700 was announced on 2016-12-10. With DotA hero porting finally completed, 7.00 marked the beginning of a new era of original hero releases, alongside new mechanics and the return of some older mechanics that had been in the game's earlier versions.
Aeon of Strife was a custom map for StarCraft: Brood War created by Aeon64. Speculative release date ranges from late 2001 to early 2002, based on the typical time frame a mod's popularity would last. Without updates, users typically lost interest in a few months. Historically however, multiple modders ported Aeon of Strife to Warcraft III: Reign of Chaos, indicating high popularity at the time and a release date closer to 2002.
To understand the history of DotA, one must begin from Starcraft. In the early days of Starcraft, there was a Use Map Settings (UMS) map called Aeon of Strife (AoS) made by a modder called Aeon64 that featured a cooperative game with four heroes facing off against endless waves of computer-controlled creeps in four lanes. The players would have endless computer-controlled creeps on their side as well, except these were weaker than the enemy creeps. The familiar game mechanic of the player who last-hit an enemy unit being rewarded with money can be found in this map. The game would end once key buildings on either side were destroyed or with the deaths of all four player-controlled heroes. A second version was made so that four players faced off against each other in a 2v2 fashion with endless creeps on both teams.
Once Warcraft 3: Reign of Chaos was released on July 3, 2002, Aeon of Strife was ported over to Reign of Chaos where free of the limitations of the Starcraft map editor, a much more interesting game could be made. Players could gain experience alongside money, gain levels, learn more powerful abilities and buy equipment. Many of the game mechanics in modern DotA can be found in maps from this period.
The first Aeon of Strife-styled map that took advantage of the ability to design custom spells provided by the powerful Reign of Chaos World Editor was Valley of Dissent made by a modder called Karukef. Another modder called Eul borrowed some ideas of his predecessors to create an Aeon of Strife-styled map called Defence of the Ancients (DotA), which would become one of the most popular UMS maps on Battle.net.
When Warcraft 3: The Frozen Throne came out on July 1st, 2003, Eul made a version called DotA 2: Thirst for Gamma in TFT, but it wasn't successful in replacing the original DotA that had been ported into The Frozen Throne. Eul then disappeared, but not before making his code open-source.
At this time, many people modded the The Frozen Throne version of DotA. These derivatives of DotA started becoming popular on Battle.net. During this time, DotA wasn't called DotA Allstars, but instead the EX series. This was the version of DotA optimized by a modder off of the Reign of Chaos version. Other well-known series were the "DotA DX Series", "DotA Unforgiven" and "DotA Outland".
So it was that DotA entered a new period in its history. New versions of DotA were officially called "DotA Allstars". A couple of modders called Meian and Ragn0r compiled particularly fun-to-play heroes from these different versions of DotA and put it all together calling it DotA Allstars. This is the historical reason why the term "Allstars" was added to the name. After releasing an official version of DotA that pitted Human against Orc, these talented modders stopped making new versions.
The first version of the Allstars series was "DotA Allstars Beta v0.95" released on February 3, 2004. This was a milestone in the history of DotA. In the development of later versions, the "Allstars" series was accepted as the best DotA series.
At this time,Guinsoo appeared and began the 3.xx and 4.xx series. DotA Allstars v.3.0d was released in March 2004. A month later, v4.0a was released. It was the first version to feature Roshan, which was named after Guinsoo's bowling ball.
A particularly big event in the history of DotA was the release of the 5.xx series. It signaled that DotA was reaching maturity. During the 5.xx era, two changes with historical significance occurred: The competitive mode was stabilized and organized competitions emerged.
The 5.xx series inherited the essence of the 4.xx series' and also introduced many new heroes and items. It also made generated many new breakthroughs and added substance to the scope of the game. The first AI DotA map also appeared during the 5.xx era.
Since more and more players were joining, the work of making new versions had also become massive. In October 2004, Guinsoo recruited the help of fellow members from Clan TDA. Neichus and IceFrog joined DotA as new developers.
The 5.xx series' first new hero was Tidehunter appearing in the 5.74 version. In the 5.75 version that followed it, Ursa Warrior and Atropos were introduced one apiece to Sentinel and Scourge. 5.76 introduced Keeper of the Light, Tinker, Ogre Magi, Pudge 2.0 and Sand King, while nerfing most of the old heroes.
The final version of the 5.xx series was "DotA Allstars 5.84c v2". This was an extraordinary version with historical significance, because the popularity of DotA had finally exceeded the confines of its players. Official, organized and influential competitive DotA began with this version. This qualifies it as the very first stable competitive version of DotA Allstars.
At the same time, 5.84 was a huge classic. Even long after 6.xx had been released, this map was still very popular. Rumour has it that even during the 6.2x era, South-East Asia was still hosting competitions with 5.84. Even now, this version can be found in the map directory of some Chinese cybercafs.
In truth, 5.84c wasn't actually released by Guinsoo. Due to a bug in 5.84b, a modder from Russia called True.Rus developed an unofficial 5.84c. This modder rewrote the code, reduced the load time from 3min to under 20s and fixed some bugs.
During this period, some (very few) people formed the first DotA discussion forum called 9nid. This was the first semi-official DotA forum, where players would discuss DotA-related matters. Even to this day, some of the earliest members are immortalized on a list.
With the spread of WC3, DotA also became more and more popular. 9nid's users gradually increased eventually reaching a point when its servers could not withstand the traffic. At this point, the forum moved to RTSGamer. So it was that DotA leagues were formed.
The first league was Clan TDA (Team DotA Allstars) formed in April 2004. Its spread in popularity was helped in great part by the website DotA-Allstars.com founded on October 14th, 2004 by TDA member Pendragon. It was the official website for the DotA Allstars map, as well as a place for the DotA community to partake in discussions.
With DotA's growing popularity, the forum would eventually grow from to over one milion visitors every month, a million page views every day, and a staff of over 100 volunteers. Sadly, the website was shutdown in July 2010. For this reason, the official website of the DotA Allstars map was moved to PlayDota.com and the term "Allstars" was dropped from the map name.
On February 28th 2005, not soon after the release of DotA Allstars 6.00, after Guinsoo announced his departure from the map-making world, Neichus and IceFrog officially took over development from 6.01 continuing the process of improving DotA. Rumour has it that Guinsoo went into World of Warcraft. Neichus had been working on the project since October 2004.
Neichus took over the project lead position and under his leadership, Earthshaker, Tiny, Chen 2.0, Stealth Assassin 2.0, Phantom Lancer, Enchantress, Enigma, Axe, Shadow Fiend, Visage 2.0, Nerubian Weaver, Bloodseeker and Dazzle were added. After several versions, Neichus grew disenchanted with the project, so he left IceFrog as the head developer of DotA Allstars.
Perhaps it was due to 5.84 being overly amazing that many die-hard fans refused to accept the huge changes instated by the 6.xx versions. This led to the early 6.xx versions not being hugely influential. However, these setbacks couldn't stop mighty IceFrog's momentum of churning out new versions.
A common proverb is "A new broom sweeps clean." In 6.10, IceFrog made large numbers of modifications and improvements, completely remaking Faceless Void. He added a new Scourge hero, Invoker (It's like the current Invoker, but has 31 spells rather than the current 10. He was too overpowered, so IceFrog shut him in a small black room for a long time before letting him out). During the 6.1x era, IceFrog made many modifications to the old version of DotA. While fixing many bugs, he also rebalanced many heroes that were too imbalanced.
It was during this time that Heintje's Chinese 6.12 came out. This is the first 6.xx Chinese DotA version you can find. Following this, Heintje continued his efforts to translate DotA Allstars into Chinese contributing immensely to the popularization of DotA in China.
On November 1st, 2005, IceFrog released DotA Allstars 6.20, which abandoned the previous snowfield theme returning to the 5.84's grassfield theme but with colours slightly altered, resulting in today's style.
In 6.20, IceFrog continued the process of nerfing many heroes. In this version, the immensely popular Prince Arthas from the campaign entered the world of DotA. In 6.21, another new hero was added. Then until 6.27, fixing bugs and balancing the game took priority. 6.27 was released near the end of November.
Since IceFrog was slow but continuous to release new versions, 6.27 lasted a relatively long time (until February 2006). After consolidating over several versions, DotA reached a new pinnacle in game balance with 6.27.
During this era, DotA Allstars became an event in the World Cyber Games Singapore 2005. 6.27b was declared to be the official version to be used in future leagues and championship tournaments. 6.27 became the second stable competitive version of DotA Allstars, the first being 5.84.
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