Headhunters Remake

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-Headhunters Remake-
War has been declared between the three regions.
Tension is in the air as each region prepares their finest heroes for battle.
Bring us their heads!

Headhunters Remake is a battle arena map where you control and build a hero as the game progresses.
Your goal, as a team, is to eventually destroy the enemy castle and claim victory.
Select from a variety of heroes, units and abilities to counter whatever your enemy throws at you.


This is a remake i made together with the original author where we re-did most of the environment.
It has the original abilities and balancing as it was back when it was completed.
Note that this map will not be updated.
For a more advanced version, check Headhunters: Clash of the Regions

General Information
Headhunters features custom hero creation and a larger focus on strategy in the form of choosing
which units will be sent towards the enemy, as well as upgrading units and towers.
Players are also able to build towers or replace old ones if they desire.
Kill enemies and opposing heroes to collect their bounty and use it to boost your forces.

- Chose a race and one of the heroes for that race!
- Buy abilities at the shops! you can find more advanced abilities around the map!
- Buy the same ability several times to increase it's level up to level 10!
- Kill units, towers, creeps and heroes to gain more wood/gold
- Each time you get a Hero kill, your bounty rises!
- Kill enemy heroes and get the bounty on their head!
- Use wood earned by killing to buy or upgrade new units at the base!

In-depth Description
The following images and explanations cover everything you might want to know in order to play the game effectively.
Since there are many things you can do in this map, it takes much to cover everything.
If you just want to get started, you can also just play against bots or go directly into multiplayer and try it out.

The game supports a total of 9 players spread out across 3 teams, and it is recommended that teams are balanced so that there are even teams.

Once started, there are some initial settings that can be set to on or off

The first is "attribute abilities" which gives ones hero a starting ability as a special ability that uses the hero's main stat.
Note that choosing this option uses a slot that could otherwise be used to buy another ability instead.

The second is "IMBA speed" which effectively makes attack and movement speed extremely fast from the start.

Once the game is set up, the first thing players have to choose is their races.
There will be 3 altars in each base that can be converted into one of the 4 standard race altars.
If an altar is not chosen before the timer in the top right runs out, the game chooses one at random for each non-built altar.
If there are more than 1 player on a team, the 2 players will have altars designated, meaning that they do not share the buildings,
and thus have to plan carefully what strategy they want to go with.

Once all altars are built, players can use their altars to create a baseline hero.
The hero determines what stat-line, main stat, attack method, etc. that the hero might have.

After a hero has been chosen, it is recommended to buy some initial abilities.
The closest shops are the ones inside the base. There are 4 standard race-based spells which are the ones used by the vanilla heroes.

There are also 6 shops placed towards the center of the map.
These shops contain other abilities that are not used by the standard heroes within the 4 races.

Once in a while, neutral creatures will spawn around key locations of the map.
The creatures also have a bounty, with the bounty and type of creature changing as the game progresses.

After killing some enemies, you will acquire some wood. Wood is used back at the base in order to build and upgrade units.
The circles represent a slot in which a unit can be made, with the building close by being used to create those units.
Depending on which races you choose in the start, you will here have a barracks and upgrade building associated with the same races.
Again, the units are based on the vanilla game, so understanding how they work should be relatively easy.
If you want to change what is being spawned in a slot, you can replace it by simply building a new building in the associated barracks.

In the upgrade building in the back, you find the various upgrades associated with that race.
Note that upgrading damage and armor only applies to the associated race, therefor choosing 3 of the same race
makes them cheaper to upgrade, but limits your unit and hero selection to a single race.

Using units to help your heroes attack the enemy is an important aspect of the game.
However, simply spamming cheap units early has the consequence that the enemy will get more resources
to build their units, so planning ahead is a good idea.

Once your hero is a high enough level, you can buy an ultimate ability at the shop in the center of the map.
The maximum level of a hero is 100 with max level for standard abilities is 10 and max level for ultimate abilities is 3.
Standard abilities can be upgraded each 5 hero levels and ultimate abilities each 25 hero levels.

There are 3 shops back at the base. The "Various Items" shop sells tower placement items, stat increasing items
as well as orbs to enable ranged attack for flying units.

The "Tome Shop" shop sells stat tomes that you can use to permanently boost the stat of your hero.

The "Potions and other stuff" shop sells simple consumables that can be used in a pinch.

There are runes placed around the map at key locations. There are 3 types, movement buff, healing buff and mana buff.
The runes respawn frequently, so use them to get an edge.

Once you and your units overcome a bases' defences, you have to destroy their castle in order to defeat them.
Once all opposing teams' castles have been destroyed, your team wins the game.

[04-09-2016]- Final version was released, for further development, check Headhunters COTR.

Feedback to: [email protected] or simply write a comment :)


Headhunters Remake (Map)

Level 3
Sep 3, 2016
While it is good that you include screenshots with instructions, your general layout of the map puts me off a little. It feels like going into a wall of text and pictures.
Try to read this, as I think it will help you out: Description - Map Template

The same goes for your other map.
ahh nice, forum formatting isn't really my strongest side, so kinda just wanted to get the map out there for now, but will look at the formatting :)
Level 23
Oct 12, 2008
TLDR Version
- AOS with hero building elements
- Heavy on the army/base customization
- Base can seem cluttered
- This review covers both the classic and updated variants of the map

~ Map Approved

AOS/Hero builder hybrid, strong focus on army/base upgrading.
Personally, I think this map is feature rich and developed enough to be approved. I don't entirely enjoy the game, but then approval simply states that a map is of a certain quality whether or not I enjoy it is irrelevant.

I felt that the remake was slower and less interesting on the army/base development side; it takes a lot longer to reach the first unit/stat upgrade you can purchase.
On the flip side; creep waves also were much more balanced than the classic edition (where the ranged attackers could easily snowball to the point where they formed an unstoppable wave that easily crushed base defenses and all).

If I were to critique the map on any level, it would how the base seems overtly cluttered; there are a lot of buildings and knowing which ones do what (and there are lots of important ones) takes a certain while to get used to. It seems excessive at times how many features there are.
On the other hand you could argue that the large amount of base/army customization creates more depth and strategy.
The game also seemed very "push-strat" oriented, which I though was odd for a map called headhunters. Once again, the argument could also be made that having to split your team roles along PvP vs Siege-oriented heroes is interesting.

Some other gripes
- Grunts have more life than footmen, the team that starts with Grunts are their basic melee troop have an advantage over those than start with footmen.
- The choice to have the healing fountain on one side of the base (ie. noticeably closer to one lane was strange)

From a pure personal enjoyment standpoint, I found the classic edition to more enjoyable. Though that might be because I played it less like a PvP-oriented AOS and more towards farming resources to upgrade my army and then siegeing base in the shortest time possible.
That said, the improved edition is much neater (visually) and more balanced overall; though I find it less fun.
Last edited:
Level 3
Sep 3, 2016
Thanks for the extensive feedback :D There are some good points on things that i havn't thought about such as the fountain placement, which makes total sense, and might be easy to fix. Maybe adding labels to buildings could make it easier to navigate without adding too much of an eyesore?
Level 23
Oct 12, 2008
Maybe adding labels to buildings could make it easier to navigate without adding too much of an eyesore?

I don't personally think of it as a bad thing; but it is something that takes awhile to get used to.
Ultimately it depends on how complex you want your map to be.
I ask myself if you really need so many different upgrades for your base/creeps. And by that I dont mean the very straightforward ones such as +life or +attack, but the unit specific ones; such as "Grunts now do X" for example.
Consider that you have an upgrade building for each 'race of units' you can have, +the baseline upgrades for all creeps/buildings.
If you feel that it is a must to have this amount of variety; then the current setup is about as good as it gets presentation wise.