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Ward placed high ground, blocks camp low ground

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  • Ward placed high ground, blocks camp low ground

    http://puu.sh/f0G8N/3b870c0aa9.jpg

    The anti-mage is there to provide proof that the ward is actually providing uphill vision.

    This ward is very hard to place. You have to place the ward on the outside of the border of the spawn box in order for it to provide uphill vision. The collision size is what seems to block the camp.
    I had to use showcase view so I could put it just outside of the spawnbox.

    This is how it looks like if you place the ward on the inside of the border of the spawnbox.

    It doesn't seem intentional to me. Since it is uphill exactly when the spawn box ends. It is also very hard to place. Usually when professional players want to block that camp they place it further to the south but still uphill. However the vision it provides is worse.

    I am aware that this ward spot has been used in some competitive games but very rarely.

    Tutorial on how to get the spawn boxes here.
    Last edited by GermanViet; 01-25-2015, 10:05 AM. Reason: Post has been rewritten
    James "2GD" Harding's career as a Dota 2 host on Valve events
    * 25.02.16 - † 26.02.16
    Spoiler: 



  • #2
    The ground level shouldn't matter.. Is there even a way to detect ground level in Warcraft 3?
    Please, just call me buny.

    Comment


    • #3
      According to Thoapplesin, it shouldn't matter in WC3. Although I don't think there are any camps in WC3 that could be blocked if a unit is on a cliff, whether it's low or high ground.

      8:21 PM - For one momeeeeeent...: grouping doesn't consider elevation of units
      8:21 PM - For one momeeeeeent...: ... GroupEnumUnitsInRange function
      8:21 PM - For one momeeeeeent...: then again, some units may fail to be grouped in an unintuitive manner, which I have no idea about anymore

      Comment


      • #4
        Originally posted by bu3ny View Post
        The ground level shouldn't matter.. Is there even a way to detect ground level in Warcraft 3?
        Well, there's uphill miss chance, and the Z-axis (height) change was what caused the original Tiny Ava-Toss combo (leaving the AoE of the effect and landing back into it)


        On topic: Pretty certain that height doesn't affect spawn checking.

        EDIT: Man :v what I get for getting distract my streams of tournament.
        Every time someone make a false report.
        Making people's losses feel worse with just my name (don't ask me how it work, I certainly don't)

        Currently observed Orb(Unique Attack Modifiers), Critical, and Bash interactions for DotA2

        To:
        People who cry MM isn't fair: Maybe you're not as great as you make yourself to be.
        People who wants surrender: It exists, but I'm not teaching you how to do it.

        Comment


        • #5
          Originally posted by RoflCat View Post
          Well, there's uphill miss chance, and the Z-axis (height) change was what caused the original Tiny Ava-Toss combo (leaving the AoE of the effect and landing back into it)
          The uphill miss chance is something hardcoded. It's an option in the gameplay constants and the z axis wasn't the cause for mega ava toss combo, it was the unit being turned into a flying for Toss' duration.
          Please, just call me buny.

          Comment


          • #6
            Originally posted by GermanViet
            Waga or draskyl were also amazed that the ward was blocking the camp.
            This is relevant why? Waga also thinks that illusions get bonus damage from DD rune.

            As stated in the Kunka thread title, it is a confirmed bug. But yes in Dota2, Creep Camps spawn boxes uses prism instead of rectangles. Height does matter. How high depends on the setting of the prism.
            Finally decided to "transition" to dota 2. Still does not like moving.

            Comment


            • #7
              Updated post. Doesn't seem intentional to me when the spawn box ends exactly there when it is going uphill. You have to place the ward outside of the spawnbox for it to provide uphill vision. The collision size is what seems to block the camp.
              Height doesn't matter in this case. I corrected my post.
              James "2GD" Harding's career as a Dota 2 host on Valve events
              * 25.02.16 - † 26.02.16
              Spoiler: 


              Comment


              • #8
                Originally posted by Noo View Post
                According to Thoapplesin, it shouldn't matter in WC3. Although I don't think there are any camps in WC3 that could be blocked if a unit is on a cliff, whether it's low or high ground.
                Actually mid sentinel hard camp is blocked by the cliff ward, if you put it on the right of the cliff in dota, and not in putted on the left,

                countrary to our simple bullshit no block in dota2.

                Else +1 with clogon, "pro" have no fucking clue of dota mechanics, and that's actually the reason EE is actually doing decent, cause he has at least a very little bit of mechanics knowledge...
                Last edited by miambox; 02-02-2015, 04:08 AM.

                Comment


                • #9
                  Still working: https://a.pomf.se/aktnhn.mp4
                  James "2GD" Harding's career as a Dota 2 host on Valve events
                  * 25.02.16 - † 26.02.16
                  Spoiler: 


                  Comment


                  • #10
                    Originally posted by bu3ny View Post
                    The ground level shouldn't matter.. Is there even a way to detect ground level in Warcraft 3?
                    there must be a way or how would vision work? dont ask me how though, idk...

                    Comment


                    • #11
                      Originally posted by Dota2Critic View Post
                      there must be a way or how would vision work? dont ask me how though, idk...
                      He replied to an old post of mine which I already modified. Ground level doesn't matter:

                      The two wards at bottom right corner (one cannot be seen because it's behind a tree) block the camp despite being placed on high ground. These wards also work in WC3 Dota.
                      James "2GD" Harding's career as a Dota 2 host on Valve events
                      * 25.02.16 - † 26.02.16
                      Spoiler: 


                      Comment

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