the Warcraft III mod Defense of the Ancients, a drastic change to that stock real-time strategy title, which pits two teams of five players against each other in highly competitive, 40-minute or longer matches. Unlike most RTSes, DotA has each player controlling a single hero who levels up and stockpiles gold to purchase powerful equipment and consumables. As computer-controlled armies continually spawn and rush the enemy's base, players are responsible for using their powerful heroes to turn the tide of the battle in their favor.

DotA quickly gained massive popularity on Blizzard's Battle.net service, with the growing community utilizing user-created channels and the rudimentary custom game browser to connect players. As mods tend to do, it branched into several variations as time passed. Eventually, one rose to the top: DotA-Allstars, originally created by Steve "Guinsoo" Feak (now employed with Riot Games designing League of Legends). Allstars is currently maintained and updated by IceFrog (who declined to give his real name), who was hired by Valve in 2009 and is now working on Dota 2.

dota2_onesheet_bloodseeker.jpg

DotA enjoys such unprecedented popularity for a number of interconnected reasons. The game has a skill curve as long and as wide as Counter-Strike or StarCraft; expert players dominate matches with lesser-skilled individuals solely through manual dexterity and hard-won knowledge. Extensive upgrade paths allow players to combine items into more powerful versions, gaining thousands of hit points or powerful life-stealing attacks. Team play is hugely rewarded; though the map is large enough for all ten players to spread out and fight creeps on their own without anyone engaging anyone else directly, late-game play is almost invariably centered around giant 3v3 or even 5v5 team fights.

The mod has benefited from excellent, long-running support in the form of constant updates that add new content or address balance issues. Said balance is good enough that no dominant team composition or strategy has ever taken hold for long. The heroes are varied enough that a match featuring different team rosters can take on an entirely different character from the last.

The enormous following generated by DotA's deep gameplay is unprecedented. Today, years after its release, a third-party site hosting an update can get hammered by more than six million downloads in a day. The mod spawned a new subgenre, commonly referred to as "action-RTS," that contains two successful commercial games in League of Legends and Heroes of Newerth (and the unfortunate flop Demigod) as well as DotA-Allstars itself. Valve Corporation, the company beloved for its Half-Life, Counter-Strike, Team Fortress, and Left 4 Dead series as well as its outstanding Steam digital distribution and matchmaking platform, is making its entry into this still-growing genre next year with Dota 2.

dota2_onesheet_drowranger.jpg

What Does Valve Bring?

Valve's approach to Dota 2 is unusual in that the gameplay itself is remaining almost entirely untouched. "Our first reaction is to assume that [design elements are] there for a reason," project lead Erik Johnson explains. "IceFrog is one of the smartest designers we've ever met. He's made so many good decisions over the years in building the product. He virtually never makes a decision that doesn't have some reasoning behind it and a way to pick apart the logic behind it." This approach means that Dota 2 basically is DotA-Allstars with new technology.

DotA-Allstars' roster of 100+ heroes is being brought over in its entirety. The single map games take place on is functionally identical to the one that you can download for free today in the Warcraft III mod. Items, skills, and upgrade paths are unchanged. Some hero skills work slightly better due to being freed from the now-ancient Warcraft III engine, but Dota 2 will be instantly familiar to any DotA player.

A few things will make significant differences to players making the transition. Dota 2 uses Valve's Source engine, so the game is much prettier. Source itself is getting a few upgrades, including improved global lighting and true cloth simulation. Dota 2's integrated voice chat is a huge step up from having to set up your own Ventrilo server, and the speed of voice communication is very nearly a requirement for a game as team-focused as DotA.

AI bots will take over for disconnected players, and will be available to play against in unranked training matches as well. However, don't get your hopes up for a full-fledged single-player game, though. Johnson says, "Our goal with the AI is just that their experience isn't destroyed just because one person couldn't finish the game."

The visual style is remarkable for retaining the somewhat cartoony feel that the Warcraft III version of DotA-Allstars is built around, while going in a few different directions. "I think there are functional aspects to the art that are pretty significant to the players," Johnson muses. The environment, particularly in the forests that fill in the map between the three lanes that the NPC armies follow, uses a desaturated color scheme to give the colorful heroes and abilities some visual pop. The sizable art team is putting a lot of work into making the shapes and animations of each hero distinct to the point that players will be able to instantly identify any hero they see and quickly gauge the threat level of any situation.

The game will also feature a ton of custom voice work. You'll get amusing lines from heroes as they deny the enemy team last hits on creeps, and champions who have backstory connections will trade quips when nearby.

The bulk of innovation in Dota 2, however, is ancillary to the gameplay itself. Valve is upgrading Steamworks (the company's backend technologies for matchmaking and other gameplay and community-related things) to allow them to create in-game rewards for participating in the Dota 2 community. The idea is to have everything a player does in or out of game tie back into their online identity. Like the improvements to Source, the Steamworks upgrades will be available to third-party developers who choose to use Valve's tools when Dota 2 launches in 2011.

At a basic level, posting useful feedback or participating in constructive discussions on the forums will contribute to your standing in the community in a visible way. Valve doesn't have the specifics on how this will work nailed down yet. Will you get points that contribute to a visible ranking, like a Gamerscore? Will your posts need to be recommended by other community members to count for anything? What counts as a constructive discussion? These questions are all being actively explored at the moment. Valve assures us that the designers have a slew of awesome ideas for how to implement rewards in a way that's visible to the rest of the community, but there are no details to announce yet. "When we talk about this identity that exists inside and outside the game, we don't think we're anywhere near it with what exists on Steam right now," Johnson admits.

If this was just about getting points for posting comments, though, we wouldn't waste your time by telling you about it. Dota 2 goes much farther than that. Everything from unlocking new skins for your favorite hero to getting a unique title for writing a strategy guide is on the table. Valve has ambitious plans (for which, again, there are no specifics to share) to host everything themselves and provide the best framework for the community to interact with each other. The idea is to reduce the social friction inherent in having to dig around a bunch of different fansites and wikis to find what you're looking for.

Ultimately, two things will make Dota 2 stand out: the coaching system and interactive guides. Read on to find out more.

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Riding the Skill Curve

Getting owned sucks. It doesn't matter if you're the victim of a headshot in Counter-Strike, corner trapped in Street Fighter, or swarmed under by Zerglings in StarCraft. Holding the short end of the skill stick in competitive games like these is rough. This problem is compounded in DotA and its clones by two factors. First, matches last around 40 minutes – that's a long time to spend getting your face kicked in. Second, dying not only takes you out of the game while your respawn timer counts down but also directly benefits the other team by giving a big cash bounty to your killer.

At intermediate and higher levels of play, having a poor player on your team who dies frequently is worse than fighting with a man down, as the opposite team gets gobs of gold for picking off the newbie. This has fostered a legendarily newbie-hostile attitude within large swaths of the DotA community. As fun and rewarding as the game is when you're in a match of appropriate skill level – and it can be one of the very best experiences in gaming, without exaggeration – finding those matches has always been a nightmare. It doesn't help that the game is so intense that Valve had to institute a "no talking about the match for an hour afterwards" rule for its internal playtests. The recent commercial titles that more or less cloned DotA have ameliorated this to some extent, but it is still often a huge problem.

Valve believes that the solution to the huge barrier to entry is threefold. The first, obvious solution is to have excellent skill-based matchmaking for both individuals and teams. Valve believes that the work going into Steamworks for Dota 2's release meets that requirement. Second, interactive guides will allow players to do more than just read a guide for their favorite hero that has been deemed helpful by the community at large. Valve plans to allow guide-makers to tie their work back into the game by doing things like highlighting suggested item purchases or displaying useful information during a match.

Finally, a coaching system is being deeply integrated into the game. By logging in as a coach, veteran players can do their part to help out newer folks. Valve hasn't entirely decided on the specifics of how newbies and coaches will be matched up, but once they're together a few things happen. The coach sees the pupil's screen, and gets private voice and chat channels to communicate with them. The coach probably won't be able to take control of anything directly (once again, the details are currently under discussion), but information is power in Dota 2 and having a mentor whispering in your ear can make all the difference in the world.

dota2_onesheet_morphling.jpg

Of course, the pupil will be able to rate the coach's helpfulness. Being a well-regarded coach will have explicit in-game rewards, just like writing useful guides, posting constructive feedback, or engaging in interesting strategy discussions. If the overwhelming response to Battle.net achievements is any indication, vanity rewards like these will be extremely effective in channeling the community's energies toward positive contributions.

Valve founder and boss Gabe Newell thinks that ongoing service and value creation over a game's lifespan is the new reality of game development. "IceFrog was one of the smartest people we've ever met about doing that, and he was doing it with both hands tied behind his back, so to speak," Newell says. The company plans on approaching Dota 2 with the same dedication that won it the fanatical devotion of the Team Fortress 2 community, pushing out dozens of updates that do everything from adding new hats to fixing balance issues to introducing entire new match types for free.

"I think the interesting thing is us adding a second layer where the community is a service to each other. That's the real shift that we're trying to build here. Valve is going to keep building software around Dota and around the community and around Steamworks for Dota, but we're also going to build this system where the community can bring service to each other and be recognized for it," Johnson proclaims. With a solid backbone of community-enabling systems and Valve's legendary support and technology behind it, Dota 2 has a chance to turn one of the most popular mods of all time into a full game on PC and Mac that compares favorably to any eight-figure-budget console blockbuster.

@Gameinformer

finalmente!:clap:

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Woah, muito bom! :clap:

Não sabia que estava a ser feito um Dota 2 pela Valve, essas imagens estão brutais!

Ainda agora acabei de jogar um LoL e gosto bastante do jogo, mas este Dota 2 parece ter potencial. :drool:

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Isto bate o LoL em gráficos, e pelo que li fica-se por aí.

Li que isto não é nada mais que um remake. Ao menos o LoL ainda me permite aprender o jogo, a bem ou a mal para quem nunca jogou o género.

Lembro-me de ter experimentado o Demigod e não perceber nada daquilo. Com esta última noticia da Valve andar a disputar o nome DotA, não fiquei muito fã.

Aconselho a experimentarem o LoL para quem está curioso em conhecer este tipo de jogo.

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Isto bate o LoL em gráficos, e pelo que li fica-se por aí.

Li que isto não é nada mais que um remake. Ao menos o LoL ainda me permite aprender o jogo, a bem ou a mal para quem nunca jogou o género.

Lembro-me de ter experimentado o Demigod e não perceber nada daquilo. Com esta última noticia da Valve andar a disputar o nome DotA, não fiquei muito fã.

Aconselho a experimentarem o LoL para quem está curioso em conhecer este tipo de jogo.

O LoL tem um publico alvo muito diferente do HoN e do Dota em primeiro lugar. Vejo discussões intermináveis sobre qual é o melhor que simplesmente não fazem sentido. O LoL apostou em mainstream e simplificou um pouco o jogo afastando-se ligeiramente do que era o original de modo a ficar mais apelativo a mais jogadores. O HoN manteve-se fiel ao que era o Dota a nível de gameplay, e para alem de um motor gráfico fabuloso também acrescentou ao jogo muitas features que faltavam apostando no mesmo publico que existia no Dota que como sabes é bastante competitivo e agressivo. O Dota2 parece ter o mesmo publico alvo que o HoN. Tem no entanto varias coisas que o anterior não tinha, o título Dota, a equipa de desenvolvimento da Valve, o Steam e o suporte estilo TF2 que abre muitas possibilidades.

Edited by Lancer
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  • 7 months later...

Well, I was informed of this story via PM on the HoN forums. Luckily my private message box wasn’t chock-full of messages from slob nergins and could receive it. That said, someone put on their investigator goggles on (fat nerd I bet you read that as googles), and found out the beta has been going on since November of last year.

http://store.steampowered.com/news/search/?term=Nevermore

Nevermore just got added into Dota 2 and some other stuff like bug reports have been added. Looks like the wagon is moving up the Oregon trail quite nicely. Only Uncle Jim has gotten dysentery and died so far.

http://store.steampowered.com/news/search/?term=morphling

======================

This is provided by a shadowy figure who emails us good stuff sometimes, helps with coding/scripting and uses completely anonymous email addresses, VPNs, etc, for his internet badassery. Rofl not even kidding this guy is a serious 2050 psr computer user

======================

14 Apr 2011 / 20 Apr 2011

- New Hero: Rattletrap.

- New Hero: Furion

- New model for Lich, who is re-enabled!

- Re-enabled Windrunner.

- Temporarily disabled Axe, Necrolyte, and Sven.

- Numerous server crash fixes

- Fixed bug that would give excess gold on tower kills when images

were present.

- Fixed bots having a vague sense of invisible enemy units.

- Added day/night indicator.

30 Apr 2011 – Hey it’s an Update

* New Hero: Sniper

* New Hero: Dark Seer

* Added Slardar Voice

* Fixed Drow’s agility gain per level. Was 1.0, now correctly 1.9

* Fixed being able to query an enemy hero and see the level of the

abilities

* Fixed being able to query an enemy hero and see the level of the

abilities.

* Fixed not being able to see cooldown of abilities on friendly

heroes.

* Partial Dota 6.72 parity. Please wait on reporting missing ones

until the next update.

* New Dashboard has been enabled.

* Hooked up Dire version of the Couriers.

* Fixed Mask of Madness adding 20 constant movement speed on use

instead of increasing movespeed by 20%

* Many improvements to Bot AI.

* Improved DotaTV directed framing mode.

* Added DotaTV directed shoulder view.

* Fixed Rattletrap’s Cogs to be killable by his own team (he can do

it in one hit).

* Adjusted how Rattletrap’s Cogs arrange nearby units when deployed

– they should be better about trapping unitsnow.

* Fixed a bug where if a hero attempted to pick up the Aegis with a

full inventory, the Aegis would bind to them

5 May 2011 – Cinco de Update

* Added Earthshaker and Kunkka bots.

* Bloodstone now gains charges, rather than stacks a buff.

* Numerous fixes and tweaks to DotaTV camera.

* Hooked up Pudge’s new Rot animation.

* Fixed Fiend’s Grip not working properly on magic immune units.

* Fixed uppercase F not working properly in chat.

* Standardized projectile hits with respect to Sphere, magic

immunity, and invulnerability.

* Added projectile dodging to teleports, invisibility, and Mirana’s

Leap.

* Kobold Taskmasters now have Speed Aura.

* Centaur Khans now have Endurance Aura.

* Centaur Khans now have War Stomp.

13 May 2011 – Who wants an Update

* Fixed Rattletrap’s Rocket Flare to be visible on the minimap

again.

* Switched sange and yasha from their orb effect maim to trigger

off of an OnAttackLanded event instead.

* Manta move speed doesn’t stack with yasha or sange and yasha.

* Fixed Reaper’s Scythe on magic immune units.

* Fixed Fatal Bonds not always adding the primary target.

26 May 2011 – Ah Fresh Meat (welcome new testers)!

* 3 New Heroes! Nevermore, Enchantress. and Leshrac.

* Added Tutorial Mode.

* Added Bug Reporter: You can type “bug” in the console for a more

detailed form or you can just type “bug: [insert bug text here]” in

the in-game chat to enter a new bug on the fly.

2 Jun 2011 Update. Rearm. Update.

2 Jun 2011 Update. Rearm. Update.

* Enabled Tinker.

* If you’re accepted into a matchmaking game while spectating

another game, it will automatically remove you from spectating.

* Fixed the Tutorial randomly popping up during non-tutorial games.

* DOTA TV works on replays now.

* Fixed first-ability-randomly-firing-off bug that was caused by

errant clicks on the action panel (ttocs found a repro /highfive).

* Fixed Death Prophet’s Exorcism spirits not clamping to the ground.

* Lots of fixes for Illusion, Magic Immunity and Sphere rules.

* Fixed Soul Ring to give the proper mana even when your mana is

full.

* Implemented Witch Doctor’s Ultimate Scepter.

* Fixed Echo Slam doing 1 less echo to the initial targets.

* Fixed Corrosive Skin having a bug that caused it to not work

properly.

==========

DotATV? This sounds promising. What could this be? Maybe DotA2 will be easier to stream?

Uma leak com finalmente mais alguns detalhes.

A valve mantém-se muito silenciosa sobre isto mas pelo - sabemos agora que está em beta há bastante tempo o que é muito bom.

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so it seems, it aint dota2 fer nothing.

qd anunciaram o jogo anunciaram logo o bloodseeker a traxex o morphling e a lina que eram herois conhecidos do dota.

suponho que estejam a fazer testes e ajustar o balance aos existentes e so depois se dediquem a lançar novos herois.

mas para já é o que se pode especular, como disse eles andam muito caladinhos

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someone put on their investigator goggles on (fat nerd I bet you read that as googles), and found out the beta has been going on since November of last year.

FU i'm not fat ... :-..

Neste vou gastar dinheiro...

Bem vou fazer um dota ja venho.

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Eu por acaso já joguei muito DotA, depois passei para o LoL onde já vou com mais de 1000 jogos e continua a ser o meu preferido, e depois ando um bocado no HoN com uns amigos.

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  • 4 weeks later...

MORE DotA 2 Info Leaks (NO PICS)

WARNING: LONG POST

So I'm not a great analyst, but thanks to [Loli]korpiklaani, I've come across some DotA 2 Information regarding general stuff about the game. I don't know if this is fake or not, but it seems legit in my eyes so read it at your own risk and you can decide for yourself if you want to believe it or not.

Link to original info: http://www.dota2port...dota-2-leaks-hf

Regarding Beta:

"The beta client is only useable on a special unlocked version of steam, so no sharing."

It's quite obvious as of now that there haven't been many beta keys released and only Valve staff and testers are able to access beta, however later in the text it is said that it will be open to beta testing. As of when, it was not stated.

Regarding Modes:

"Valve is doing a lot of creative things with it. They have "classic" mode that is 1 for 1 true to WC3 DotA and a ton of new modes for play as well.

Classic Mode: None of the changes, 100% WC3 Dota

Normal Mode: Orb updates, bug fixes, etc

Easy Mode: No EXP loss from deny, no gold loss on death, etc

All Random All Mid: I give you 1 guess.

Fortress Mode: 1 team is attacking while the other defends, defending team can buy traps, attacking team can buy creeps.

Arena Mode: FFA or teamed death match

Wild Mode: Random heroes with random skills.

Free Mode: No cool downs with no mana cost on skills.

Commander Mode: When you die you are changed into another hero with the same items and same level. The first side to run out of heroes or to lose their base loses."

To sum it up: Classic mode = normal mode in HoN, Normal mode has some orb changes, EM is now basically casual mode in HoN, 5-6 other FUN modes are being released: deathmatch, offense/defense, WTFmode,

Regarding UI and Gameplay (Int heroes):

"Really they have done wonderful job porting DotA play over.

The UI aids in last hitting (you can turn it off) where things that you can kill with a melee attack glow a little, Items are pure copies of the DotA items but they reworked the orb system. Also the shop is crazy well designed.

The game is still Str/Agi/Int but most Int heroes have at least 1 spell that scales off their Int at least a little.

Not posting pics or anything as my brother (who got me into the beta) said if I post anything they can sue his ass for all he has ever made working for them.

Looks a little like the HoN shop but you can set up an auto shop where it auto buys items for you based on the gold you have. So you can tell it at X gold when you are in range of the shop have it buy X items.

It is not that bad. Like some of them do it interesting ways even. Like Puck's Illusory Orb costs 10 mana less per 20 int you have."

TLDR: Interface is really good, noobs can use a last hitting aid, Int scales for certain skills (Puck's Illusory Orb costs 10 mana less per 20 int you have"

Random general info:

"Classic mode is still as long. Easy Mode goes about 20-30 mins most the time. The other modes are all over the place.

Orb effects are 100% redone with a new system. Not going to go into the meat of it as it is still in flux.

Animation canceling works just like in DotA.

All the heroes are ported tho only about 75% of them are turned on most the time, the other 25% are turned on for testing them and then turned off again if they are not ready.

The models are mostly new, easy to tell what hero is what tho. only about 45% of heroes have VA right now but for the most part it is good.

A lot of the TF2 and Portal VAs are doing Dota 2 work.

Oh also there are 8 maps right now tho some of them only really work for their modes (like the All Random All Mid map)."

Regarding Pricing:

"I don't know really.

Tho the fact that TF2 went free makes me think Dota 2 will not.

Also the in game store only has hero skins and such listed in it so it seems all heroes will be unlocked from the start.

But ya 8 maps right now we have been getting 1 each week for the last 4 weeks tho and they say more is on the way.

They are doing some interesting things to mess with the classic style of play on the map so they have been fun so far. Tho some heroes are a little better on some maps then others.

If they allow all the maps competitive play then events will be crazy fun to watch."

Regarding Release Date:

Also our NDA is dated to be lifted the same day as Gamescon.

They are playing to do a huge event with a playable Demo there.

[More info regarding Gamescon > http://www.dota2portal.org/t524-valve-listed-for-gamescom-event-in-mid-august-possible-dota-2-preview]

Rumor is public beta starting then too.

Heroes:

" All the heroes look cool but the animations are changed but the heroes don't really look the same as they do in Dota.

Their looks are changed around a lot but you get used too it fast, they look like their names."

Icefrog:

"Well I am not an insider but I know what my brother has been telling me.

More or less Icefrog is worried Guinsoo will steal their new modes or make legal issues.

Gabe is more or less a Icefrog fanboy (they spend a lot of time in the office having one on one meetings and shit) so he has full control of his project.

They agreed the name Dota 2 is all the marketing it needs to get a huge start there is no reason to waste money marketing it.

So ya that is way we are going to only see stuff for the first time this Gamescon."

Graphics:

"I am not the best at explaining graphics but I will try.

The game over all looks bright, the map has nice contrast to the heroes and it is east to see units on top of it. The units over all have vary complex models that look great if a little on the dark side.

Techies (who I play the most) is now a cart with 2 goblins in the back holding a bomb and 1 goblin in the front. Their spell effects look really good too.

Phantom Lancer looks much more like a lion man and is a darker blue.

Pit Lord is fully redone and looks like a huge hell dog with two heads and dragon wings.

But ya over all they look great."

Regarding Lack of Info:

"My brother is a programer as valve and they give out 4 codes to each person that is working on the project.

We had sign a huge NDA to get in then they mail us a special copy of Steam that we have to use.

For the most part people joke around about leaking shit but know that if we get found out the person who got us in gets fired and has to pay a huge fee.

That is why no images as it will start a head hunt inside valve.

Over all the testing has been great with almost no bugs. Some heroes had wonky shit like Phantom Lancer had a bug that made it so all his attacks made clones and all his clones attacks made clones. Had a game where we all went down to 5 FPS after there was over 2,000 clones on the screen just eating anything that moved.

But once they get the last few heroes rolling it will be fully ready for open testing then releasing"

Training for noobs;

"There is a great tutorial for the game over all explaining each little thing about the game with videos and a tutorial for each hero as well.

A great single player training mode to learn how to play in as well."

Launcher:

"Oh a few things about the launcher it's self.

Has full support for Clans, Tournaments, etc within the UI it's self.

To set up a Tournament all you have to do is pick the mode you want, the rules being used, if bans are being used or if you want to pre-ban heroes, then if it is open or invite only. Once you have it set up it will show up on the list of open tournaments or the players you invited will get a message.

As teams sign up (as a clan) it will auto make brackets based on their clan ranking (tho the tournament maker can change brackets as needed for seeds and such).

Then when it is time for the games to take place a message goes out to the players and it auto matches people for the game, after each game it updates the bracket and sends out invites for the next game.

There is a full spectator mode for any public game that allows you to see tons of info and also lets you mess around with the UI for it. Like if you want to only see the stats for 1 team then you can make it show that, if you want full info on only one player then you can get a full UI based around that one person, etc.

Makes it great when watching replays of your games to work out what you did right or wrong.

Over all the most professional game interfaces I have ever seen."

More info about maps:

"Ummm… 1 of the maps has no lanes and is just a huge jungle. Has some real interesting ganking play tho wards kind of ruin the map, I have put in more then one report explaining why they need to be disabled on the map.

There is a 3v3v3 map that makes for some fun play but it is not fully up yet, they have us test it, write reports, then they take it back down till they rework it.

It is not like the 6th version now."

estou a gostar do que ando a ler :>

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  • 1 month later...

dota2? então não esta ainda em desenvolvimento?

está em beta ha algum tempo já

daqui a 3 dias +- vai ser apresentado oficialmente com um torneio para 1M$, vai estar uma livestream disponivel no site oficial

edit:

Saiu o trailer :

Para os interessados nos Torneios podem consultar a página oficial

http://dota2.com/tournaments/international/

Começam amanha as 08:00 e prolongam-se durante o resto do dia, o últimos matches começam às 15:15.

O torneio vai durar até domingo.

Edited by Lancer
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dota2? então não esta ainda em desenvolvimento?

está em beta ha algum tempo já

daqui a 3 dias +- vai ser apresentado oficialmente com um torneio para 1M$, vai estar uma livestream disponivel no site oficial

edit:

Saiu o trailer :

Para os interessados nos Torneios podem consultar a página oficial

http://dota2.com/tou.../international/

Começam amanha as 08:00 e prolongam-se durante o resto do dia, o últimos matches começam às 15:15.

O torneio vai durar até domingo.

Os concorrentes já preparam os hambúrgueres e as batatas fritas a uma distância controlada, bem como o balde para as fezes, tudo para que não haja distracções.

btw, sabe-se alguma coisa sobre o preço e onde é que se pode comprar?

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