[Map Concept} Jungle Calamity.
Okie doke. For the past two days I've been thinking about how few maps there actually are, and how repetitive the game types can kinda be. I mean, Dominion is the only one with a majorly different kind of feel to it. Well, I was talking with my brother and he said "Imagine if there was a map that was entirely jungle." and I immediately took off to my computer to craft this thing. I know it isn't perfect, I don't expect it to be. I just wanna know that you think of it, and if there are any tweaks you'd make. This game style wouldn't be about full out bashing and ripping through enemies, being able to solo an entire team (while yes, that is still fucking impressive). It's more about strategy and instilling the fear of constant ambush in players. I want people to think harder about how to play and which moves to make rather than just about what items to buy, and that is the point of this map. To take strategy to the most extreme. Any and all constructive feed back would be appreciated.
The Map:
Jungle: The majority of the map is the jungle, very little of the map isn’t riddled with walls and bushes. The number of jungle camps has increased with the size of the jungle, and a new buff camp has been introduced; Green Buff. Instead of Dragon and The Baron Nashor, there are two new large bosses. Instead of the Dragon, there will be Cruxux The Defiler; and in place of The Baron Nashor, there will be Venaruth The Man Crusher. These two new bosses will not be stationary either; they will move around the jungle freely and are aggressive in nature; attacking the first players they come across. Cruxux spawns for the first time at 7:00 and respawns every 5:00, and Venaruth spawns at 20:00, and respawns every 7:00. As if all of that wasn’t enough, all vision in the jungle is reduced by 30% except from wards.
Green Buff: Lasts 2 ½ minutes, 3 with Runic Affinity. Increases Maximum health and size by 10% Increases Armor and Magic Resistance by 25% Recovers .5% of maximum health per second (Stacks with other healing buffs like Warmog’s passive effect and Spirit Visage’s passive effect).
Cruxux The Defiler: When killed, it grants +50 gold to who ever dealt the final blow, and +200(+20 gold per level, up to a max reward of +440 gold) gold to everyone in the team. Each person gains +200 Exp (+30% per average team level difference). Cruxix has 5,500 Health, 130 Attack Damage, .52/second attack speed, Range of 500, 50 armor/Magic resistance (+5.23/per level starting from level 6), movement speed of 423.
Cruxux is a large worm that burrows its way through the ground. In its wake it leaves a trail of blight behind it that slows movement speed and attack speed by 30%, and reduces healing by 50% for three seconds. Every basic attack causes a poison effect that deals .5% of the targets current health per second for three seconds. Each basic attack adds a stack of Defile up to five stacks. Once the stacks are maxed, the next basic attack deals 5% of the targets max health. After Defile explodes, it cannot effect the same target for 15 seconds.
Venaruth The Man Crusher: When killed, it grants +75 gold to who ever dealt the final blow, and +250(+25 gold per level, up to a max reward of +550 gold) gold to everyone in the team. Each person gains +500 Exp (+30% per average team level difference). Venaruth has 12,300 Health, 210 Attack Damage, .79/second attack speed, Range of 350, 75 armor (+5.23/per level starting from level 6), 65 Magic Resistance (+7.34/per level starting from level 6), movement speed of 475.
Venaruth is a large Manticore, known for being un-killable. This beast is not only superbly physically powerful and fearsome, but it also has a number of abilities.
Ability 1; Venaruth is its legendary healing properties to heal 30% of its max health over the course of 10 seconds, and reduces damage taken for that period of time by 30%. Cool down, 80 seconds.
Ability 2; Venaruth attempts to Devour an enemy. If they are below 15% health, the opponent is instantly killed and increases its maximum and current health, and size by 10% until killed. Can stack numerous times. If the target is above 15% health, it will deal 350 + (210% of Attack Damage).
Ability 3; The Manticore strikes one opponent with its tail, poisoning and weakening them for 5 seconds. The poison deals 1% of their current health per second, and reduces the damage output of the champion by 25% for 5 seconds as well. Cool down of 30 seconds.
Bases and Lanes: There are still three lanes, each with three turrets and an inhibitor. Also, turrets have approximately 30% more health, damage, and armor. Also, the lanes size has been drastically reduced, and they are no longer straight shots; jungle lanes now twist and turn throughout the map. The largest difference here is in the base. Instead of having a Nexus, you now have an Adlet.
Adlet: The Adlet is a large, vampyric, wolf like creature. It will have a base health of 15,500, base mana of 3,000, base AD of 280, base AP of 500, base Life Steal of 25%, attack speed of 1.3 per second, base Armor and Magic Resistance of 150, Health and mana Regen of 1% of missing health/mana every 5 secs, and Movement Speed of 380. It is a passive creature unless the two turrets guarding it are destroyed; if the two turrets are still up and the creature is attacked though, it will immediately attack any enemy units, including players, in the area. Once the turrets are destroyed, it becomes aggressive; and once the Adlet dies, the game is won. The Adlet also has four abilities:
Ability 1; its basic attacks have an AoE affect similar to that of Ravenous Hydra, and is affected by life steal.
Ability 2; The Adlet goes on a frenzy, increasing its attack speed by 50% and Life Steal by an additional 25% and lasts 5 seconds. The ability costs 300 Mana and has a cool down of 45 seconds.
Ability 3; The Adlets’ next basic attack is a bite which deals 400 + (150% of AD) and heals the Adlet by half the damage dealt. The mana cost is 400, and a 60 second cool down.
Ability 4; The Adlet howls wildly and activates Vampyric Frenzy, which sucks 1% + (.5% of AP) of the health of all the enemy units in the area and heals it by all by the same amount of all damage dealt. This has a mana cost of 1,000, and a 160 Second cool down. As if all of this wasn’t terrifying enough, once you have six full items, your gold starts siphoning into a pot. You can still use your gold at any time, and it subtracts the gold from the pot as well, but here’s where it gets interesting. The team can agree on items to purchase for the Adlet, making it potentially even more powerful, though, items for the Adlet have increased in cost by 5x, and may have slightly different effects.
Minions: No minions spawn from the Adlet; instead, they spawn from the jungle in things called jungle villages; and they spawn monsters. There are multiple jungle villages riddled throughout the jungle, and depending on where they are determines what lane, and where in the lane they go. From each jungle village will spawn three wraiths and a large golem. A jungle village is a small house looking object inside the walls of the jungle as to avoid clutter. In the beginning of the game, no one has a jungle village; they are capturable objects. Once captured, the villages have a one minute cool down before they can be captured again and reveal a small area around it, and any village can be captured by either team. When an inhibitor is destroyed it buffs up all the villages of the enemy team that enter that lane.
would agree with this too