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Custom Race: The Goblin Conglomerate

A goblin Custom Race loosely based lore from the Warcraft universe

Made with Reforged: Classic graphics. This is an edit of the melee map Rock Quarry to include The Goblin Conglomerate as a playable race.
To play Goblin Conglomerate, select Orc and Set Handicap to 90%
Note: Have removed hero Food Costs. Full unit breakdowns like my other maps will be added at future point.

The Goblin Conglomerate

The Goblin Conglomerate is a ruthless war-corporation that turns industry, debt, and explosives into weapons of total domination. With a diversified economy fueled by aggressive mining, industrial logging, and passive taxation, Goblins outproduce enemies through sheer financial brutality. Their doctrine centers on absolute air superiority, unleashing fighters, bombers, suicide rockets, and towering Battle Zeppelins to control the skies and erase defenses from above. On the ground, explosive demolitions and area denial shatter armies and cities alike, leaving only smoke, profit, and contracts in their wake.

The Goblin Conglomerate Consists of 16 Buildings, 4 Heroes, 14 Units and 7 Ward Type Summons.

Diversified Exploitation Economy

The Goblin economy is built on aggressive multi-layered income, combining gold mining, industrial lumber harvesting, and passive taxation through upgraded Allotments with Prospector Permits. Specialized units like Company Shredders maximize extraction efficiency at extreme human cost. Even combat contributes to profit through items like the Scroll of Avarice, which converts slain enemies into gold. This diversified economic model allows the Goblins to sustain endless production and recover rapidly from losses.

Absolute Air Superiority

The Goblin Conglomerate dominates the skies with one of the most extensive air fleets of any faction, including Aerobatics, Zeppelin Bombers, Rocketeers, and Battle Zeppelins. These units provide reconnaissance, air interception, heavy siege bombing, and airborne troop transport. Upgrades such as Dogfighter Training, Napalm Sprayers, and Engine Overboost push their air power far beyond simple harassment. Once Goblins secure air control, enemy ground forces are left exposed and strategically suffocated.

Explosive Demolitions & Area Denial Warfare

Explosives are a defining feature of Goblin combat, with Bombardiers, Mine Crawlers, Rocketeers, and the Demolitionist hero turning the battlefield into a shifting minefield. These units specialize in siege damage, crowd control, suicidal strikes, and devastating trap deployment. Entire zones can be made lethal through chlorine gas clouds, napalm fields, and chained detonations. Goblin warfare is designed to break enemy formations through chaos, panic, and overwhelming explosive force.

Showcase

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Credits



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Goblin Conglomerate (Map)

Reviews
deepstrasz
Strafing Run makes the unit go forth after finishing casting instead of making it circle around near the place it cast or from where it cast. A nice flying concept for this unit and the rocket riding goblin one. Not sure how viable it is in Warcraft...
Strafing Run makes the unit go forth after finishing casting instead of making it circle around near the place it cast or from where it cast.
A nice flying concept for this unit and the rocket riding goblin one. Not sure how viable it is in Warcraft III melee since you'd need units to auto attack them since they are kind of annoying to click/target.
Generally innovative aspects for a custom techtree/faction/race.

Approved.


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I just realized this is suppose to be played best with SD and I use HD without noticing until like few minutes into the game (prolly lack of sleep), and also for some reason I won despite there's one enemy still standing and capable of crippling me (though I have allies ready to counter)

Probably one of the funniest race overall

EDIT:
Bombing Run caused a screen freeze in SD, I think also applies in HD but I didn't manage to get that spell during HD run.
 
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I just realized this is suppose to be played best with SD and I use HD without noticing until like few minutes into the game (prolly lack of sleep), and also for some reason I won despite there's one enemy still standing and capable of crippling me (though I have allies ready to counter)

Probably one of the funniest race overall

EDIT:
Bombing Run caused a screen freeze in SD, I think also applies in HD but I didn't manage to get that spell during HD run.
Thanks for the review.
Addressing what you mentioned
  • Yes the the map is intended to be played in SD Classic.
  • Won despite an enemy standing. Might be a bug in my victory/defeat conditions. I'll check when get a chance
  • Bombing Run caused a screen freeze. I didn't get that response in testing though sometimes their was lag.

Thanks for saying it was one of the funniest race overall. I try balance fun and gameplay balance. For this map I leaned more on the fun side the scale than balance.

Too much focus on innovation, it gets too complicated. Too much focus on balance and it can get generic. "Innovation catches your attention, Fun focus's your attention, and Balance retains your attention"

I can't wait for your next project. I replayed your The Phoenix Flames map a couple months back. Feel free take a look at my other maps.
 
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Thanks for the review.
Addressing what you mentioned
  • Yes the the map is intended to be played in SD Classic.
  • Won despite an enemy standing. Might be a bug in my victory/defeat conditions. I'll check when get a chance
  • Bombing Run caused a screen freeze. I didn't get that response in testing though sometimes their was lag.

Thanks for saying it was one of the funniest race overall. I try balance fun and gameplay balance. For this map I leaned more on the fun side the scale than balance.
Yeah, I find the description amusing and satisfying to read too, though the core information feels sort of lost at times due to hilarious nature of it. Not gonna blame it since it makes my first blind run satisfying since I laughed a lot on the descriptions (feels ironic since it reminds me of the darker side of the work industry)

Also, the unit quotes are hilarious :D

"Innovation catches your attention, Fun focus's your attention, and Balance retains your attention"
Definitely an interesting quote and I like it. I should keep it in mind when making new stuffs :D
I can't wait for your next project. I replayed your The Phoenix Flames map a couple months back. Feel free take a look at my other maps.
I haven't get around much with Warcraft editing lately, but thank you for letting me know that people are playing my map since I felt there's barely people playing them :)
 
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First of all, thank you for this map. A custom Goblin race is a rather rare thing (although each goblin cartel could have the same specificity as human kingdoms), especially one executed with such quality.

I admit, I’ve seen your other works before, but never played them. This map changed my mind. Everything, from the voice acting to the unit descriptions, speaks to the care you put into development. I like the aviation, items in the shop, the use of tillinghast's model for the Hobgoblin, and, of course, the farms. You’re not the first to add passive income to farms, but for goblins, who are willing to tax anything that moves, such a mechanic fits perfectly, and having a goldmine nearby makes it somewhat balanced (though I managed to accumulate enough gold for three more games without issue).

And yet, there are some points that bothered me.

1. Magic. It always seemed to me that goblins are materialistic and compensate for their weakness in magic with technology. You yourself replaced traditional Orb with a gauntlet: this already suggests that the race suffers from a lack of mages! Yet at the same time, they have three full-fledged spellcasters and a warlock hero. I’m not sure how well this aligns.

2. The Alchemist. It’s a bit disappointing to see three unique heroes and then a hero from the tavern.

3. Voice acting. I assume you wrote the lines yourself? If so, my respects for the work done. The voice lines manage to convey the characters of the units quite well, but there's the thing: they’re too long for an RTS! Looking back at unit lines in Warcraft 3, they have the right amount of charisma but are kept to 2–4 words - just enough for the player to select the unit and issue a command. Exceptions are rare. Meanwhile, compare this to the lines of, say, the Affliction Warlock. "I smell your struggles and your poison"? While she speaks, you can switch between three units, and their lines (just as long, for the most part) would overlap into cacophony. If they were shorter, this wouldn’t happen.

4. Worker division. Sounds great, doesn't work. Practically you have a constantly needed unit type (gatherer) and a sporadically needed unit type (builder), which will idle most of the time since it can’t be armed or transformed in any way. At the same time, there’s the Hobgoblin, which represents another support worker. This is a cumbersome design that needs a bit more versatility.

Overall, it's pretty solid work with good ideas and realization. I'll definitely play more of your projects in future.
 
First of all, thank you for this map. A custom Goblin race is a rather rare thing (although each goblin cartel could have the same specificity as human kingdoms), especially one executed with such quality.

I admit, I’ve seen your other works before, but never played them. This map changed my mind. Everything, from the voice acting to the unit descriptions, speaks to the care you put into development. I like the aviation, items in the shop, the use of tillinghast's model for the Hobgoblin, and, of course, the farms. You’re not the first to add passive income to farms, but for goblins, who are willing to tax anything that moves, such a mechanic fits perfectly, and having a goldmine nearby makes it somewhat balanced (though I managed to accumulate enough gold for three more games without issue).

And yet, there are some points that bothered me.

1. Magic. It always seemed to me that goblins are materialistic and compensate for their weakness in magic with technology. You yourself replaced traditional Orb with a gauntlet: this already suggests that the race suffers from a lack of mages! Yet at the same time, they have three full-fledged spellcasters and a warlock hero. I’m not sure how well this aligns.

2. The Alchemist. It’s a bit disappointing to see three unique heroes and then a hero from the tavern.

3. Voice acting. I assume you wrote the lines yourself? If so, my respects for the work done. The voice lines manage to convey the characters of the units quite well, but there's the thing: they’re too long for an RTS! Looking back at unit lines in Warcraft 3, they have the right amount of charisma but are kept to 2–4 words - just enough for the player to select the unit and issue a command. Exceptions are rare. Meanwhile, compare this to the lines of, say, the Affliction Warlock. "I smell your struggles and your poison"? While she speaks, you can switch between three units, and their lines (just as long, for the most part) would overlap into cacophony. If they were shorter, this wouldn’t happen.

4. Worker division. Sounds great, doesn't work. Practically you have a constantly needed unit type (gatherer) and a sporadically needed unit type (builder), which will idle most of the time since it can’t be armed or transformed in any way. At the same time, there’s the Hobgoblin, which represents another support worker. This is a cumbersome design that needs a bit more versatility.

Overall, it's pretty solid work with good ideas and realization. I'll definitely play more of your projects in future.
Thank for the review. Feel free do the same if you play my other maps.

Addressing concerns.

1. The generous use of magic came about from 2 points. The race was developed with it being the first of two races, the first being this one with a focus on the organic mercenary aspect of the goblins and the second race focusing on the mad science, mechanical aspect of the goblins. (Currently on hold while I'm finishing other projects) I wanted this race to feel more like a mercenary company in service of the Conglomerate. The second, to be honest, I just really wanted to make use of the number of goblin models on the hive.

2. Initially there was not going to be a 4th hero. I bounced back and forth, and I had a hard time trying to think of a full skill set for another hero. So I added the Alchemist.

3. Did not think of the length of the voice lines and overlap when I was implementing them. I'll take it into account in the future.

4. I see where you are coming from. I figured it wouldn't be too different from playing the undead, though I realize that I knew how I wanted to make use of the worker division, whereas a new player wouldn't. When playing, I kept the builders on a hotkey and swapped the lumbering laborers to hobgoblins when building an expansion base.
 
Pretty damn cool race.

Enjoyed them, a lot. Only thing that bothered me were those flying airplanes never stopping in the place, Really unfitting for WC3 style of RTS.
MogulKah, thank you for the review.

I understand that the flight system is unconventional. The reason I implemented it was having the rocket rider and pocket powered biplane just hovering in place drove me up a wall. Illy probably remove it and rebalance them in future updates.
 
Weird, quirky, ridiculous, just plain silly...That's why I give this a 1/5

Wait, it's a 4/5? Oh, then I suppose I should make a good review or something!

In all seriousness, or at least some of its good parts, this is a great racemod and I love the funny variety that the goblins have.

They're ridiculous and I love them for that, but what I like most is that a lot of the "silliness" fits the series anyway. For example, the author's other racemod, "Sargeras Loyalists", had...Space aliens with plasma guns. This one has Goblins with Conquistador-looking armours and muskets/blunderbusses, which is okay because it does fit them after all.

I'm also surprised at the voice acting, I think it's very good, but as one commenter said, maybe it's a bit too long at times. Still, it's fantastic, big kudos on that!

And for once, the map is nice, the creeps are okay--Although, what's up with that Hobgoblin? He looks like a Super Mutated Zombie from Hell, he's incredibly horror-looking, scary, doesn't even fit Warcraft 3 looks I'd say.
 
And for once, the map is nice, the creeps are okay--Although, what's up with that Hobgoblin? He looks like a Super Mutated Zombie from Hell, he's incredibly horror-looking, scary, doesn't even fit Warcraft 3 looks I'd say.
Hobgoblin is, in fact, super mutated! It's a goblin transformed via mad alchemy into something bigger, stronger... and dumber. In earlier lore hobgoblins even had short lifespan - nearly 2-3 years, if memory serves me.
Here's some concept arts both from WC3 and wow:
https://warcraft.wiki.gg/images/Hobgoblin_Purple1.jpg?f66c67=&format=original
https://warcraft.wiki.gg/images/Hobgoblin_early_concept.jpg?c76432=&format=original
 
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