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MAP DOWNLOAD + CHANGES

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The_Fluke
Unmotivated
Jaha
Duna
Skulesta
nospoon
HiGhElF-
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Post  Duna Mon Feb 14, 2011 5:24 pm

nospoon wrote:Changes?
Version lol:) Tzieph have to make new version each day, so he just change versions:)

Duna

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Post  Admin Mon Feb 14, 2011 6:51 pm

DotA: Thief's Lair 8.0
map: http://www.epicwar.com/maps/162500//

DotA: TL Rumble 1.4
map: http://www.epicwar.com/maps/162501/


- fixed armor at ne raxes
(urn has mana regen/some modes/roulette bit weaker)

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Post  Admin Tue Feb 15, 2011 4:20 pm

DotA: TL Rumble 1.5
map: http://www.epicwar.com/maps/162594/


just removed some trees so map is more symetrical

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Post  Admin Sat Feb 19, 2011 7:32 am

8.1 changes

orb/samuro/searing/maledict/aegis/bag weakened
if dragon uses active item all units owned by player will die
satyrs got mana burn
added markers for horse mode, horse moves 2.5x faster around center
made unmotivated 2nd in mode picker queue

anticamp modes:
stronger creeps - when rax dies opposite produces even more buffed creeps
combined - combination of old anticamp and stronger creeps

map: http://www.epicwar.com/maps/162946/

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Post  nospoon Sat Feb 19, 2011 10:39 am

"mode picker queue" ?

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Post  Admin Sat Feb 19, 2011 11:49 am

me > unmotivated > blue

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Post  Admin Sun Feb 20, 2011 11:34 am

8.11 changes

library mode = spell book attached to concrete hero
some other spell adjustments

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Post  Jaha Mon Feb 21, 2011 9:26 am

Thanks for listening to the suggested changes and trying them Tzieph.

Searing is still nice but it's much better now it's been nerfed.

Not sure why Unmotivated is second in mode picker queue though Very Happy

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Post  Admin Tue Feb 22, 2011 12:18 pm

8.13 changes

nether ward - now aimable
nature spirits - restores bit more mana
taunt totem - forces enemy to attack in smaller intervals
urn - got mana regen again
dragons maw - fixed bug when target could get poisoned multiple times
drain life +10% heal all levels
split earth +5 damage all levels
homing missile/death sentry - now magic immune
all heroes now trigger mines
troll - better hp regen
pyrotechnist +50 attack range
storm spirit +4 base damage
bone fletcher +7 base damage
flame lord +3 base agility
added that entangling mine

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Post  Jaha Tue Feb 22, 2011 12:24 pm

Why have you made sentry/missile magic immune?

Sentry turns invis after it is cast and a well placed SE can stun it and stop it attacking. You can also use BH to slow the missile to give enough time to escape/attack it.

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Post  nospoon Tue Feb 22, 2011 7:31 pm

jaha is right about that one...

also gj on mine-triggering hero.. needed that since mines came to the came Smile

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Post  Admin Sat Feb 26, 2011 9:50 am

8.15 changes

entangling mine - 33% double drop chance
king of the hill - size increased a little
new ulti called ghost ship

map: http://www.epicwar.com/maps/163632/

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Post  Jaha Mon Feb 28, 2011 9:34 am

I like the sound of Holy Hand...it's like the anti Thundergod's Wrath. Could annoy a lot of people who are about to hk!

I had a possible suggestion for an ulti...it's kind of similar to GA and provides a shield around the unit that casts it that spans about 5 units width and any allies inside it become invulnerable and magic immune. I imagine it would look like AMS but larger. Obviously would have to have a fairly high cd.

Trying to think of things that would encourage team siege...

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Post  Sammael Mon Feb 28, 2011 10:38 am

I thought of a new skill, actually an upgrade of a skill

lvl 6: Supernova
mana cost: 150
cd: 45sec or so

Like diabolical edict ( perhaps also against buildings ), but in a large area of about 500-600 range.
Tons of diabolical edicts that explode arround u, but ALOT of diabolical edicts, BUT you can't aim them unlike normal diabolical edict. If i recall correct a normal diabolical has 5 of those black shadow thingy's.
Perhaps supernova could have 20 but they stay in 600 range of cast spot. That would make it balanced.
If cast when only single target in 600 range that would be uber deadly, but when he's outside 600 range of cast spot the diabolical stops attacking him. Else it would be to unbalanced.

Either way, I think it has alot of potential + could be visual very nice but it'll need alot testing to make it balanced.

Grtz Sammael

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Post  Sammael Mon Feb 28, 2011 10:40 am

perhaps you can let explosion occur at medium speed of a lvl 2 diabolical.
Also a possibility

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Post  Admin Mon Feb 28, 2011 1:42 pm

8.2 changes

death sentry immunity removed
entangling mine doesn't hurt buildings

skills:
toss = Grabs random nearby ground unit and launches it at targeted location. Upon landing, the unit deals 60/120/180 damage in an area. Hurts buildings.

holy hand = Heals all allied heroes on the map for 200 hp.

rot = Pudge releases the disease and filth inside of him, dealing 30 damage per second and slowing surrounding enemies while hurting Pudge as well. Reduces enemy movement speed by 20%.

map: http://www.epicwar.com/maps/163871/

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Post  Admin Mon Feb 28, 2011 5:02 pm

8.21

changed rot a bit now its siege skill as well

map: http://www.epicwar.com/maps/163902/

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Post  Jaha Thu Mar 03, 2011 11:45 am

Diabolic Edict should be nerfed...60 mana for the damage it does to units AND towers is crazy...Increase mana to 80-100 IMO (especially since it can be used on golem/infern/GG).

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Post  Jaha Mon Mar 07, 2011 9:29 am

And Elune's needs modifying somehow...either raised mana or increased CD. It's too spammable and the stun lasts too long at level 3 as it stands.

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Post  Duna Mon Mar 07, 2011 9:38 am

Leave Elune please. Its ok now. Its so hard to catch someone with elune, so you can spam whole game and miss all. You need to get some combo (like elune+bite), to make elune work good, so its ok as it is now.

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Post  Jaha Mon Mar 07, 2011 9:40 am

I disagree as do a number of other players. It is very easy to use if you have any skill and it's fast cd and low mana cost of 50 make it so spammable. Perhaps you need some practice if you can't use it.

50 mana is far too low in relation to the cooldown and the massive stun it gives.

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Post  Duna Mon Mar 07, 2011 2:08 pm

Perhaps you have to play with better players, who can dodge arrow:)

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Post  Jaha Mon Mar 07, 2011 4:06 pm

Maybe you should go practice in single player on how to aim and actually hit something.

It's quite unpredictable to dodge due to its high speed and the nature of the animation, it can often look like it's going to miss but still hits as it catches the base of the model...also the misleading fact that it can travel through ally creeps/heroes.

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Post  Unmotivated Tue Mar 08, 2011 9:03 pm

Hi, Another suggestion.

Maybe you can set a new game option where you raise max lvl to 15/20/25... +2 extra stats each level above 10.

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Post  Admin Wed Mar 09, 2011 3:18 pm

i like the max level mode

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