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Haunted mines remake

a redesign of the Heroes of the Storm map Haunted Mines

Intention to improve

Revisiting Haunted Mines seeks to fix gameplay issues while preserving its unique identity. Changes like relocating the boss, refining the mine layout, updating camps and defenses address problems like objective neglect and overpowered vision points. The goal is to modernize the map while retaining its core mechanics and charm.

Introduction

The Haunted Mines map in Heroes of the Storm features two lanes and a unique split between above-ground and underground areas. The main objective is to collect skulls from minions and a boss in the mine, spawning Grave Golems that push lanes based on the skulls collected. 

Current State
Haunted Mines, an original Heroes of the Storm map, is retired from standard rotation due to balance issues. Its design faced criticism for imbalances like long boss pathing and disconnected gameplay. Attempts to address these issues often created new problems or left core flaws unresolved. The map is fondly remembered for its charm, sparking ongoing interest in refining its design.​

Overview

The boss location has been redesigned to an arena-like layout with clear entrances and flanking opportunities. Siege camps were moved closer to forts and surrounded by bushes, improving defensibility and aligning with modern MOBA design. Sapper camps have been replaced with Knights, adding teamfight incentive and map complexity.

Objectives and Flow

These changes better integrate objectives into gameplay, encouraging players to balance between contesting objectives and defending lanes while maintaining the map's unique identity.

Defensive Areas and Chokepoints

Fort entrances have been narrowed and surrounded by bushes, creating chokepoints that reward strategic positioning and ambush opportunities.
These updates enhance defensive depth, offering balanced opportunities for both attackers and defenders while improving the map's tactical gameplay.
The middle gate now features defensive turrets and a healing fountain, making it a stronger focal point for fights.

Bushes, Vision, and Rotations

Vision points that revealed large areas were removed to balance gameplay and reduce overreliance on vision control. Bushes were added to key areas like camps, fort entrances, and mine exits, enabling ambushes and counterplay. Long, unengaging paths were improved with additional combat spaces, making rotations smoother and traversal between lanes more engaging.

Boss Location

Problem
The boss’s distant location in the mine makes it hard to contest after respawning or resetting. This disconnect between the mine and the surface often leads players to ignore the objective, making cross-mapping a more viable tactic than usual.
Solution
Relocating the boss above ground lets teams contest more easily after resetting or respawning. This change adds strategic depth by making lane pushes riskier and creating more reliable counterplay opportunities.

Layout analysis

The combat area of the boss is very restrictive in its layout. The team that starts the boss can either take an offensive position and control the bush or retreat to their own bush. This corridor-like layout simplifies the point of engagement, forcing either team to commit to capturing the point.

Sapper camps

Problem
Sapper camps are quick to destroy buildings but don’t provide a team fight advantage. While effective in maps like Towers of Doom, where destroying forts is a primary objective, they are out of place in Haunted Mines, where the focus is on controlling skeleton spawns and Golem pushes.
Solution
Replacing sapper camps with knight camps is a better fit for Haunted Mines. Knight camps provide a magic resistance buff, adding strategic complexity and creating a meaningful incentive for team fights after the camp.

Layout analysis

The layout provides a disadvantage and an advantage to the defending team. Enemies can easily sneak through any bush, incentivizing the team to take the camp using two heroes. At the same time, defending teams can easily retreat to a nearby tower which provides an interesting balance which both teams have to play around.

Mine layout

Problem
The mine's large size makes collecting skulls inefficient, encouraging players to ignore the objective and focus on surface play. Smaller skull camps also contribute to the disconnect between upper and lower areas, though less so than the boss.
Solution
Reducing the mine's size preserves its unique identity while improving navigation. A smaller layout encourages faster engagements and creates more opportunities for flanking, invading camps, and coordinating fights. These adjustments maintain the mine's distinct role while addressing inefficiencies.

Layout analysis

The layout and camp position enables each team to safely gather skulls close to their entrance. This is in order to preserve balance through the objective phase. Teams still have an opportunity to cross to the other side, meaning some skulls are more contestable but teams have to commit to this play.
Problem

Siege camps

Siege camps lack cover and are placed too close to the map’s center, making them easy targets for invaders. The absence of proper vision points and defensive options allows frequent, uncontested takeovers.
Solution
Moving siege camps closer to forts and surrounding them with bushes improves vision control and defensive positioning. These changes align with modern map standards, giving defenders more options while preserving the camps’ role in gameplay.
Moving the camp closer to the fort creates a defensive escape as long as the fort is alive, connecting the map control to forts even more. Close-by bushes provide a point of entry for the attacking team while the defending team are required to control them.

Layout analysis

Mine entrence

Problem
Mine entrances are overly exposed, offering predictable escape routes and limiting strategic movement when fleeing or repositioning.
Solution
Adding alternative paths near mine exits allows players to outmaneuver opponents and creates more dynamic interactions. These changes also reinforce the connection between the mine’s underground gameplay and the surface battleground.

Layout analysis

Adding several paths moving away from the mine provides interesting gameplay as players have to utilize their mobility for safe disengagement. While the path to the fort was previously the obvious escape, players must now move to nearest teammates or bush.

Closing thoughts

Designing levels for games during the production phase often means that some features are still in development. In contrast, the mechanics of Heroes of the Storm have been stable for a long time, enabling more polished and fully realized level design. For level designers, it's crucial to incorporate existing mechanics, and my many years of experience with Heroes of the Storm have given me a deep understanding of these mechanics, allowing me to create complex and engaging levels.

Looking back at the level, I believe I've achieved my goals with creating a modernized version of Haunted Mines while maintaining its core mechanics and charm. In future iterations I would like to make a more detailed blockout to further identify areas.


 
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