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Map is full of cheats and hacks. Corrupt map file Change request for map information like category. Description Please insert at least 15 characters. Send report. Download - "DotA v7. Thank you for using our database!

Download verification failed We are unable to verify your download. Please consider the following troubleshooting tips: Disable your browser ad blockers. Disable proxy if you using a proxy. Read the troubleshooting guide. Join us on Discord if the download still doesn't work. Claim ownership of this map: "DotA v7. Add map to favorites list. Your experience on this site will be improved by allowing cookies. Season 3 saw the introduction of 'lane control' as a new factor in DotA strategy.

In contrast to previous seasons' lane combinations which relied on teaming up on individual enemy heroes, and timing, lane control is the technique of establishing dominance of one's lane very early in the game through superior micromanagement and aggressively attacking and subduing the enemy if their hero choice is inadequate.

Lane control has taken a dominant role in competitive play, forcing players to abandon many late-game-oriented heroes in favor of those that can satisfactorily hold a lane. However, recent changes to deemphasize experience denial are viewed as the first step along a path to redeem heroes that have been deemed unsuitable for league play and create more focus on last hitting for gold to 'farm up' for late game rather than denying experience to the opponent.

Since 6. CAL Season 3 used version 6. Initially the map was considered well-balanced, but toward the middle of November teams began to discover that Sentinel was considerably stronger than the Scourge. In combination, several Sentinel heroes formed an overpowering combination. The general idea was that Sentinel was able to push towers and bases very quickly such that early-midgame was in their total favour. Granted, the Scourge had many powerful options in 6. However their synergy couldn't stop Sentinel's midgame pushes.

The reason that these heroes made such a good mid game team is that the ability of the Holy Knight and the Twin Head Dragon to quickly kill creep waves made it easy for the Sentinel to advance to the Scourge's Base. The Beastmaster and Vengeful Spirit both have stunning moves that can disable the opponents and make them easy targets. Lone Druid can summon a gigantic bear that is also useful to help in pushes and disable enemy heroes. In the highest-level tournaments, it was extremely rare that both teams won as Scourge during this time.

As of version 6. Both Jakiro, Twin Headed Dragon and Chen, Holy Knight have received a substantial nerf, particularly Chen, as neutral creeps have been weakened and his main force was the ability to control them and abuse their special abilities most notably the stunning stomp ones. Syllabear, The Lone Druid's bear has also been weakened, having slower attack speed and only getting entangle at level 4. Although Scourge lacked the heroes to counteract the raw power of the Sentinel heroes, their large number of powerful heroes with AOE effects allowed them to put up some sort of battle.

As of 6. It is now contested that Scourge may have an advantage, mainly because of the tremendous boosts that Nevermore has been receiving in the past few versions up to 6. Several new items were introduced in 6.

Most significantly, the Aegis of the Immortal, one of the most controversial items in the game, underwent a major change. Prior to 6. To get an Aegis one must kill Roshan, a very powerful but significantly weaker than in previous versions , neutral creep who drops a 1-charge Aegis. Roshan now respawns every 10 minutes after his death becoming more and more powerful previously, once killed, remained out for the rest of the game.

Another significant change that this version brought is the extra growth rate for Sentinel and Scourge creeps spawning, which means late-game oriented heroes and heroes that are good at killing creeps have indirectly received a substantial boost. In the more recent versions of DotA Allstars, AI versions have been released for the official stable maps.

Its purpose is to help human players train and to improve their skills. In addition to providing practice for newer players, the AI maps are useful for testing new item and skill builds. Bots play adequately, but are not much threat to an experienced player as they are not programmed to use teamwork or complex strategies. Additionally, they are not difficult to kill since they have low awareness of the amount of damage they are likely to receive in the near future.

Their item builds and skill builds never vary from game to game, so they cannot adapt to the heroes they fight. Recently, more features have been added to allow players to control the actions of the 'bots', namely to defend the base when necessary. Next Post. Previous Post. October 23, at pm. Mark says:. October 24, at pm. Akiwka says:. November 27, at pm. January 6, at am. Juls says:. January 7, at pm. January 8, at am. January 15, at pm. Geov says:. January 21, at am.

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