23 October 2008:
It has come to my attention that there are a LOT of fake AI maps floating around on the internet, and as far as I can tell, they don't work. And they're definitely not from me.
I figure most of you already know that, but I just want reiterate it in case we get another repeat of an idiot posting about how "the newest map doesn't work".
Again, I will update here (DotA Allstars forums) as soon as I have a map, so stay tuned and tell your friends the same.
Also, I've finished all the item work (BKB, Scrolls, Couriers not being able to use Wards), and as far as I can tell the AI should use these properly (though I've been wrong before about that, heh). I still need to update visuals and tower bounty mechanics, which should be fairly straightforward. The game timer/creep spawning will take a little more work, so depending on how well it goes I might just drop it for Rev. 1 and implement it in Rev. 2.
I'll probably have some people do some beta testing in about a week and then a release somewhat shortly thereafter. If all goes well I'm hoping we can see something in ~3 weeks (if not sooner!).
Thanks for everyone's patience.
Hmmm, that's great news. Let's just wait a little more shall we. But i hope he will dropped Dota-Allstars 6.56 AIplus v1.52 Rev. 1 first, so while waiting for Revision 2 we already can play with AI :)
24 October 2008:
I've finished with the tower bounty mechanisms and visuals (most of them), along with some bugfixes. Really the only thing left is that bloody game clock, which when I tried to implement yesterday (again), broke the AI (again), so I promptly undid those changes (again). I've changed the creep spawn times to how they are in 6.56, but I might just manually address the new powerup/neutrals/Roshan/supercreep times with the existing game clock. You'll all just have to wait for the countdown timer, unless I somehow come across an amazing breakthrough that makes everything work.
Also, don't expect new -cm or -rd modes to make it anytime soon. They're a pain.
If I somehow find it in me to work as much on the map today as I did yesterday (for about 6 hours after work...I'm such a loser, haha), then I expect I'll have a rough beta done by the weekend.
28 October 2008:
Right you are.
I never said anything about releasing this week; I said I would have a rough beta out (which I did, and it was rough), and now there are a few gamebreaking bugs that I need to address. One of which is currently very, very difficult to locate and driving me crazy.
I also didn't get a chance to work on it much this weekend, because I actually did stuff in real life. If you expect me to apologise for that...don't. =P
Ugh, i think this is bad news.. Let's hope BMP can resolve it quick. I already ask him about that major problem, and it can cause 4 from 5 games ended with fatal error :(
2 November 2008:
Getting closer to being done; I just rewrote Tidebringer completely because it kept crashing the game, similar to the way Meld used to before I rewrote it.
However, there seems to be a more significant frame rate drop with large amounts of creeps than before. I don't currently have a good way of fixing it. =/ I'll keep updating the framework for future revisions, hopefully that will reduce the speed drop.
Stay tuned.
Yippeee!!! Expect the map very soon :D Uh, but on the second thought, don't get your hope too high because we don't know if a bug found again ^_^"