Announcement

Collapse

Forum Rules

  • No flaming or derogatory remarks, directly or through insinuation.
  • No discussion, sharing or referencing illegal software such as hacks, keygen, cracks and pirated software.
  • No offensive contents, including but not limited to, racism, gore or pornography.
  • No excessive spam/meme, i.e. copious one liners in a short period of time, typing with all caps or posting meme responses (text/image).
  • No trolling, including but not limited to, flame incitation, user provocation or false information distribution.
  • No link spamming or signature advertisements for content not specific to Dota 2.
  • No Dota 2 key requests, sell, trade etc.
  • You may not create multiple accounts for any purpose, including ban evasion, unless expressly permitted by a moderator.

  • Please search before posting. One thread per issue. Do not create another thread if there is an existing one already.
  • Before posting anything, make sure you check out all sticky threads (e.g., this). Do not create new threads about closed ones.
  • It is extremely important that you post in correct forum section.

  • Balance discussion only in Misc.
  • All art related (such as hero model) feedbacks go to Art Feedback Forum.
  • All matchmaking feedback should go here: Matchmaking Feedback
  • All report/low priority issues should go here: Commend/Report/Ban Feedback
  • No specific workshop item feedback. These should go to workshop page of that item.
  • When posting in non-bugs section (such as this), use [Bugs], [Discussion] or [Suggestion] prefix in your thread name.



In case you object some action by a moderator, please contact him directly through PM and explain your concerns politely. If you are still unable to resolve the issue, contact an administrator. Do not drag these issues in public.



All rules are meant to augment common sense, please use them when not conflicted with aforementioned policies.
See more
See less

[DOTA Mappers] Suggestions & Features Priority List

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • [DOTA Mappers] Suggestions & Features Priority List

    Note: Custom Gamers are discouraged to participate as they are unfamiliar with the features and limitations of the current mapping engine.

    Valve has requested that an assortment of the features requested by the community and other members of the community's input on them so that they know what we want to be done as soon as possible. For the past couple weeks, I've been compiling a list of features requested by other modders and now that the 24 player update is out I've decided to release the poll for public input.

    The poll can be found here - https://www.surveymonkey.com/r/6Y3L6MN

    I've been trying to add as much additional information to each bullet point as possible but it's quite difficult as I hardly have enough free time to work on this list.

    If I have additional time than I'll make a table of contents here with detailed descriptions of every option.

    Please spend your time observing and thinking about every option and how it will benefit the community! I have access to each poll (anonymous) so I'm going to delete any straight-ticket votes. If you don't vote than the features you want won't be seen by the developers.

    The options can be found here- (The rating in parenthesis is in relation to how necessary it is to it's intended map- e.g. campaign support is "High" because campaigns cant really be made without campaign support where other stuff is "low" because maps can be made without it)





    ENGINE
    1. Engine (High): Team allegiances (Allied, Share Vision, Share Control, Full Share Control)
      • Current System: All teams are enemies to each other
      • Proposed Changes: Teams can be friendly to eachother (with or without vision)
      • Use Case Scenario: tribes vs clans type warfare with strategic gameplay
    2. Engine (Low): Joining and leaving mid-game (not the server) (Think L4D2)
      • Current System: Players in lobby are the only players all game.
      • Proposed Changes: Players may enter the game halfway through the match.
      • Use Case Scenario: Friends joining coop lobbies, other players replacing leavers in competitive games
    3. Engine (Low): Native attack/armor type support
      • Current System: No such support
      • Proposed Changes: Support for weapons and armors such like "Chaos" damage deals 3x damage against "Fortified", reflected in tooltips
      • Use Case Scenario: enhanced gameplay
    4. Engine (Low): Native custom resource support
      • Current System: Only have gold.
      • Proposed Changes: Custom resources are enabled with support like food and are able to be baked into tooltips and spell costs.
      • Use Case Scenario: external costs, rare "crystal" resources or the such
    5. Engine (Low): Support for the GNV to calculate multiple Z-axes (think multi leveled house)
      • Current System: All walking area is on the same level.
      • Proposed Changes: Units are able to exist in the same X/Y yet at multiple Z's.
      • Use Case Scenario: houses, bridges.
    6. Engine (Medium): Flexibility in tooltips/better custom tooltips
      • Current System: Tooltips are generated with no user flexibility
      • Proposed Changes: Tooltips can be edited by the lua during runtime
      • Use Case Scenario: Socketing items with runes, custom generated data outside of known ability specials
    7. Engine (Medium): Localized movement (for FPSes - the hero moves on the client side before the message is seen by the server; if the hero moves invalidly than a "rubber band" update is issued) (Use Case: enhanced gameplay)
      • Current System:
      • Proposed Changes:
      • Use Case Scenario:



    HAMMER
    1. Hammer (Low): Limited local lighting & graphic shader options (dota_color_correction disabled) (Current: The entire map has the same color for fog, no graphic shader options. Proposal: re-enable dota_color_corretion and re-do it for the Source 2 engine. Use case: darkening a boss room, sharpening and applying blurs to produce visual effects based on the effects on the hero)
      • Current System:
      • Proposed Changes:
      • Use Case Scenario:
    2. Hammer (Low): Support for more than 4 tiles in a tileset (Use case: creating vivid scenery without having to flop between transition and material tile sets)
      • Current System:
      • Proposed Changes:
      • Use Case Scenario:
    3. Hammer (Medium): "deep water" (water that is natively untraversable) (Current: All water is natively traversable. Proposed: Water can be untraversable for ground units. Enables: swimming, ships, fish)
      • Current System:
      • Proposed Changes:
      • Use Case Scenario:
    4. Hammer (Medium): beach-style water levels (Current: All water comes from ramps. Proposed: water is able to be gradualized. Enables: beach scenery, puddles)
      • Current System:
      • Proposed Changes:
      • Use Case Scenario:
    5. Hammer (Medium): Heightmaps on the DotA tile grid (refer to Warcraft 3 hill tools) (Current: the map is the same z-level when on the same cliff. Proposal: implement the mesh height tool in the dota 2 map grid. Use case: rolling hills, gutters on the sides of road)
      • Current System:
      • Proposed Changes:
      • Use Case Scenario:
    6. Hammer/Engine (Extremely High): Larger maps (fixing the fog glitch) (Nondescript)
      • Current System:
      • Proposed Changes:
      • Use Case Scenario:



    OTHER
    1. Other (Low): Adding additional custom heroes in addition to existing DotA heroes (use case: adding custom heroes to default dota 2 gameplay)
      • Current System:
      • Proposed Changes:
      • Use Case Scenario:
    2. Other (Low): Normalize cosmetic attachment points (currently a lot of items such as weapons, cloaks, and whatnot are positioned relative to their original model, not a control point on the destination model) (Use Case: customizing heroes through changing wearables to the huge swath of items provided by the dota 2 cosmetic system)
      • Current System:
      • Proposed Changes:
      • Use Case Scenario:
    3. Other (None): Add an option (enabled by default) to filter out maps from the suggested maps list that are based off of dota (determinate: if they use dota.vmap and do not have custom abilities) (Use case: promotes games that are unique rather than DOTA IMBA 10V10 INFINITE MANA NO COLDOWN etc) (trying to add some addl info for when i transfer it to dev)
      • Current System:
      • Proposed Changes:
      • Use Case Scenario:



    PANORAMA
    1. Panorama (High): Panorama support to move the camera (x/y/z instead of pitch/yaw/roll) (Use Case: lagless camera with systems such as WASD, cinematics in Panorama)
      • Current System:
      • Proposed Changes:
      • Use Case Scenario:
    2. Panorama (High): Working, dynamic keybinds (current: keybinds are there but are buggy and inflexible. Proposed: custom filter support like for mouse events and whatnot. Enables: faster development, settings menus)
      • Current System:
      • Proposed Changes:
      • Use Case Scenario:
    3. Panorama (Medium): Panorama Canvas support (Use Case: drawing of custom widgets for enhanced UI flavor)
      • Current System:
      • Proposed Changes:
      • Use Case Scenario:
    4. Panorama (Very Low): 3D Rendering support in Panorama (e.g. rendering a cube in the UI) (Current: all panorama is 2D. Proposed: graphical API for rendering a map, vmdl, particle, etc. locally. Enables: innovative UIs)
      • Current System:
      • Proposed Changes:
      • Use Case Scenario:



    SCRIPTING
    1. Scripting (High): Hosting save data on the Steam server (Use Case: Secure, reliable data saving for all custom games from tower defenses to RPGS)
      • Current System:
      • Proposed Changes:
      • Use Case Scenario:
    2. Scripting (High): Transtioning between vmaps (campaigns) (current: no such support. Proposed: able to change the current map in lua. Use cases: campaigns, dungeons, reloading the map)
      • Current System:
      • Proposed Changes:
      • Use Case Scenario:
    3. Scripting (Low): Custom NPC base classes defined in LUA (use case: defining creeps with custom properties, bosses with custom built in AI)
      • Current System:
      • Proposed Changes:
      • Use Case Scenario:
    4. Scripting (Low): Support for multiple maps running on one server (current: all players are on one vmap. Proposed: players are able to switch to different vmaps without the entire game going and yet are still able to talk and interact with others. Enables: dungeons, "DLC" area)
      • Current System:
      • Proposed Changes:
      • Use Case Scenario:


    The current results are here- https://www.surveymonkey.com/results/SM-L239BV3Y/
    Last edited by arhowk; 08-14-2015, 05:50 PM.
    Every time you have an issue, spend at least 5 minutes on each of these four sites Google, Wiki, Github, and ModDota
    If you still can't figure out your issue, post your issue on moddota in as much detail as possible with a SSCCE. If you do not complete these requirements, than you will be rejected by the community. Try not to contact individual users for help as we are very busy.

  • #2
    Bump.

    The top 3 currently appear to be increasing max map size (expected), fixing & improving custom keybinds, and campaign support with native attack/armor support taking up the last place spot by a decent margin.

    I still haven't found the time to fix the rest of the table of contents, sorry.
    Last edited by arhowk; 08-17-2015, 10:25 AM.
    Every time you have an issue, spend at least 5 minutes on each of these four sites Google, Wiki, Github, and ModDota
    If you still can't figure out your issue, post your issue on moddota in as much detail as possible with a SSCCE. If you do not complete these requirements, than you will be rejected by the community. Try not to contact individual users for help as we are very busy.

    Comment


    • #3
      Too bad the modding Community is broken up into so many small communities of their own. Not reaching out and getting that much data from surveys such as these.

      Comment


      • #4
        Theres really only four main categories: the ModDota group, the DOTA2RPG group, reddit, and the lone rangers. (That I know of, atleast

        ModDota has access to these polls, DOTA2RPG no english, and i hoped to get some lone ppl here.
        Every time you have an issue, spend at least 5 minutes on each of these four sites Google, Wiki, Github, and ModDota
        If you still can't figure out your issue, post your issue on moddota in as much detail as possible with a SSCCE. If you do not complete these requirements, than you will be rejected by the community. Try not to contact individual users for help as we are very busy.

        Comment


        • #5
          Bump
          Every time you have an issue, spend at least 5 minutes on each of these four sites Google, Wiki, Github, and ModDota
          If you still can't figure out your issue, post your issue on moddota in as much detail as possible with a SSCCE. If you do not complete these requirements, than you will be rejected by the community. Try not to contact individual users for help as we are very busy.

          Comment


          • #6
            Can you colour the priority text from Green (low) to high (red) and bold to make it easier to read.

            Comment


            • #7
              bump
              Every time you have an issue, spend at least 5 minutes on each of these four sites Google, Wiki, Github, and ModDota
              If you still can't figure out your issue, post your issue on moddota in as much detail as possible with a SSCCE. If you do not complete these requirements, than you will be rejected by the community. Try not to contact individual users for help as we are very busy.

              Comment


              • #8
                Did anyone suggest this idea:

                Different hero pools for teams. Probably it could be done with creating different herolist.txt files for each team. Implementing this could help to get rid of many lines of code and other actions. For now to make different hero pools I used the way similar to Warcraft 3 custom maps. Players forcely get wisps and spawn in some kind of cricle with hero dummies and PrecacheUnitByNameAsync-ReplaceHeroWith-Teleport triggers around it. It can be a bit too comlex and can expand precache function to the big problem for low-end systems depending on custom gamemode: http://images.akamai.steamuserconten...63E47A289165D/

                Thank you.=)
                Last edited by EscapistsHarmony; 09-15-2015, 06:03 AM.

                Comment

                Working...
                X