I wanted to make, sort of an interview of how Dota was conceptualized. This is what I got about the Aeon of Strife so far:
In Aeon, a player controlled a single hero unit fighting amidst AI-controlled enemies in three lanes. There was very little terrain outside these lanes. It featured an initial roster of 8 hero units, without any particular special abilities. Killing enemy heroes and AI controlling enemies awards players minerals, which functioned as the mod's currency. Newer and different iterations of the map emerged with different lane structures and other perks. The player spent this currency on armor or weapon upgrades, without any concept of levels outside the number of said upgrades a player had bought. This concept became prevalent in later MOBAs, though in later versions of the game, a unit would be dropped from a dropship in a secluded corner of the map, acting as an 'activator' to add some skills to a unit. The objective of the game was to destroy the opposing team's core structure (represented by a xel'naga temple).
Okay, if anyone has any info, I've been curious about the DOTA bit and I never noticed until I read that Aeon of Strife was the original conception, I think, for Dota, that was later made in WarCraft III and still played there, while other iterations showed up. I just wanted to get a little more details. Like, how intense was the gameplay? Who are the heroes you get to play as in AOS and Dota? When you're playing, do you also get assisted by bots on your team as well and not just the enemy? How many teams were in the game and how many players can play the mod in AoS and DoTA?
Since I've never played before, and I don't own WarCraft III, I thought I'd ask if you guys can give me some details on how it was made?
I also thought this was also the best place to ask.