To understand the gravity of the maphack in Dota 1, one must first understand the mechanics of the Warcraft III engine. Unlike modern games where the server often dictates what a player can see, Warcraft III relied heavily on client-side data.
Warcraft III processed map data on the user's computer (peer-to-peer) rather than on a dedicated server. This was necessary in 2002, but it meant that every client had the full map data in its RAM—the fog was just a visual overlay. Maphack simply told the game to render the hidden data. Maphack Dota 1
The Fog of War: The Technical and Social Legacy of Maphacking in DotA 1 1. Introduction To understand the gravity of the maphack in
Because Blizzard provided minimal anti-cheat support for custom maps on Battle.net, third-party platforms stepped in to save the game. Third-Party Platforms This was necessary in 2002, but it meant