Robustness's maps
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The very concept of the map was taken from previous versions from other players. An analysis of "what they like"was carried out. Extensive work has been carried out on "remove this immediately". As a result, the mountains were made based on the scale and location of the version from taumel. A lot of players of the "top" of this map were also interviewed. The first changes were physical, not visual. The forest was reworked only into groups on the bases and removed a huge number of single trees that slowed down the game. Biomes were located with an approximate change in the reclaim, that is, no one felt that he had less resources at this position or there were more of them. Then the trees that lit up at the beginning of the game were removed as they created a three-second lag at the beginning at the start. All mass extractors on the bases have been adjusted, previously each slot had a certain asymmetry. When I delved deeper into the map, I found that the previous versions were visually not symmetrical in both coloring and terrain. Therefore, taking my time, I spent a couple of months with my friends coming up with a release version of the modern classical gap. You can fit the whole way in one photo. In any case, I would like to express a big thank you to Morax. He gave me a lot of support. Some such way in 4 months.
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We had the idea that there would be less than 8 mass extractors left on the base, but we decided that there would be enough adaptive settings to reduce the natural reclaim and add hidden ones. And so there are many examples where a decrease in starting opportunities has a bad effect on the game and on the map of this type. As you correctly noticed, this map has become a kind of niche, like de_dust2. Since the balance of all "idials" is observed everywhere, for those who adore it. That's probably why Dota2 is so popular...
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That's where I got my inspiration from in the mountains.
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The work of an old friend.( pr) 18.09.2021
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Dante (Sorian_Ai). 18.09.2021
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lenkin (SaskeKaske) PR 18.09.2021
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works by Pulon and barmaleushko 19.09.2021 PR
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works MikZuperztar 19.09.2021 PR
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Two maps have been updated, one of which represents a new, fresh gameplay on a fairly similar classic map
The second implies a competitive card over dominance, with the help of waves of units that should capture control points, thereby strengthening the appearance of new units, who will gain the maximum level, will receive recognition from the rest and the match will end.
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Adaptive Where are the skulls
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I lost interest in the project, if anything, use discord for communication: supertiwka
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sadness
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for those who need to save to a folder 12 v gap dualgap_adaptive.v0012.rar
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13v