Towers of Doom


 * The Grave Keeper and the Raven Lord are engaged in a classic battle of evil versus… different evil? Protective magic shields your Core from enemy Heroes, but nothing will save you from these two masters of the dark arts. Hold the Bell Towers, capture the Altars, and unleash your wicked benefactor’s power on your enemies. 

Towers of Doom is a three-lane battleground set in the Realm of Raven Court. The Cores on Towers of Doom are protected by barriers that cannot be destroyed by Heroes. Periodically Altars will rise across the battlefield. Activate them to have your Bell Towers fire upon the enemy's Core.

The first Battleground Objective event will activate 3 minutes into the match, following a 30-second warning.

Background
The Grave Keeper and the Raven Lord have risen over a dark and mysterious city, each seeking to annex it into the territories they inhabit within the Nexus. Now locked in a struggle for dominance over the little gothic burg, these mythic beings demand that Heroes contribute their might to this endeavor. Whether born from necessity, or merely for sport, their true intentions may never become clear.

Losing patience with the Grave Keeper, the Raven Lord summoned beings from the Dark Nexus in order to finally draw the "usurper" out.

Map layout
Towers of Doom features three lanes, spread out to form a medium-sized map. Unlike most maps, though, these lanes only feature one castle for each team, rather than the typical two. Between the lanes (and below bottom lane) there are Altars which periodically activate, triggering the map's main objective.

Mercenary Camps
There are four Mercenary camps to be recruited in this battleground. Mercenaries are enabled during the Primary Objectives.

Core Ability: Protected
Both Cores are Protected by a barrier that cannot be attacked by Heroes. The core has 40 Health at the start of each game. When you enter the opposing team's Kill Zone near the Core, enemy cannons will lock on to you and blow you to smithereens.

The Core does not take damage from any sources other than captured Altars and the Mercenaries of this battleground: Sappers and the Headless Horseman.

Activate Altars
Periodically altars will rise across the battlefield. The location of the first Altars will appear on the Minimap 30 seconds after the game begins, as well as 30 seconds after the final Altars in an event have been captured. The first Altars will spawn 3 minutes into the match, following a 30-second warning. Subsequent altars will spawn between 110 and 140 seconds after the last one has been captured.

Activate them to have your Bell Towers fire upon the enemy's Core. Capturing an Altar takes 6 seconds.

Spawning Rules

 * The possible configurations of Altars are:


 * 1) Top-left and top right Altars.
 * 2) Middle Altar.
 * 3) Bottom Altar.
 * 4) Middle and bottom Altars.
 * 5) Top-left, top-right, and middle Altars.
 * 6) Top-left, top-right, and bottom Altars.


 * The first six Altar spawns are randomly selected without replacement from the above, but where the first and fifth set must be three Altar sets (therefore, the others must be one- or two- Altar sets). The next four Altar spawns are randomly selected without replacement from the one- or two- Altar sets. After the tenth set, the next configuration is randomly chosen with replacement from all the one- or two-altar configurations, which means there is now a chance of repeating twice in a row or more.
 * This means if you keep track you will always know the 5th, 6th, and 10th Altar spawn configurations well before their locations are displayed on the minimap.

Claim Bell Towers
Keeps and Forts are often called Bell Towers on this map. Unlike other maps, there is only one Bell Tower per lane, and destroying the Bell Tower works much differently. When capturing an enemy's Bell Tower, it will automatically destroy the Healing Fountain next to it. A new, friendly Bell Tower will rise in its place.

Each team has a damage multiplier: The more Forts/Keeps you have, the more damage an Altar will do. The value is 1+ the number of Forts/Keeps the team controls. Each team starts with three Forts/Keeps, so the multiplier starts at 4. Altars will spawn and successfully capturing an altar will cause you to deal damage to the enemy core equal to your damage multiplier.

If the enemy destroys your new Fort/Keep, then their own Fort/Keep and Healing Fountain will respawn. This process can be repeated infinitely, and whenever structures are respawning they are Invulnerable for several seconds. Note that even during this invincibility phase, they still count toward the controlling team's damage multiplier. Also note that recapturing a Fort/Keep on your side of the map will only respawn the Healing Fountain. The gate and two turret towers that protected the Fort/Keep will remain destroyed, meaning the Fort/Keep will remain quite vulnerable.

If your team manages to capture all six Forts/Keeps, your Core will deal 1 damage to the enemy Core roughly every ~3.5 seconds. The bombardment ends if your foe retakes a Fort/Keep, so use extreme caution.

When the tunnel opens after 12:00 minutes, all Forts upgrade to Keeps, including their Structure XP given. Less significantly, Towers and Healing fountains also upgrade, affecting their HP and shields.

Trivia

 * When Towers of Doom was made, the developers were originally planning to add from Warcraft. Afterwards, they changed lots of the map mechanics, and it doesn't look like the map in Warcraft. Therefore, they remade it to Towers of Doom. If you look at the towers they’re themed very similar to main areas in Arathi Basin.
 * After Towers of Doom's initial release, Haunted Mines's older version was taken out of the regular gameplay, until a rework for Mines came out, and a specific Heroes Brawl celebrated its relaunch.
 * A from World of Warcraft can be seen on this map while dead.
 * There are many ghost farmers, miners and knights found around this map. They appeared living on Cursed Hollow, Haunted Mines and Dragon Shire respectively.
 * The symbol of the Raven Lord can be seen on the ghostly minecarts mine entrances on this map.
 * On some of the gravestones on this map you can see the symbol.
 * Gamedata refers to this map as "Winter Crest".
 * Hammer Time and Ghost Protocol are Brawls set on a modified version of Towers of Doom.