Free for all Anyone?

Gradunk·11/7/2014, 1:35:18 AM·1 votes·1,060 views

I attached a picture of the near finished product. The only thing I know needs work is the location/lack of bushes.

I'll get the summoning out of the way first. you can either enter this map by yourself, or as a group of 2, 6, or 12 people. No duo ques are allowed for solo teams, as a free for all, it would be unfair. You enter alone or with 6 people to play a game of 6 team solo free for all, or enter alone, or with 2 or 12 people for a game with teams of 2 people.

Every player receives a passive defensive buff equal to 0.5 Armor / min, 0.5 MR / min, 0.25 Health/5 / min, and 0.25 Mana/5 / min.

The Warrior inhibitors spawn the fighter minions and Mage inhibitors spawn the caster, but the nexus still spawns the cannons. instead of 3 minions per lane per wave, the inhibitors spawn 2 per lane per wave. With the cannons spawned every third wave like normal. As you can see I made 2 paths for minions to travel down. They would meet in each junction and the remnants of each fight there would travel to the center of the map. they would continue to travel in a figure 8 till they reach the opposite base. If the opponent opposite you has been destroyed, your nexus randomly chooses a different enemy to attack, but all minions must still reach the middle of the map.

If a champion dies, to make it so the game isn't based off kill stealing, players are rewarded gold depending on the amount of damage they deal. As an example. Lets say 3 people result in a champion dieing. 1 person deals 50% of the damage, one person deals 49% of the damage and another person 1 hits them for the kill worth 300 gold. 150 gold would go toward player 1, 147 gold to player 2, and 3 gold to player 3. With this, it would actually discourage people from ksing.

Instead of granting Super minions for destroying inhibitors, the type of inhibitor you destroyed stops the spawning of that kind of minion. If both inhibitors on one team are destroyed, the cannon minions also stop. Inhibitors respawn after 120 seconds at full health.

Since I didn't include either a baron or dragon on this map I compensated. The inhibitors fight back and have their own sets of abilities.

The caster inhibitors are Super Giant Caster Minions. For their basic attack, they slam their staff down with such force that a shockwave ensues dealing 50% AP to all enemies within range. They can also charge a beam that fires at an enemy after a 1 second channel dealing 100% AP and reducing the enemies MR by 35% for 5 seconds (10 second cooldown). When a Caster falls below 30% health, the staff breaks into 2 wands which doubles its AS and reduces the beams CD by 5 seconds. Stats: Hp: 550 (+25/min), Armor: 30 (+1/min), MR: 30(+1/min), AD: 0, AS: .6 (+.02/min), AP: 100 (+20/min), MS: 400, HP Regen: 1% max hp/second WHILE OUT OF COMBAT Attack Range: 700

The Warrior inhibitors are Giant Golems with stone clubs. They just beat you with it for their basic attack. They can also grab a rock from their stomach and throw it at an enemy who is at most 600 units away dealing 120% AD and stunning them for 1.5 seconds (9 second cooldown). When a golem falls below 30% health the club breaks into a stone sword granting it 35% armor penetration and an additional 50(+1/min) AD. Stats: Hp: 600 (+40/min), Armor: 50 (+2/min), MR: 50(+2/min), AD: 150 (+5/min), AS: .8 (+.05/min), AP: 0, MS: 450, HP Regen: 1% max hp/second WHILE OUT OF COMBAT, Attack Range: 150

The green "jungle camp" is still unclear. as of now i'm thinking of making it a speed boost like in dominion or something. but if you have an idea. dont hesitate to say something

If a teams nexus is destroyed it doesn't mean that player loses. Once they are destroyed however, several things happen: -----Inhibitors stop respawning -----Cannon minions no longer spawn -----The player is no longer able to shop -----The base is deactivated preventing health or mana regeneration -----Your defensive buff increases by 10% per minute you're alive up to an extra 100%. ----------------------------------------------------BUT--------------------------------------------------- Unless that player was dead when the nexus was destroyed, or was alive during and dies afterwords, the player is not considered 'defeated'. A player can still win if his/her nexus is destroyed so long as they're the last one alive and all the other nexuses have also been destroyed.

Once you are out of the game however, you can choose whether you want to spectate the rest of the game or leave to the main LOL screen. You can leave at any time if you choose to spectate.

PLEASE comment to say your thoughts. All criticism is welcome.

2 Comments

Gradunk11/7/2014, 1:40:36 AM1 votes

I've got a couple concerns. I feel like have a red/blue buff at each base is a major problem. It makes those buffs almost pointless with after lvl 3 most champs can solo buffs pretty easy. I'd say take a page from dominion and add a crystal for everyone instead with similar benefits like extra max health.

While I doubt you'll do it I was thinking instead of everyone running to the middle you have a lane going to the base next you and have an expansive jungle in the middle. This too will slow down bumrushes and eliminating someone early. Otherwise having someone like Viktor or Orianna or ZIggs can all just farm like crazy with their AOE. That cluster in the middle is just prime picking for them. Its almost unfair for other players because even if you kill them they still got a ton of CS that benefits them more than others. Really champs like Tryn wouldnt be that good or he could just AFK jungle and only respond to fights on his base. Forget the middle fight and farm the jungle for those that won't farm theirs and he is good. Rengar can do the same thing and probably outclass his enemies. This is why though I would change the map to have 2 lanes from each base instead of just 1 adding towers in lane and in front of those inhibs, which i think is a really creative idea for league.

While you still have the potential of a 2v1 gang up on champs you won't have the massive gang push with a long winding jungle in the middle. Really i'm thinking of something similar to the dominion aspects again (losing some creativity in my thoughts lol) with the long jungle and maybe some short speed boosts to allow champs to go from one lane to the other and maybe instead of trinkets have a trinket that allows teleporting to your own towers only so you oculd still leave TP in and allow it to go to minions and wards as well. This allowing players to respond to a push on them from 2 directions. Leaving this trinket on a 120sec CD. Taking a look at Tower damage and resistances could also be increased to slow the push on them and make them survive better.

Well since I doubt you'll do that because it changes a whole lot of the game from what you have already I'll instead suggest what others seem to ignore in the bush placement. I'm seeing putting brush in front of the buffs and the camps next to them so you can't see someone clearing a buff/camp unless you place a ward in it. This makes stealing a buff slightly easier, but not simple since you can ward the path before the brush and see them going in.

I know you said not fighting doesn't help you and puts you behind, but i just see farming being much better overall. As i stated about AFK jungling I feel like this would be powerful and not put them in danger of dying.

Now there was someone earlier stating how this mode makes champs like sona pointless........well yea. I mean not every game mode is good for all champs. Riot put out ARAM and it clearly favors Poke comps over others with the limited farm and sustain. SO don't worry about trying to make every champ viable because you won't in this game mode. I mean in a true free for all Champs like sona will never stand a chance. True supps aren't going to have any advantage because they are.... supports. I mean if you have 6 teams of 2 I see supports actually playing a much larger role. I mean take a Leona and put a ziggs with her and thats a very strong team overall or take a Karma/Lulu combo or Karma/Leona and you have a high CC team. Making more supports viable in 12 man matches and not in 6 man matches.

I love the creativity and I think you have a great model to start with. Keep developing it and we will see where it goes. I see a lot of potential in this.

This was from Onegarion. And if you ever come back to look at this. i listened the s*** out of you. made a new one.