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Defense of the Ancients
Defense of the Ancients (DotA) is a multiplayer online battle arena (MOBA) mod for the video game Warcraft III: Reign of Chaos (2002) and its expansion, The Frozen Throne (2003). The objective of the game is for each team to destroy their opponents' Ancient, a heavily guarded structure at the opposing corner of the map. Players use powerful units known as heroes, and are assisted by allied teammates and AI-controlled fighters. As in role-playing games, players level up their heroes and use gold to buy equipment during the game.
DotA has its roots in the "Aeon of Strife" custom map for StarCraft. The scenario was developed with the World Editor of Reign of Chaos, and was updated upon the release of its expansion, The Frozen Throne. There have been many variations of the original concept, the most popular being DotA Allstars, eventually simplified to DotA. The mod has been maintained by several authors during development, with the pseudonymous designer known as IceFrog maintaining the game since the mid-2000s.
DotA became a feature at several worldwide tournaments, including Blizzard Entertainment's BlizzCon and the World Cyber Games. Critical reception to DotA was positive, and it has been called one of the most popular mods of any game. DotA is largely attributed as being the most significant inspiration for the MOBA genre, refining and popularizing its core mechanics and gameplay structure. American video game developer Valve acquired the intellectual property rights to DotA in 2009 to develop a franchise, beginning with Dota 2 in 2013.
Defense of the Ancients pits two teams of players against each other. Players on the Sentinel team are based at the southwest corner of the map, and those on the Scourge team are based in the northeast. Each base is defended by towers and waves of units which guard the main paths leading to their base. In the center of each base is the Ancient, the building that must be destroyed to win the game.
Each player controls one hero, a powerful unit with unique abilities. In DotA, players on each side can choose one of more than a hundred heroes, each with different abilities and tactical advantages. The scenario is highly team-oriented; it is difficult for one player to carry the team to victory alone. DotA allows up to ten players in a five-versus-five format. DotA offers a variety of game modes, selected by the game host at the beginning of the match. The game modes dictate the difficulty of the scenario, as well as whether players can choose their hero or are assigned one randomly. Many game modes can be combined, allowing more flexible options.
Because the gameplay revolves around strengthening individual heroes, it does not require the focus on resource management and base-building found in most traditional real-time strategy games. Killing computer-controlled or neutral units earns the player experience points; the player gains a level when enough experience is accumulated. Leveling up improves the hero's toughness and the damage they inflict, and allows players to upgrade spells or skills. The typical resource-gathering of Warcraft III is replaced by a combat-oriented money system; in addition to a small periodic income, heroes earn gold by killing or destroying hostile units, base structures, and enemy heroes. This creates an emphasis on "last-hitting" to land the killing blow and receive the experience and gold for doing so. Using gold, players buy items to strengthen their hero and gain abilities; certain items can be combined with recipes to create more powerful items. Buying items that suit one's hero is an important tactical element of the mod.
Blizzard Entertainment's 1998 real-time strategy game StarCraft shipped with a campaign editor that allowed players to create custom levels, complete with scripted triggers. One such custom map was "Aeon of Strife". Instead of controlling multiple units and managing buildings, players controlled a single hero unit as they fought against waves of enemies.
Blizzard followed StarCraft with the real-time strategy game Warcraft III in 2002. As with Warcraft II and StarCraft, Blizzard included a free World Editor in the game that allows players to create custom scenarios or maps for the game, which can be played online with other players through Battle.net. Warcraft III also featured powerful hero units that leveled up and could equip items to boost their abilities, and the World Editor enabled mapmakers to create their own. Taking inspiration from Aeon of Strife and using the expanded capabilities of the World Editor, modder "Eul" created the first version of Defense of the Ancients in 2003. The heroes could now sport different abilities and level up skills and equipment. After the release of Warcraft III's expansion The Frozen Throne, which added new features to the World Editor, Eul did not update the scenario and made his map code open-source. Other mapmakers produced Defense of the Ancients spinoffs that added new heroes, items, and features. Among the DotA variants created in the wake of Eul's map was DotA Allstars, originally created and developed by custom map makers Meian and Ragn0r, who took the most popular heroes and compiled them into one map. In March 2004, map maker Steve "Guinsoo" Feak assumed control of Allstars development. Feak said when he began developing DotA Allstars, he had no idea how popular the game would eventually become. Feak added a recipe system for items so that player's equipment would scale as they grew more powerful, as well as a powerful boss character called Roshan (named after his bowling ball) who required an entire team to defeat.
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Defense of the Ancients AI simulator
(@Defense of the Ancients_simulator)
Defense of the Ancients
Defense of the Ancients (DotA) is a multiplayer online battle arena (MOBA) mod for the video game Warcraft III: Reign of Chaos (2002) and its expansion, The Frozen Throne (2003). The objective of the game is for each team to destroy their opponents' Ancient, a heavily guarded structure at the opposing corner of the map. Players use powerful units known as heroes, and are assisted by allied teammates and AI-controlled fighters. As in role-playing games, players level up their heroes and use gold to buy equipment during the game.
DotA has its roots in the "Aeon of Strife" custom map for StarCraft. The scenario was developed with the World Editor of Reign of Chaos, and was updated upon the release of its expansion, The Frozen Throne. There have been many variations of the original concept, the most popular being DotA Allstars, eventually simplified to DotA. The mod has been maintained by several authors during development, with the pseudonymous designer known as IceFrog maintaining the game since the mid-2000s.
DotA became a feature at several worldwide tournaments, including Blizzard Entertainment's BlizzCon and the World Cyber Games. Critical reception to DotA was positive, and it has been called one of the most popular mods of any game. DotA is largely attributed as being the most significant inspiration for the MOBA genre, refining and popularizing its core mechanics and gameplay structure. American video game developer Valve acquired the intellectual property rights to DotA in 2009 to develop a franchise, beginning with Dota 2 in 2013.
Defense of the Ancients pits two teams of players against each other. Players on the Sentinel team are based at the southwest corner of the map, and those on the Scourge team are based in the northeast. Each base is defended by towers and waves of units which guard the main paths leading to their base. In the center of each base is the Ancient, the building that must be destroyed to win the game.
Each player controls one hero, a powerful unit with unique abilities. In DotA, players on each side can choose one of more than a hundred heroes, each with different abilities and tactical advantages. The scenario is highly team-oriented; it is difficult for one player to carry the team to victory alone. DotA allows up to ten players in a five-versus-five format. DotA offers a variety of game modes, selected by the game host at the beginning of the match. The game modes dictate the difficulty of the scenario, as well as whether players can choose their hero or are assigned one randomly. Many game modes can be combined, allowing more flexible options.
Because the gameplay revolves around strengthening individual heroes, it does not require the focus on resource management and base-building found in most traditional real-time strategy games. Killing computer-controlled or neutral units earns the player experience points; the player gains a level when enough experience is accumulated. Leveling up improves the hero's toughness and the damage they inflict, and allows players to upgrade spells or skills. The typical resource-gathering of Warcraft III is replaced by a combat-oriented money system; in addition to a small periodic income, heroes earn gold by killing or destroying hostile units, base structures, and enemy heroes. This creates an emphasis on "last-hitting" to land the killing blow and receive the experience and gold for doing so. Using gold, players buy items to strengthen their hero and gain abilities; certain items can be combined with recipes to create more powerful items. Buying items that suit one's hero is an important tactical element of the mod.
Blizzard Entertainment's 1998 real-time strategy game StarCraft shipped with a campaign editor that allowed players to create custom levels, complete with scripted triggers. One such custom map was "Aeon of Strife". Instead of controlling multiple units and managing buildings, players controlled a single hero unit as they fought against waves of enemies.
Blizzard followed StarCraft with the real-time strategy game Warcraft III in 2002. As with Warcraft II and StarCraft, Blizzard included a free World Editor in the game that allows players to create custom scenarios or maps for the game, which can be played online with other players through Battle.net. Warcraft III also featured powerful hero units that leveled up and could equip items to boost their abilities, and the World Editor enabled mapmakers to create their own. Taking inspiration from Aeon of Strife and using the expanded capabilities of the World Editor, modder "Eul" created the first version of Defense of the Ancients in 2003. The heroes could now sport different abilities and level up skills and equipment. After the release of Warcraft III's expansion The Frozen Throne, which added new features to the World Editor, Eul did not update the scenario and made his map code open-source. Other mapmakers produced Defense of the Ancients spinoffs that added new heroes, items, and features. Among the DotA variants created in the wake of Eul's map was DotA Allstars, originally created and developed by custom map makers Meian and Ragn0r, who took the most popular heroes and compiled them into one map. In March 2004, map maker Steve "Guinsoo" Feak assumed control of Allstars development. Feak said when he began developing DotA Allstars, he had no idea how popular the game would eventually become. Feak added a recipe system for items so that player's equipment would scale as they grew more powerful, as well as a powerful boss character called Roshan (named after his bowling ball) who required an entire team to defeat.