Potential for a new 5v5 Map (Spitballing ideas, give me your ideas too!)

Wieganator·8/6/2015, 4:27:15 AM·1 votes·799 views

I've been playing League for a long time and I'm always thrilled to see a new map arise. Going from Twisted Treeline and Summoner's Rift to the Crystal Scar to the Howling Abyss was all wonderful, but I feel like it's time to broaden in terms of competitiveness.

I think it'd be really inventive to have a multi-tiered map, rather than just two levels like Summoners Rift. Same concept, same objectives, maybe add a few monsters, and it would still be a 5v5 map, but instead of having just the two levels of ground (for example, the slight raise between dragon and blue buff) we could explore three or more. In the pregame screen players from both teams could vote on what map gets picked, either Summoners Rift or "Map X". This would be difficult for the LCS or Team Ranked due to both teams most likely voting for the same map (ie, Blue Team could vote for SR, and Purple Team could vote for Map X, resulting in an impasse).

However the main, different idea that drives the new map idea is the idea of multi-tiered jungles and pathways, as well as platform objectives. For instance, maybe this map is based on a mountainous landscape. There might be a rock elemental that grant a unique buff similar to blue or red buff, but shares a respawn timer the length of dragon or baron. This mob could be at the top of the a 3 or 4 tiered area (I'm thinking like an eagle or some bird of prey that perches really high up), causing vision to be a huge problem, allowing for crazy teamfights to occur to secure this objective. The buff in question that I foresee is additional vision vision buff, allowing players to either occasionally or permanently have increased vision distance.

The lanes would be roughly the same, with a top middle and bottom lane. I thought it might be cool to extend the jungle out a little past top and bottom lane, which would cause both lanes to play much more cautiously and add a much larger potential for ganks. This would also for supports to be much more aware of how much they are warding, and the vision that they give a team. Maybe instead of having a singular river connect all three lanes, there are more curving, winding pathways that add claustrophoby to an element of team fighting, or catching the jungler out of position.

Anyways, those are just a few of my ideas. Community, what do you think?

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