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Anyone can open up DotA and read the source. It was easier before IceFrog started using WC3 Map Optimizer[1], but even obfuscated JASS/processed vJASS is easy to read. The archive's "protection" is easily defeated by editing a few bytes in the MPQ header[2] or using a non-WinMPQ tool. (Sadly, Blizzard never gave us a way to protect our content, which is why Guinsoo was able to take DotA from Eul in the first place.)

In any case, I shouldn't have brought this up on HN. Most people here are acquainted with Valve and have no reason not to trust them (short of being burned by Steam[3]). By the same token, most people here aren't acquainted with WC3 modding and have no reason to believe me, which is entirely reasonable. And it probably sounds like I'm insulting IceFrog when I say he's not a great coder, which isn't at all my intent. He's exceptional at community building and other things, just not at what I'd call traditional "dev skills."

1. http://www.wc3c.net/showthread.php?t=79326

2. Starting at offset 1D9, change bytes 56 78 4F 50 to 20 00 00 00. The "protected" map is now open for business.

3. https://news.ycombinator.com/item?id=3537976



To be fair, DOTA isn't great because the code is well-organized (and I believe you that it isn't), but because of the balance and design the heroes and items produces fun matches.


That's cool man, I just remember Valve saying he was one helluva brilliant guy, so i was a bit skeptical of your assesment. I'm not a coder, so I can't really judge for myself.




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