Mindwind Mine by Murraythehuman

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Mindwind Mine

By: Murraythehuman
Last Updated: Apr 22, 2021
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Mindwind Mine

New Map Concept

Deep in the bowels of the Nexus two entities of unfathomable power do battle. Each seeks to take control of the unique crystalline conduits of the Mindwind Mines. But when these entities prove to be an equal match in both psychic and ocular strength, they instead choose to 'enlist' the help of several heroes to finally break the stalemate.

C'thun versus the Overmind. Winner takes all.

On the left is C'thun, and on the right is the Overmind.
Please note that the terrain shapes are only there to give a vague outline of how things would be set up.



Mindwind Mine is a concept for a new map that brings a handful of new mechanics to the game, and exists as the first map in Heroes to take elements from both Warcraft and Starcraft. After winning the objective, players will gain a rare opportunity: To take control of their core, aka C'thun (or the Overmind).


So of course, the first Map Feature to cover is the Objective Reward. Comparable to both a Vehicle in terms of its mechanics, but also to Cursed Hollow in terms of having global effects being tied to a duration.

Combat Trait

1
Exit
After 1 second, leave the core. A new hero may take it over instead.


Passive: C'thun/Overmind's abilities have global range and deal triple damage to heroes. C'thun/Overmind cannot move.

C'thun/Overmind lasts 45 seconds, plus an additional 10 seconds for each subsequent objective (up to 75 seconds).

All damage dealt by the Overmind/C'thun is relatively low, as the ability to assault structures globally is something that inherently lacks counterplay. That said, it is an objective reward, and needs to be able to tear through structures. As such, the moves you'll see here are designed to grant the rest of your team a push-worthy advantage.
There will exist a 30 second grace period wherein the Overmind's countdown does not tick down until piloted.

Primary Abilities

1
Vile Ooze
CD: 10 seconds.

After 1 second, create a puddle of ooze in an area that disables structures. Enemies within the ooze are slowed by 40%, and take 11 damage per second. Vile Ooze lasts 8 seconds and can be commanded to move while it is active.

This will also naturally be performed by the core when it is not being piloted if there are enemy heroes nearby, with the ooze attempting to follow the closest nearby enemy hero. Like all passive 'core abilities' this version only affects heroes, and not minions.
The radius of this move is about equal to an enhanced Kael'thas Flamestrike.
2
Direct Ooze
CD: 1 second.

Command Vile Ooze to move to target location. Vile Ooze ignores terrain.

Vile Ooze moves very slowly, roughly 30-40% move speed.
3
Summon Eye Tentacle
CD: 12 seconds.

Summon a vector-targetted eyestalk in the targeted location. After 4 seconds, the Eye Tentacle fires a powerful energy blast that deals 210 damage in a wide area, lowering the armor of all enemy heroes and structures hit by 60 for 4 seconds, increasing their damage taken by 60%.

The Eye Tentacle can be defeated by enemies to prevent it from attacking. Eye Tentacle has 1280 health.

The range of this move is similar to the Webweever's channeled attack, but with shorter range, and a faster/wider projectile. Countering the move is more about destroying the eyestalk than it is about dodging the shot.
4
Psi-stim
CD: 8 seconds.

Give target allied hero a 430 health shield that decays over 4 seconds. While shield is active, its recipient gains an additional 30% move speed.

Can also target dead allies to increase the speed of their death timer by 30% until they are revived. Cannot be used on a dead ally already receiving this effect.

This is a simple play-enabler, though it may be dangerous on some heroes. The reason for giving an objective a pseudo-resurrection mechanic is to ensure some ability to gain value out of an objective in a scenario where only one player survives, as C'thun/Overmind is ineffective at sieging without allied heroes around.
The shield scales with your level.

Heroic Abilities

1
Mind Rend
Can only be cast once per objective. Unlocks at level 10.

Target an area in a ring around C'thun/Overmind. After 1.5 seconds all enemy heroes within the area are Mind Controlled for 2.5 seconds, forcing them to move towards C'thun/Overmind. Additionally, all enemy minions hit are converted into allied minions.

Picture the targeting similar to Fenix's Plasma Cutter, albeit firing at every area simultaneously, rather than moving along the pat.
The actual area of this move is quite large, meaning it combos well with the slow of Vile Ooze, but is otherwise fairly easy to dodge.

Layout

Mindwind Mine features a fairly unique lane layout, as the top and bottom lanes begin to merge together at the top left and bottom right portions of the map. As such, this makes defending these areas considerably easier, and allows for much quicker soaking to be done by the losing team once their forts have been destroyed. Because the last two Keeps are so close together, they have been merged into what can only be called a superkeep. While largely identical to an ordinary Keep, the superkeep features 50% increased health, and destroying it will count as a destroyed structure for both its lanes, enabling catapults in each (albeit the same amount of passive exp as destroying a single structure). This may open the door to more strategies for players, as destroying the single keep will provide a greater advantage, but at a much higher investment.

This map's unique minion pathing. Siege camps push through top and bottom, while Bruisers push mid.

The primary reason for this 2.5-lane style is to prevent cheese strats during the objective, where a player may attempt to draw fire to the bottom lane, only to instantly move their attention to top after the enemy team has congregated away from it.

At the back, you may have noticed this monstrosity:. This structure, tentatively known as a Superkeep, behaves as a keep for both lanes attached to it. When destroyed, it will spawn catapults for both lanes (or at least one every three waves if the fort isn't destroyed). To make up for its tendency to take on two waves simultaneously and increased value, it has an additional 50% health compared to a regular keep. Its primary reason for existing is to help mitigate the backdoor strats that an objective reward with globals might otherwise bring.

The location of smokescreens/bushes in this map.

When the match is over, I'd like to think that the winning deity appears to deliver the final blow to the other.

Objective

After 2:30 seconds have passed, you will be alerted to the presence of a battle between the Overmind and C'thun. After another 30 seconds, two eyestalks will appear on opposite sides of the map, and a ball of clashing psychic energy will appear between them, directly atop mid-lane.

A neutral pattern objective. The left team attempts to push the orb upward, the right pushes it downward (the image is slightly lopsided, the orb starts in the exact centre of mid lane).

Dealing damage to the ball of energy will cause it to drift towards the opponent's eyestalk, similar to Hanamura's payload. The more damage it has recently taken, the faster it will move. However, damage from the opposing team will negate the damage done by your own team, requiring the two teams to overwhelm the other's damage. While the energy ball isn't receiving any damage, its speed will gradually decay down to zero, decaying at a more rapid rate for the winning team should they be nearing the opposing eyestalk.

Once it reaches the opposing side and remains there for at least 4 seconds of not taking damage from the enemy team, the objective is won and C'thun/the Overmind will be weakened. While the opposing deity's powers are dampened, your own is able to attack at full power by using a hero as a conduit.

For the second objective, the location of the energy ball will change, and will be located on the side of the map that more greatly favors the previous objective's loser. If that team loses again, the objective will remain in place, but if they win, it will return to its original neutral position for the next objective. This allows for some degree of rubber-banding, without giving the first obective's loser a free win.

The two 'advantage' pattern objectives. If the left team lost the first objective, they will find the second objective located closer to their side of the map, making it easier to make a comeback. If they win this formation, it will return to the neutral pattern.

Additionally, the orb will occasionally perform similar AoE attacks as the Immortals, either creating a pulse around itself or shooting blasts into the air that come down to deal heavy damage, as well as inflicting an 80% slow that decays over 4 seconds. Unlike the immortals, these effects aren't team specific, so both sides will need to watch out when these attacks are telegraphed.

Concerns

Certain concepts in this map design may seem arbitrary, but in actuality were added based on certain problems that inherrently came with a global-based objective reward. Other vehicles can be focused down, and fixed damage rewards like Hanamura have finite value. When it comes to global effects, the only comparison point is to Cursed Hollow, which isn't nearly as drastic in design.

Certain key flaws came to mind, the most prominent one being "Hey, if Overmind starts pushing top, and the entire enemy team goes to stop him, what's to stop him from immediately focusing his efforts on bot instead?" Being able to just jump around the map to where the enemy isn't would be too much of a dominant strategy, and the game should never become about avoiding playing the game. As such, the effectse of the Overmind/C'thun were adjusted to only enable powerful pushes, requiring coordination from the team.

Vile Ooze disables structures and provides excellent area control, but its can only deal 80 damage per cast to each structure in its radius.
Eyestalk deals considerably more damage and might be usable to back-cap a structure already facing minion pressure, but it's most effective when used around allies, who can provide it with protection and better capitalise on the bonus damage it provides.
Psi-stim is a bit of a throwaway move, but provides a bit more useful utility, enabling some powerful plays by C'thun's allies. Being able to moderately revive allies is designed to mitigate a 'won objective but got teamwiped' scenario, which would be less than ideal for the winning team, as they'd lack a way to capitalise on their success, especially in the lategame.

Lastly, Mind Rend is designed to create a bit of pizzazz, something these godlike entities deserve in their otherwise pragmatic designs. This move can set up a teamwipe in the right circumstances, and hit enemies on multiple parts of the map simultaneously. It's a bit too good for the early game, so it's been locked until level 10.


The purpose of the Superkeep was one that also came from trying to mitigate back-cap strategies without making it impossible to do so. You can do it... but really only once.


Also, I left out a piece of the terrain in the current version of the map. Redoing it would require changing all these images one at a time, so keep in mind that there wouldn't normally be a straight shot right from the top to the bottom of the map.


My last major concern is... "is it exciting to play as this vehicle?" Being locked into the role of a Super Abathur might not be all that entertaining to some players, and may lead to infighting over who has to do the dirty work of actually having to play them. Compared to the Dragon Knight, who has a play-making kick, a satisfyingly meaty basic attack, and still has to engage with the game by dodging and positioning, C'thun/Overmind has moves that tend to focus on setup for other players. Vile Oooze's near constant uptime means they will still have at least one source of APM, and Summon Eye Tentacle provides some big moments, I fear that players might prefer to play with their demigod, rather than as them.

Then again, Abathur is one of the most popular characters in the game, so who knows?

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FidgetingFly (2) | February 16, 2021 10:17am
Wow, I really like this as a concept! The idea is pretty creative, way better than any 'hero replaces the core' idea. One question though, how did you make the maps?
3
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Murraythehuman (2) | February 16, 2021 10:24am
I took screenshots from the game over black backgrounds (the far corners) and then just tried to replicate things in paint.net, adding in some blur to try and smooth over the inconsistencies. I wish a tool existed for this. Then maybe I'd have put in more work into the terrain. What's there is really more of a rough idea.
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