Heroes Of Newerth

Páginas: 8 (1829 palabras) Publicado: 29 de septiembre de 2012
Heroes of Newerth


Developer(s) S2 Games
Publisher(s) S2 Games
SEA Garena
CIS Garena
Korea Ntreev Soft
Designer(s) James Fielding
Alan Cacciamani
Pu Liu
Brent Wiedmer
Matthew Knizacky
Artist(s) Jesse Hayes
Joseph Crack
Bruce Glidewell
Aaron Holley
Jeremy Moe
Carlos Muchaca
Ari Targownik
Composer(s) Arnej Šećerkadić
Engine K2 engine
Version 2.6.11 (July 20, 2012)Platform(s) Linux, Mac OS X, Windows
Release date(s) May 12, 2010
Genre(s) Multiplayer online battle arena
Mode(s) Multiplayer
Media/distribution Digital Distribution
System requirements
2.2GHz processor
1GB RAM
GeForce 5, ATI 9x00, OpenGL 2.0 compatible (Linux and Mac) video card
Linux/Windows XP/Vista/7/Mac
Network Connection Required[1]
Heroes of Newerth (HoN) is a multiplayer online battlearena video game developed by S2 Games for Microsoft Windows, Mac OS X and Linux.[2] The game was heavily inspired by the Warcraft III: The Frozen Throne custom map Defense of the Ancients and is S2 Games' first multiplayer online battle arena (MOBA) title.[3] The game was released on May 12, 2010 and re-released as a free-to-play game on July 29, 2011.[4]
Contents [hide]
1 Gameplay
2Development
3 Reception
4 See also
5 References
6 External links
[edit]Gameplay



A game of Heroes of Newerth in progress. A player's hero chases after a fleeing enemy hero.
Heroes of Newerth puts two teams of players against each other: the Legion and the Hellbourne.[5] Both teams are based at opposite sides of a map. The standard map is split into three continuous 'lanes', running from onebase to the other. Defensive towers are positioned evenly through each lane, until the lanes terminate at a team's base. Bases are strongly defended with extra defensive towers, and buildings from which units spawn. These units, termed 'creeps' are spawned every thirty seconds, and run along their lane until they meet opposition - which they then attack. Victory is achieved when one of the teamsmanages to push into the base of the opposing team, and destroys their primary structure. One team can choose to concede after certain time periods.
Players on each team choose ten of 2 heroes, featuring a variety of abilities and advantages to compensate for any shortcomings. Players control a single hero from a top-down perspective, while common features of real time strategy games such asbase management and resource collection are removed.[6] Every hero has four abilities that may be acquired and upgraded as the hero gains experience and levels up. Experience is gained for being within the range of enemy units when they are killed. The maximum level a hero may achieve is 25 and the experience required per level gain increases with each new level. The player obtains gold thoughperiodic income and combat experience, which is used for buying items that increase the power of his or her character. The game ends when the opposing team's main structure is destroyed.
[edit]Development

In October 2009, Associate Game Designer Alan "Idejder" Cacciamani claimed that Heroes of Newerth had been in development for "34 months, but the first 13 were spent on engine development. Theentirety of assets, including maps, items, heroes, and art were made in 21 months."[7]
New features, balance changes and new heroes are regularly introduced with patches. Most game mechanics and many heroes in Heroes of Newerth are heavily based on Defense of the Ancients. The additions that differentiate Heroes of Newerth from Defense of the Ancients are features independent from game play; suchas tracking of individual statistics, in-game voice communication, GUI-streamlined hero selection, game reconnection, match making, player banlists, penalties for leaving and chat features. Several features added via updates include a Hero Compendium (a list of the heroes in the game with detailed statistics about them), the ability to set a "following" trait on a friend which makes the player...
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