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Request: Camp size & tower range

Forum Index > Dota 2 Strategy
Post a Reply
flyingfrick
Profile Joined September 2012
Sweden4 Posts
October 05 2012 21:45 GMT
#1
I am looking for some kind of map or guide which shows neutral camp sizes and tower ranges for counterwarding/blocking/stacking purposes. Or tips on where to put common counterwards and wards for blocking neutral camps.

Cheers
JeeJee
Profile Blog Joined July 2003
Canada5652 Posts
Last Edited: 2012-10-06 04:07:13
October 05 2012 22:52 GMT
#2
edit: you can play around in dota yourself, use the createhero <whatever> enemy command to make a controllable enemy hero, give yourself a bunch of wards (-item item_ward_observer), and -spawnneutrals your way to victory.

There isn't really any particular tricks to this, the neutrals you'll ward most often are the medium pull spots. Scourge has a large advantage here, because one deward can counter all possible ward places at the scourge pull. At sentinel this is not the case.

For scourge pull warding -- most of the time you either place it above the camp, so you can see into the lane and sideways,
+ Show Spoiler +
[image loading]


or you place it right below the camp at the light, so you can see the way from river
+ Show Spoiler +
[image loading]


Sadly, both of these, as well as any other ones, e.g. inside the trees to the right) are dewarded by this ward:
+ Show Spoiler +
[image loading]

which is just a bit to the left.

For sentinel pull, the situation is hilarious:
Firstly, there's the magic bush which you can use to block the hard spawn and the medium spawn at the same time
+ Show Spoiler +
[image loading]


Then, the spawn area for the camp is so huge, it's impossible to deward easily. Basically the borders are:
Magic bush on the left
Slightly below road on the bottom
The juke spot on the right
and the tree line at the top (very near to spawn)
Here's a shitty outline:
+ Show Spoiler +
[image loading]


Unlike scourge, here you also have the potential to usefully ward inside the trees (you can ward inside the trees on scourge pull too, but it will be dewarded by the same ward anyway, and you're just losing vision)
+ Show Spoiler +
[image loading]


And you can ward below the camp to see into the lane using the juke spot like so:
+ Show Spoiler +
[image loading]


It's impossible to deward magic bush + these 2 spots at the same time, that said, my favorite dewarding spot is this one:
+ Show Spoiler +
[image loading]


edit2: fixed the deward spot. It's just above the rock.

because it catches the tree ward, the usual "right-in-the-camp-spawn" ward, and the rune ward.

Good luck
(\o/)  If you want it, you find a way. Otherwise you find excuses. No exceptions.
 /_\   aka Shinbi (requesting a name change since 27/05/09 ☺)
GeneralStan
Profile Blog Joined August 2007
United States4789 Posts
October 05 2012 23:10 GMT
#3
On October 06 2012 07:52 JeeJee wrote:
edit: you can play around in dota yourself, use the createhero <whatever> enemy command to make a controllable enemy hero, give yourself a bunch of wards (-item item_ward_observer), and -spawnneutrals your way to victory.

There isn't really any particular tricks to this, the neutrals you'll ward most often are the medium pull spots. Scourge has a large advantage here, because one deward can counter all possible ward places at the scourge pull. At sentinel this is not the case.

For scourge pull warding -- most of the time you either place it above the camp, so you can see into the lane and sideways,
+ Show Spoiler +
[image loading]


or you place it right below the camp at the light, so you can see the way from river
+ Show Spoiler +
[image loading]


Sadly, both of these, as well as any other ones, e.g. inside the trees to the right) are dewarded by this ward:
+ Show Spoiler +
[image loading]

which is just a bit to the left.

For sentinel pull, the situation is hilarious:
Firstly, there's the magic bush which you can use to block the hard spawn and the medium spawn at the same time
+ Show Spoiler +
[image loading]


Then, the spawn area for the camp is so huge, it's impossible to deward easily. Basically the borders are:
Magic bush on the left
Slightly below road on the bottom
The juke spot on the right
and the tree line at the top (very near to spawn)
Here's a shitty outline:
+ Show Spoiler +
[image loading]


Unlike scourge, here you also have the potential to usefully ward inside the trees (you can ward inside the trees on scourge pull too, but it will be dewarded by the same ward anyway, and you're just losing vision)
+ Show Spoiler +
[image loading]


And you can ward below the camp to see into the lane using the juke spot like so:
+ Show Spoiler +
[image loading]


It's impossible to deward magic bush + these 2 spots at the same time, that said, my favorite dewarding spot is this one:
+ Show Spoiler +
[image loading]


because it catches the tree ward, the usual "right-in-the-camp-spawn" ward, and the rune ward.

Good luck


This post is awesome
¯\_(ツ)_/¯
sraelgaiznaer
Profile Joined October 2010
Philippines423 Posts
October 06 2012 00:42 GMT
#4
can we have a sticky and link it here or something? this post was absolutely helpful for me
castled
Profile Joined March 2011
United States322 Posts
October 06 2012 01:41 GMT
#5
Thanks for the awesome post JeeJee. I was wondering how the mechanics work behind camp spawning.

As you explain there seems to be a manually defined "spawn block area" for each camp, and if there is a ward in that area the spawn will be blocked (and the area is unrelated to vision). Is this area the same for pulling creeps for stacking (i.e. creeps need to be removed from that area)?

Heroes in the area don't block creep spawns, instead that seems to be based on vision?

What's the deal with ward vision of camps blocking them? In some cases it clearly doesn't, but others it does? Maybe I'm just not sure of the limits of the spawn block area for wards.
JeeJee
Profile Blog Joined July 2003
Canada5652 Posts
October 06 2012 03:47 GMT
#6
On October 06 2012 10:41 castled wrote:
Thanks for the awesome post JeeJee. I was wondering how the mechanics work behind camp spawning.

As you explain there seems to be a manually defined "spawn block area" for each camp, and if there is a ward in that area the spawn will be blocked (and the area is unrelated to vision). Is this area the same for pulling creeps for stacking (i.e. creeps need to be removed from that area)?

Heroes in the area don't block creep spawns, instead that seems to be based on vision?

What's the deal with ward vision of camps blocking them? In some cases it clearly doesn't, but others it does? Maybe I'm just not sure of the limits of the spawn block area for wards.


Vision has nothing to do with anything as far as I know. There's a defined rectangular area around each spawn camp -- if something's in it, it won't spawn. This is for heroes creeps wards etc.
(\o/)  If you want it, you find a way. Otherwise you find excuses. No exceptions.
 /_\   aka Shinbi (requesting a name change since 27/05/09 ☺)
BurningSera
Profile Blog Joined September 2010
Ireland19621 Posts
Last Edited: 2012-10-06 07:59:11
October 06 2012 07:35 GMT
#7
Awesome post there JeeJee! I am actually write another guide that I am going to reference you for for warding part Also, is there a command to kill the created ward? I'd like to do some testing myself too.
is 2017, stop being lame, fuck's sakes. 'Can't wait for the rise of the cakes and humanity's last stand tbqh.'
Qbek
Profile Blog Joined April 2011
Poland12923 Posts
October 06 2012 12:31 GMT
#8
On October 06 2012 16:35 BurningSera wrote:
Awesome post there JeeJee! I am actually write another guide that I am going to reference you for for warding part Also, is there a command to kill the created ward? I'd like to do some testing myself too.

-killward with cheats on I think. Migh be -killwards or -kill wards but there is one. It kills all however. If you want to kill only one, get a hostile bot with gem and range
This space left intentionally dank /)3(\ http://i.imgur.com/RmeEUcF.png
MrCon
Profile Blog Joined August 2010
France29748 Posts
October 06 2012 12:36 GMT
#9
There was an amazing post on reddit that showed how valve let visual clues about tower ranges, but I have a hard time finding it again TT I posted the link in the general thread about a month ago I'd say, I'll try to find it.
MrCon
Profile Blog Joined August 2010
France29748 Posts
Last Edited: 2012-10-06 12:41:09
October 06 2012 12:38 GMT
#10
Ha, found it !

Radiant tower range clues :
http://imgur.com/a/tiQC1#0

Dire :
http://imgur.com/a/UMGYD#0

And there are also clues for most (all ?) creep camps, eg :

[image loading]
Medzo
Profile Blog Joined June 2009
United States627 Posts
October 06 2012 12:50 GMT
#11
On October 06 2012 21:38 MrCon wrote:
Ha, found it !

Radiant tower range clues :
http://imgur.com/a/tiQC1#0

Dire :
http://imgur.com/a/UMGYD#0

And there are also clues for most (all ?) creep camps, eg :

+ Show Spoiler +
[image loading]


These are really neat. Do you know an album for the rest of the neutral spawns (for dota 2)?
MrCon
Profile Blog Joined August 2010
France29748 Posts
October 06 2012 13:02 GMT
#12
No album for the neutral spawns that I know of :-(
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