Battle for Icecrown

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.

Enmity Campaign

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.

Aeon of Strife

5th Dec, 2013By Softmints5 minutes

Aeon of Strife is the original Starcraft map which inspired the lane-pushing game genre. Feast your eyes on the battleground where it all began.

Age of Myths

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.  

Land of Legends

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

Hands of Sorrow Knight

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

The Great Strategy

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

Megalith

3rd Oct, 2013By Softmints3 minutes

Now is a really nice time to be reviewing Megalith, because development was recently picked up again. Megalith's landscape is intricate and lovingly detailed, partly because the game was designed to be played with a third-person camera, making it the first third-person moba!

Unfortunately, Warcraft as a game engine offers very limited support for alternative camera modes, so often players would switch back to the standard overhead camera after the game started, but third-person was the default option for new players.

In support of a realistic third-person view, the buildings and

PerSonas / Arkana

29th Sep, 2013By Softmints2 minutes

PerSonas and its sequel Arkana are a pair of maps which both implemented a very clever mechanic called the perSona switch. At the start of the game, players pick two heroes; each is called a persona.

At any point during the game, pressing 'Q' will activate a perSona switch, instantly replacing one persona with the other. Switching preserves life and shield percentages, while removing buffs and disjointing projectiles, so the ability has intrinsic value.

Each persona has an independent ability set and cooldowns, so switching allows players to perform combos, or enact cunning escapes.

Water War - Submerged

25th Sep, 2013By Softmints4 minutes

Water War - Submerged was one of the earliest maps to do something different. The game consists of two warring factions of amphibious creatures, Clan Aqua and Clan Marine, battling it out across the ocean between their island encampments.

The factions are completely identical, right down to the unit models and colours. The game is a 4v4 matchup over three lanes, but this is about as non-standard as three lanes gets!