The World Tree by Who_You_Expect

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The World Tree

By: Who_You_Expect
Last Updated: Sep 7, 2016
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The World Tree

A Battleground Suggestion

I decided to give a much more indepth description of my old World Tree suggestion that was on Blizz's forums, and this seems to be a popular tool for that, so I figured I'd take my shot at it. 'Primary Abilities' is the Map Objective, while 'Secondary Abilities' is the Mercenary Camps.

Primary Abilities

1
The Map

Boxes are Forts, 6-Point Stars are Cores, Grey is Bushes, Arrows are Bosses, Green Things are Siege, Yellow are Bruisers. Purple is where the Objective occurs.
2
The Objective
First thing's first; I would prefer for this map to be rather large, thus holding 3 Forts per side per lane. It might be fine if it's just 2 per side per lane, however. Also maybe some more vents, but.

Right, the Objective. After the set amount of time, the objective will occur; Archimonde will begin spawning in and after 15 seconds of advance warning, appears on the Left/Right Side(Initially right, switches team every time for variance.). Then, a timer for ~2-2 and a half minutes starts; The team that has Archimonde must escort him across the middle of the map to the World Tree, while the opposing attempts to stop them. Archimonde moves at ~20% faster for every allied hero nearby, starting at 0%. Enemy heroes slow him by ~20%. This part of the objective is entirely teamfight-based. Once Archimonde reaches the tree or is stopped, the side that has succeeded is granted a large wave in the strongest enemy lane, consisting of a special Mercenary Camp equivalent. Bosses despawn when Archimonde spawns, but other mercenary camps only despawn when someone wins. They all re-appear after(if they weren't captured) ~5 seconds after the Winner's Wave is defeated.

Those Red/Blue bars near the middle are Gates; They are invulnerable until the nearest fort is destroyed, and the ones on the ends can never be destroyed.
3
Alternate Objective
Or, should this be a bit imbalanced, both teams instead are assisting seperate, unique Eredar Lords, or an Eredar Lord/Night Elven Druid, depending on what Blizzard would want. Both teams are, after a delay with warning(About 30-40 seconds), warped to two seperate lanes(With a few places to cross between), and the objective requires both teams to assist in guiding their 'NPC' to the Tree, fighting off neutral creeps and attacks from other players. They follow the same movement rules as Archimonde does in the Primary Objective Idea. The same effect occurs for the winning team.

Secondary Abilities

1
Siege Camps - Glaive Throwers/Infernal Machines
Depending on which side you were last on, one of these two types spawns. If you were just defending, you get Infernal Machines, a sign that you will soon assist Archimonde. Meanwhile, if you just attacked, you get Glaive Throwers, a sign that you are currently helping the Night Elves. Or, it's side dependent with the alternate objective. They have the same stats, and there is only one; However, this one Siege Camp minion deals decent splash damage(~75%), and is long ranged(longer than Catapults.), along with good damage in general.
Left: Glaive Thrower. Right: Infernal Machine.
2
Bruiser Camps - Saytrs/Druid & Wardens
Same rules for which camp you get as above. Two Melee Units along with a ranged unit that fires an AoE bolt every ~10 seconds, and only towards Summons/Minions, which deals decent damage. The Bruiser minions are relatively tanky, and deal mediocre damage.
3
Bosses - Ancient of War(Pure/Corrupted)
Unlike other camps, it's always Top Camp = Pure and Bottom Camp = Corrupted. Only one may be alive and captured at any time, unless you've already started the other boss. The other despawns until ~5 seconds after the first falls. Incredibly tanky, and don't have any stuns. Instead, may summon wisps for assistance, and may quickly root nearby enemies. Wisps are very weak.
Left: Corrupted. Right: Pure.
4
Objective Wave - Demons/Night Elves
Depending on who won, a wave of Demons or Night Elves will spawn in the strongest enemy lane, more powerful than standard mercenaries. Each wave consists of ~3 weaker melee units(Melee Sentinels/Felguard), ~2 weaker ranged units(Archers/Imps), ~1 tough melee unit(Ancient(Not War)/Pit Lord(or Doomguard)), and ~1 powerful ranged unit(Druid/Eredar Lord). Tough Melee Units have cleaving damage for ~50% of what they hit for, and the Powerful Ranged Units summon another unit, relatively tough and low-ish damage(Treant/Infernal). These would be at least a bit tougher than a Siege Camp + a Bruiser Camp in one lane.

Suggestions Appreciated!

Thanks for taking the time to read this! I'm always looking to improve any form of concept I make, including Maps, and so I'd love to hear your suggestions as to how it should work. (^_^)

Changelog

9/7/2016
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