why not? d1 pathing map can captue you (like Rubick tlk), cause too wide cliffs, wrong distance between towers on lines, wrong doodads placing (like tree on the top rune wardplace), wrong Roshan's pit, wrong bases size, all distances are distorted
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Loki
Member Since 27 Nov 2014Offline Last Active Feb 10 2015 12:20 PM
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- Active Posts 6
- Profile Views 4,489
- Member Title Newbie
- Age 33 years old
- Birthday June 21, 1990
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Gender
Male
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Location
Russia
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my interest is Dota.... ofc I joke, I love only sex, money and rock-n-roll
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In Topic: Map like in D2
13 January 2015 - 08:31 AM
In Topic: Suicide still fatals
22 December 2014 - 02:43 PM
In Topic: 6.83: end of 1st rune hype era?
22 December 2014 - 05:54 AM
So what? It's not problem, it's called update - more casual, more balance, more shit and this happen every time. Dont think bout "to be or not to be", "just do it".
In Topic: Map like in D2
21 December 2014 - 08:54 PM
basically you wanna improve that in many different ways? how harsh changes would be on your estimates?
I wanna maximal similarity. I know wc3 map structure and limits and I know fundamental differences between D1 and D2 maps. But I hope I can bypass obstacles.
In Topic: Aghanims
27 November 2014 - 09:32 PM
Brooda
-number of webs is increased by 4, hp regen stack for each web (96 hp/sec if use 12 webs on the same place)
-into center of web create aoe, witch block enemy ground vision and give true sight (aoe range 200 - 300?, implemented via dummy vision blocker arrange in a circle, due to wc3 mechanic circumstances ally will see this aoe, so it will be something like mini-ward)