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HoN Dev Blog: Grimm's Crossing Posted: 12 Dec 2010 03:44 PM PST 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. 1. 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. 2. 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: 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.
3. 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. 4. 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! |
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