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Goldmine micro practice 0.1d

This bundle is marked as useful / simple. Simplicity is bliss, low effort and/or may contain minor bugs.
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Welcome!
My own little project created for practicing workers goldmine micro.
In Warcraft III melee matches, under optimal mining conditions (e.g., short mine-to-base distance), each worker can deliver 10 gold every 5 seconds. With 5 workers, this results in 600 gold per 60 seconds (5 workers × 10 gold × 12 intervals).

However, advanced techniques like Goldmine Micro Abuse allow players to exceed this rate using fewer than 5 workers by exploiting movement speed, pathing, or animation-canceling mechanics to reduce trip times.
Goldmine Micro Abuse requires players to manually control each worker to avoid artificial movement speed penalties. These penalties are enforced by the game to maintain a fixed gold-per-second ratio based on worker count:
  • 5 workers = 10 Gold Per Second
  • 4 workers = 8 GPS
  • 3 workers = 6 GPS
To execute Goldmine Micro Abuse, you need to override existing mining command
  • -by selecting worker with gold bag and RMB to Base or using"Return gold(E)"
  • -by selecting worker with no gold bag and RMB to Gold Mine
Check "Tips and Constants" for more details
Tips
Goldmine Micro Abuse should only be used in cases where worker's movement speed is lower than default.
Mining distance depends on angle between Base and Gold Mine.
Worker's normalized pathing depends on adjusted with Base and Gold Mine buildings near that mining pathing.

Constants
Default peasants and peons ms = 190
4w = 8 GPS
3w = 6 GPS
Experiment #1:
1. Start mining with 4 workers at East Gold Mine.
2. Enable Gold per second with "-GPS" command.
Reset timer and gold with "-r" command.
3. After a few seconds you can start notice that workers movement speed is much higher than default, while GPS sticks with normalized 8 gold per second.

Experiment #2:
1. You need 8 workers in total.
2. Send 4 workers to each Gold Mine East and North-East
3. Enable Gold per second with "-GPS" command.
Reset timer and gold with "-r" command.
4. Notice how different those workers movement speed are. While GPS sticks to 16 gold per second.
-reset or -r to reset timer and gold
-s to start/pause a timer
-GPS to see gold per second
-w3 -3 or -w4 -4 for comparison mode
-ms to show\hide movespeed
-help to repeat this massage.
-c to clear
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Goldmine micro practice 0.1d (Map)

Reviews
deepstrasz
While it might be useful to some, it's not really a playable map. Tests should not be uploaded here. Simple. If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site Rules Map Submission Rules M A P - D...
Level 2
Joined
Mar 9, 2025
Messages
8
Ok I got it. So it records your Gold per minute manualy controlling workes. You made 7 Goldmines for higher difficulty microing. The digits above peasents show movement speed right? I like it. I wish there was more maps on practicing melee mechanics.
 
Last edited:
Level 3
Joined
Apr 8, 2015
Messages
12
Ok I got it. So it records your Gold per minute manualy controlling workes. You made 7 Goldmines for higher difficulty microing. The digits above peasents show movement speed right? I like it. I wish there was more maps on practicing melee mechanics.
7 goldmines has different angle to base. If u r looking closely, there is no goldmine with same mining distance. Because on each map angle between base and goldmine differs. Cos distance different game makes workers faster or slower. Thats why there is 7 different goldmines
 
Level 2
Joined
Mar 9, 2025
Messages
8
Any attempt to make a practice map for people to train game mechnics and improve their skills is highly appreciated. (There are just a few of them, and most of them are mediocare). However this one lacks description. A less skilled player might have 0 idea on what it is about.
 
Level 3
Joined
Apr 8, 2015
Messages
12
Any attempt to make a practice map for people to train game mechnics and improve their skills is highly appreciated. (There are just a few of them, and most of them are mediocare). However this one lacks description. A less skilled player might have 0 idea on what it is about.
Ty for feedback. Its on my mind to make some description in "quests" section in the game.
 
Last edited:
Level 3
Joined
Apr 8, 2015
Messages
12
Any attempt to make a practice map for people to train game mechnics and improve their skills is highly appreciated. (There are just a few of them, and most of them are mediocare). However this one lacks description. A less skilled player might have 0 idea on what it is about.
Have made a lot work with description. Let me know if there is something odd, im not native English.
 
Level 2
Joined
Mar 9, 2025
Messages
8
Have made a lot work with description. Let me know if there is something odd, im not native English.
Good job. It needed a discription. I'm not native either, however I've noticed a few minor mistakes.
In "Tips and Constants"
"Goldmine Micro Abuse should only be used in cases where worker's movement speed (is) lower than default. [missing "is"]
You ment "Experiments" not Experements. I guess.

Appart from that, it's very interesting. I'm learing how it works. My questions are:

How can we judge, whether the distance between a goldmine and a townhall is long or short when playing a melee map?
How can we judge whether the workers's movement speed is default or slower or faster? Normal maps don't have MS indicators above the units.
 
Level 3
Joined
Apr 8, 2015
Messages
12
Good job. It needed a discription. I'm not native either, however I've noticed a few minor mistakes.
In "Tips and Constants"
"Goldmine Micro Abuse should only be used in cases where worker's movement speed (is) lower than default. [missing "is"]
You ment "Experiments" not Experements. I guess.

Appart from that, it's very interesting. I'm learing how it works. My questions are:

How can we judge, whether the distance between a goldmine and a townhall is long or short when playing a melee map?
How can we judge whether the workers's movement speed is default or slower or faster? Normal maps don't have MS indicators above the units.
Ty
Thats why ive created that map. U need to know those angles and how much tiles it left and up etc. Its answer for both questions. You have to understand the map you play in melee. So to better understand it - thats why i have created that map. Thats why i have placed Gold Mines each with different angle to the base. Or u can just export\import my triggers to melee map and just test before u go ladder\pvp
 
Last edited:
Level 2
Joined
Mar 9, 2025
Messages
8
Ty
Thats why ive created that map. U need to know those angles and how much tiles it left and up etc. Its answer for both questions. You have to understand the map you play in melee. So to better understand it - thats why i have created that map. Thats why i have placed Gold Mines each with different angle to the base. Or u can just export\import my triggers to melee map and just test before u go ladder\pvp
I imported triggers to a melee map and it crashes the game.
 

deepstrasz

Map Reviewer
Level 75
Joined
Jun 4, 2009
Messages
20,245
While it might be useful to some, it's not really a playable map. Tests should not be uploaded here.

Simple.


If you want more reviews, you should participate in the The Grand Review Exchange!

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