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General13 years agoGosu "GosuGamers" Gamers

The workings behind Grimm's Crossing

In conjunction with the release of the new 3v3 map Grimm's Crossing in HoN 2.0. [S2] Nome has released another Developer's Blog to explain the creation process of the new map and it's implications.

Patch Notes:

== New 3v3 Map: Grimm's Crossing ==

- A new action-packed and exciting map that includes a two-way teleporter in the middle area, allowing for more innovative fighting strategies and tactics. Grimm's Crossing is a battlefield for the bloodthirsty. The terrain favors the cunning and aggressive, as hidden paths within the trees can provide a quick way to rout unsuspecting enemies. There is precious little territory to be contested over; battles are won and lost at frantic paces, often beginning and ending unexpectedly.

- Features of the new map:
* 2 lanes that are very close together
* Only one set of towers outside of each base
* Small, tightly packed map
* Neutral creeps spawn only in the middle section of the map
* No elevation at entrances into bases
* 1 rune spawn location in the center
* Towers' armor scales with number of players alive; Buildings have 100% of armor when all are alive, scaling to 0 armor when your entire team is dead. This is active if with both Casual and Normal mode on this map.
* Twin teleporters for quick transit and fun surprises
* It's a winter wonderland! Try the snow weather on this map!

With the map sized scaled down big time as compared to the Forest of Caldavar map, Grimm's Crossing offers a more aggressive gank-focused Battle Arena style play. Given how the hero pool is balanced for a 5v5 match-up, it is inevitable that some heroes will be overpowered in this map. The most commonly autobanned hero would be Succubus given her ability to completely shut down 2 players in a teamfight. Mobility heroes such as Pharoah and Valkyrie are also insanely powerful in the new map, being able to gank from literally halfway across the map due to their long ranged skills. Taking all of this into account there is no doubt that Grimm's Crossing, at least for now will remain a casual map for some intense ganking action. With that brief introduction out of the way, here's what Nome has to share about the creation of Grimm's Crossing.
UnitedStates [S2] Nome
In the continuing spirit of open discussion, we'd like to let you guys in on some of the design insights that came about in the creation of the new 3v3 map, Grimm's Crossing, that will be released with HoN 2.0 and be featured with the new 3v3 Matchmaking.

Darkwood Vale v2
Our desire to revamp matchmaking eventually became a directive to include a 3v3 option to increase the robustness of the system. We first turned to Darkwood Vale, our only 3v3 map at the time. Though the initial idea for Grimm's Crossing arose from the ashes of Darkwood Vale, the end result would eventually evolve into a vastly different product.

Initial Concepting
We began the project with the intention of altering Darkwood Vale, our previous 3v3 map. Though Darkwood Vale accommodated four less players, the map itself was just as big as Forests of Caldavar, our 5v5 map. To compensate for this, we drastically decreased the map size, particularly in regards to the middle neutral area and lane length. Over the span of a single week, more and more adjustments were made until the map snowballed from a simple rework to a completely new map. Along the way, we had several insights regarding what players looked for in a 3v3--that it should be small, action packed, and fast as hell. This brought about a few special additions to the map:


Teleporters add an interesting offensive and defensive element to the map, especially for juking. Despite the already small size of the map, they add a way to reach the battle faster, cementing the characteristic fast-paced gameplay. The idea for teleporters had been on our minds for quite a while; it was something we had considered for the original remake of Darkwood Vale. There would be one-way teleporters that offered a way to get into the action faster, and would be part of the remedy of the huge map size. On Grimm's Crossing however, they simply supercharge the pace... wait until you have your first starting rune fight on Grimm's Crossing!


There is no random number generator at work here. You know where the rune will be every two minutes... you just don't know what rune it is, or who else will be trying to get it. Because there are only two lanes, with the rune at the center of the map, leaving a lane allows players to obtain the rune and gank in one swift move without slowing the action down with backtracking.

Even the terrain itself is reflective of our goal of action, action, action.


While elevation differences and the unique gameplay features they bring are core to strategy in 5v5, we felt that removing elevation differences in lanes and bases was better for 3v3 in order to fulfill a faster-paced gameplay style, as we wanted to avoid prolonged sieges outside of bases on high ground. The only
walkable higher ground can be found at the teleporters, which will be vital for map control.


There are trees galore! Both lanes are essentially flanked by additional tree-lined paths specifically for ganking and juking. A savvy Thunderbringer player could, for example, theoretically spend the entirety of the laning stage playing from the cover of trees. The fact that many of the treelines are single-row creates even more potential for great plays when you consider heroes and items with the ability to destroy trees.


Being a 3v3 map, you will inevitably have at least one solo lane. Unlike Forests of Caldavar, there is no "safe" middle lane--both lanes are "long" lanes with plenty of ganking potential.

In addition to the above, we came up with some additional concepts, some that didn't make it to the final map.

* Visible vision blockers: As a solution to potentially imbalanced ward spots on high ground, visible lines of tall grass are used to notify players of a sight obstruction. This feature was also incorporated on Forests of Caldavar, where notable grass and reeds now populate Kongor's lair where blind vision blockers used to be. To clarify, this is NOT the "Brush" system from League of Legends (it has nothing to do with it).
* Tower armor reduction: Though this system eventually made it into casual mode as a standard feature, it originally began as one of the solutions to turtling on Grimm's Crossing. Eventually, that problem was solved by the removal of elevation differences.

Release on Test Client
Once we felt pretty good about the map, we decided to release it on the Test Client for open beta testing. The map at this point was supposed to outright replace Darkwood Vale, but that idea was met with open hostility, so we set Darkwood Vale as 4v4 and spared it the fate of deletion. Though we received a lot of valuable feedback, we felt that in the end, the map was not ready for immediate release. The design and programming teams were prepping for the big move from California to Michigan, and we still lacked focused input from dedicated testers, as the Super Beta team was not yet created. For the next three months, the design team focused on the other features of HoN 2.0 and creating additional heroes and items. Grimms Crossing laid at the side with the intention of being resurrected near the end stage of 2.0.

Final Iterations
As HoN 2.0 was looming, Grimm's Crossing was brought back to the forefront of attention. Iterative test games were hammered out daily to make sure the final product was polished to our standards. Details like ward spots, juke paths, and fog issues were resolved to make the map what it is now.


Although development occurred over several months, we only required one month of dedicated design work to complete Grimm's Crossing--the actual creation and major iterating process--a cycle of doodling, editing, and playing--occurred over a period of just two weeks. The best part about this is that like our new hero production schedule, now that we've set up the backbone for map creation, new additions to the Heroes of Newerth map arsenal should take even less time!


With the new 3v3 map already out and the BETA Map Editor released as well, who knows? Maybe we'll be having Tower Defences and other maps as well soon.


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