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  • Cherry Pick: Competitive Drafting Without Bans

    22nd May, 2014By Softmints5 minutes

    I'm sure most of you are familiar with the concept of drafting, the pre-match ritual in which players negotiate the characters that will be in-play during a match. Typical drafting phases consist of an alternating sequence of picks and bans. I've listed the drafting sequence for several commercial games below. There's some variation, but they're all pretty similar:

  • moonliterhythm

    15th May, 2014By Softmints8 minutes
    It's another interview; this time with moonliterhythm (aka SuaVe), the developer of perSonas/Arkana! I used to share a forum with him many years ago, so this was a surprise reunion.
  • Advent of the Zenith

    1st May, 2014By Softmints7 minutes
    Advent of the Zenith is comfortably one of the best-known AoS maps in Warcraft III. It stands out in many ways as a memorable experience, partly due to innovative hero design, and partly due to its immersive theme and custom graphics.
  • Elemental Wars

    17th Apr, 2014By Softmints4 minutes

    In light of last week's interview, I've decided to take a slight detour from our usual menu to review a concept AoS called Elemental Wars.

    This was never made into a playable map, but is unique in several ways that I feel are worth discussing. The concept was originally posted here on wc3c.net, but I'll run through the main points below anyway.

  • erwtenpeller

    10th Apr, 2014By Softmints12 minutes
    erwtenpeller was one of the Warcraft modding community's most established artists. He is well known for his distinctive cartoony style, serving as the art director at the modding site wc3c.net, and his work can be seen in a wide variety of maps.
  • MountainStruggle

    20th Mar, 2014By Softmints6 minutes

    MountainStruggle is one of those old maps where relatively simple scripting plus creative thinking produced some interesting results. The game is 5v5, and is themed around two opposing nations which are separated by a giant mountain. The lanes defy usual conventions by weaving their way over and under the mountain's ridge, resulting in a rather unique layout.

  • Terpentin

    27th Feb, 2014By Softmints5 minutes

    Arise, arise! Fighters of Terpentin! Lane-pushing games are best known as 5v5 matchups, but over the years there have been plenty of maps trying out different configurations.

    Terpentin is one of the better-executed 3v3v3 maps: consisting of three AI teams, with 3 player-controlled heroes on each. While nothing special in terms of graphics or hero design, its offers a large variety of map objectives, which are tricky to prioritise.

  • In this article, I'd like to introduce a broad classification of gameplay elements which I find useful when describing a lane-pushing game.

    As players progress through a match, they have the option of outfitting their hero with various long-term bonuses. I collectively refer to these bonuses as equipment. Each type of equipment has a maximum number of slots, and a variety of things which can be equipped to these slots.

    I use a simple notation when describing equipments. An equipment with 5 slots and 100 options will be referred to as a 100c5 equipment (read this as: 100 choose 5). This

  • Battle Tanks

    20th Feb, 2014By Softmints7 minutes

    Battle Tanks (N-a-z-g-u-l, aka Bob666, 2005) is a very interesting specimen of lane-pushing game. It's quite distinct from most AoS maps, and has enjoyed a large following for many years. The game is still being updated by Exodus and the Btanks team, and the most recent update was Feb 2014.

    The basic premise of Battle Tanks is familiar: it's a 5v5 matchup with three lanes, and the primary objective to destroy the enemy base. Less familiar will be that the full map is visible to everyone at all times (no reconnaissance meta), and that the game is symmetric!

    Instead of picking heroes

  • Thirst for Gamma

    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