30th Jan, 2014By Softmints8 minutes

With the release of the Warcraft III expansion pack "The Frozen Throne" and its improved map editor, many budding developers began releasing their own versions of Eul's popular Defense of the Ancients. Eul too was working on a official sequel, under the name Thirst for Gamma (Eul and Song, 2004).

The map's development ended up running for only a month. Being one of the most popular maps Battle.net had ever seen, a DotA sequel commanded high expectations, but when early Thirst for Gamma versions were made public before the map was anywhere near a playable state, players left disappointed, and

11th Jan, 2014By Softmints9 minutes

Today we have a special feature: an interview with Rising_Dusk! Dusk is a veteran Warcraft modder, known particularly for his two AoS projects: Advent of the Zenith (AotZ) and Desert of Exile (DoE), as well as his infamously difficult dungeon crawler Obsidian Depths.

His maps have had a dedicated following over the years in the form of Clan VZ, and are easily some of the most polished AoS around. Below we discuss some of his design influences and goals, as well as his perspective on the genre today.

Softmints: Hi Dusk. Tell us a bit about yourself and your history with Warcraft III.

Risin

9th Jan, 2014By Softmints3 minutes

Battle for Icecrown is another "old school" classic. It was notably selected by Blizzard as one of their spotlight maps, and is the only AoS I'm aware of to date which explored implementing a dynamic terrain.

Rather than the usual river and pair of opposing towers, the middle lane in Icecrown sports six large platforms which periodically raise and lower, changing the layout of the lane. Despite sounding complicated, it's really just switching between two configurations every minute, but this has some interesting consequences for gameplay.

21st Dec, 2013By Softmints4 minutes

Enmity Campaign is a classic example of the "old school" style of AoS seen around 2004-2006. Hero design was just blooming into a worthwhile pursuit, and most modders were anxious to try new things. Enmity certainly went the distance, with adjustments to the usual formula on almost every front.

29th Nov, 2013By Softmints7 minutes

A consistent favourite of public players, Age of Myths is a 6v6 AoS with a central focus on hero versus hero combat. It is notable for having heavily scripted custom heroes, along with some of the flashiest spell effects in the genre.  

28th Nov, 2013By Softmints2 minutes

Land of Legends is an AoS most notable for its innovative hero classification system. Each hero in LoL has a class (Melee/Ranger/Caster) which restricts the items they can buy. Items sell for 100% of their cost, which makes switching item build or 'upgrading' items easy to do at any point in the game. The four main item groups are below:

Note: a more refined version of this system is used in Age of Myths. This older implementation is written up for historical accuracy.

  • Misc: These items can be picked up by any hero class.
    • Basic stat increases like agi/int/str, regeneration, movement
24th Oct, 2013By Softmints3 minutes

Hands of Sorrow Knight took a very liberal approach to hero customisation. This is the primary feature of the game, and the procedure for picking and customising a hero is quite elaborate.

I'll describe each step in full below:

  1. Choose one of 50 basic heroes. Each hero comes with a unique innate ability. In some game modes, duplicate heroes are allowed.
  2. Choose one of 36 offensive active abilities. They are not removed from the pool after selection.
  3. Choose one of 36 supportive active abilities.They are not removed from the pool after selection.
  4. Choose two of 8 hero powers. The 8 powers
20th Oct, 2013By Softmints2 minutes

This article is about ability resources: a type of mechanic which a moba designer can use to direct when a player should use their hero's abilities.

If an ability is free, a player will use it in every situation where it is beneficial (or at least, more beneficial than attacking, which is also free). It is usually more elegant to make this kind of ability passive or toggled.

Active abilities on the other hand should have some kind of cost. Cooldowns create what's called an opportunity cost: the cost of using an ability now is that it can't be used later. Cooldowns are widespread and with

17th Oct, 2013By Softmints3 minutes

The Great Strategy was one of the first AoS maps to take a hands-off approach to hero design. The premise was that heroes start with a single innate ability, and players can buy and upgrade the rest of their kit by spending a special resource called Ability Points, gained primarily by leveling up, but also by killing enemy players.

Abilities are divided into four types:

  • Innate abilities come with your hero, and have no leveling or interaction with the AP system.
  • Standard abilities cost 2 AP per level (max of 10 levels), and heroes can have at most three.
  • Special abilities cost 5 AP (only