[NEW GAME MODE] Noxian War Arena - Map, rules, etc.., All explained inside

Macilento··37 votes·2,475 views

[EDIT] Thanks for the support! Please guys, try to make this thread visible if you liked it. I spent lot of time on this thing http://imgur.com/VuTxUcM

Hi guys, this will be a long post, sorry, but i'll try to divide all of this in pragraphs so that you can jump to the section you want. This thread is about adding a new permanent game mode to LoL, i'll answer questions you have if something is not clear.... so let's start!

(Bare with me if my english is not perfect! Sorry!)

SECTION 1: What is the Noxian War Arena? The Noxian War Arena would be a very large Coloseum-style Arena, placed somewhere in Noxus. We don't have any Noxus related game map, so this is the right concept to do it. Kinda insipired by the Gladiator Draven skin, this Arena would be the symbol of brutal strenght of Noxus, and what better place to demonstrate strenght if not a gladiator-style arena? But don't think this is just mindless brawling, infact it's very strategic map as well : > So imagine that, but done by the good artists at Riot, with some good music behind it. And here we go!


SECTION 2: Basic rules To know more how this whole things work you have to read this while looking at the Map i created up there. There are a bunch of things that i will explain later too in that map. Anyway, this game mode is supposed to be much shorter in game time then Summoners Rift, Probably the same time as Aram, if not little less. Let's say around 20 minutes. You earn a new TEAM CURRENCY, the Noxian Mark of Strenght, With each kill and assists you earnwith your team, These marks are used in various ways (i'll explain that later) You Earn gold passively like in aram, same for the experience, you get gold from kills and assists AND DOING OTHER STUFF (we will get to it later). The map is symmetrical and it's a Polygon with 10 sides as a base. Inside of it you can see there are various wall, buffs, sections and so on. So don't think that this arena is small, infact it's pretty big. This is regular 5 vs 5, red team vs blue team, 1 start at the top, 1 at the bottom. Minions will spawn from the nexus (mmany more minions each wave then in sumoners rift), and will battle around that Blue circle you see in the middle (will get to that later). Needless to say, to win you have to destroy the enemy nexus. Your champions spawn where the shop is as always. These are the basic rules you need to know, now let's get into the specific stuff.


SECTION 3: Objectives, Outposts, Central Shrine So here comes the exiting stuff. EVERYTHING in this map is an Objective. Literally. I will now explain each one (Look the map while you read this):

  1. WALLS - Yes this are lines of stone wall. Their purpose is to divide the map in various section, provide protection and strategic plays. But guess what: THEY ARE TOTALLY DESTRUCTIBLE. Yes, true they will take A LOT of hits before going down, but either you or the enemy can destroy this walls (You can even destroy the walls on your sides of the map). SO what's going on?: My idea is that these walls should be used by the teams in the most proficent way as possible, that include destroying them. I'll make an example to get things clear: Example: Team1 might end up with a composition that really wants to brawl in an open space, while Team2 might end up with some tanks and some assassins, deciding it's better to defend the walls and doing ambushes and stuff from there. See how it works? and there are plenty of them. These walls will be upgradable using the Marks of Noxian Strenght (i'll get to that too).

2)BLUE/RED BUFFS: Our favorite buffs return in this map, they are positioned at the sides of the arena, just outside your base: This means they will be most likely the first objective you will get. They provide the exact same buffs you have in Summoners Rift, nothing too much new, they will spawn faster tho.

  1. TURRETS: There are 2 turrets for each team in this map. There is something more about this turrets tho, These will be upgradable turrets. How to upgrade them? Well using the Marks of Noxian Strenght i mentioned at the start (I will explain that in its own section later).

  2. OUTPOSTS: WHat are these things you see at each side of the Arena? Well i explain it right now. At the start of the game these 2 outposts are neutral camps of "mercenary" type of minions. That means that the first team that kill the "leader" of these neutral gladiators will ear their favor. These outposts are much more harder to kill then a regular blue/red buff, they will most likely need at least 2-3 people, if not all of your team (depends on what you decide to do, and how many enemies are there as well). So What Happen when you conquer an outpost?: A mobile catapult will spawn here defended by the neutral gladiators of before (now they fight for you). What they will do its move the catapult SLOWLY forward towards the enemy base. Basically they will put pressure on the enemies. The defending team will have to deal with these mercenaries sooner or later or their base will suffer. If the opposing team defeat the outpost leader once again, they will now change their colors and fight for them, moving the catapult in the other direction and so on. Like the Turrets, the Catapult will be upgradable using the Marks of Noxian strenght (i'll get to that in its own section)

  3. CENTRAL SHRINE: What is that Blue thing in the middle? Well it's the central shrine. It will be the core of the Arena and you want to capture it to get more power. Like the altars in Twisted Treeline you will have to stand still in the shrine without enemies around to capture it. This will be where the most brutal head on fights will take place as this is the place with the most open space in the map. What happen once you capture it? Well for 2 minutes it wont be capturable again by the enemy team, and will spawn a fearsome beast (that will come out from underground, like the how the Romans used the Lions and Tigers in their Coloseum shows) I still have to come out with a name for this beast , but i imagine it as a Lion-like huge beast (to remain in the coloseum theme). What does this beast do? The Beast will have an array of attack (Like the Baron in Summoners Rift, but not as strong) and will march forward from the center to the enemy base (Basically it will march with the minions) Needless to say, it will be the defending team priority to defeat it without taking too much damage as this is the most powerful thing in the arena (But i guess if you have a Kalista in your team you will do that kinda easy :P), while the team that control the beast will have to play around it, and get the most out of it. After the Beast is defeated it will return underground under the Central Shrine, and a new battle for the control of it will begin.

These were the objectives present on the map, btu let's move on to another important thing, the upgrades:


Section 5: Upgrades

As i said before you will earn Marks of Noxian Strenght. Every Kill your team score it will be 1 Mark. As i said before you can use these marks to upgrade these things: Walls, Turrets, Outposts While you can choose between different upgrades for each one of them, only 1 can be active at each time. To switch to a different upgrade you will have to spend more marks. Let's see each one of them

**1) WALLS: **Walls will have 3 Upgrades (Note that you can upgrade only the Walls that are around your Nexus, not the other that are "free" on the map): **• Spiked wall: **The walls on your walls will grow spikes dealing X physical damage to any attacker. Cost 10 Marks (to have a clearer idea on how walls works, read the additional informations at the bottom of this post)

**• Double Wall: **Your Walls will get another wall in front of them, you wil have to kill this one before attacking the inner one. Overall less resistant then the inner wall. Cost 10 Marks

• Magic barrier: Every 15 seconds your wall will grow a big magic barrier around them for 3 seconds: Any allied champion inside it is immune to magic damage for that duration. Cost 10 Marks

2) TURRETS: Turrets will have 5 upgrades: • Dragon Turret: The Dragon Turret shoots fire projectiles on the ground around them not aiming at particular enemies. The targeted ground will burn for 2 seconds dealing X magic damage each second to the enemies that go over it. Cost 15 Marks

• Hextech Turret: The Hextech turret will shoot at a slower pace then normal turrets, but every 3 shoots, the next projectile will deal triple damage to whoever is hit. Cost 15 Marks

**• Crystal Turret: **The Crystal turret projectiles slows the enemy hits by 35% for 2 seconds. Cost 15 Marks

• Archer Turret: Your Turret won't shoot anymore, a gladiator archer will instead climb on top of it. The Archer deal less damage then a normal turret, but shoot at an increased range, and faster. Cost 15 Marks

• Mecha Turret: Mecha will charge 1 projectile every 2 seconds, without shooting. At 5 stacks, they will release one single rocket projectile that deals A LOT T of damage as true damage, to the first enemy champion in range. (This also means that it won't attack minions). Cost 15 Marks

3) OUTPOSTS : Outposts will have 3 upgrades: • Piltover powered wheels: The Catapult will move faster. Cost 10 Marks

•** Freljordian warrior:** The Leader of the mercenary outpost will be replaced by a Freljordian Gladiator, wich has increased health and damage. Cost 10 Marks.

• Noxian Weapons: Each one of the mercenaries in the outpost will be using improved noxian weapons. Each hit they land will make the target bleed for X physical damage in 2 seconds. Cost 10 Marks

This end up the part of the upgrades, if you have ideas or doubts tell me in the comments.


Section 5: EXAMPLE OF EARLY GAME GAMEPLAY Let's Say Team 1: Azir, Ezreal, Lux, Corki, Cho Gath. Team 2: Aatrox, Elise, Sivir, Sion, Jarvan 4

Game start, and Team 1 decide to play passively, their team comp is more focused on poking out the enemies off objectives rather then direct fight, while team 2 goes aggressive from the start. Sivir get red buff at start with the help of Aatrox, and Elise do blue buff. Team 1 Do the same, Azir gets blue, Ezreal get red.

They will start the game going all 5 in the center, aram style for the first moment, testing each other out. This would be probably won directly by Team 1, Able to poke them out in open spaces. So Team 2 Decide to change strategy: Sivir Mid will keep mnions cleared and enemies in check. Aatrox, Elise, Sion and Jarvan go all 4 to right outpost. They will be faced off by 3 of the opposing team, but they will win the early fight in the narrow spaces, and wil get the Outpost, even if with low health.

Team 1 will answer somehow getting the other outpost, but Team 2 will react in time after a recall, We will have a 5 on 5 battle here but team 1 will get 3 kills off of that and will get the outpost. And for here the games start to get bloodier and bloodier: Just a quick example :)

Section 6: CONCLUSION This map is designed with 2 things in mind.

  1. Reward strategic play
  2. Reward individual skills and brawling

I tried to put those 2 things into one, and i think it may very well work with the League of Legend style. Every different champion combination brings many advantages and weknesses, and you have to be smart on how you use your upgrades. Using the walls, the fog of war, the outpost and the central shrine are all equally important here. But on the other side to get upgrades you have to get kills, so you have to fight at some point. This means that virtually any type of champion can be very useful in this map (unlike arams where the more poke is the most potent thing). For Example Bard might seem useless here, but in reality you can put W around the arena, and do very Wall long magical journeys. :). Assassins here can shine when attakking from the fog of war or behind walls, Fighters will get the spotlight an open brawl and so on.

Now please, it took me a while to write this all down (3 hours), so if you are interested, please give constructive criticism. It would mean a lot, Thank you all.


Answers to general questions and additional informations:

  • The brushes may seems a lot at first sight, but remember that this map has TONS of open space, so adding a lot of brushes is important to add more Fog of War, and let more different type of plays to be done. the cross brushes outside the base are there to create a little bit of a more narrow passage to get to the base, letting the team in defense more control over the enemies. THe central part is still very much open, we just have some lines of bushes vertical and horizontal to subdivide the whole thing in "quarters", giving you more clarity also in terms of where you are and what's going on. Of course i'm open to suggestions^^

  • To be clear: the free walls on the map (not those around your nexus) are destructible by both teams and NOT UPGRADABLE. The walls around your nexus are destructible ONLY BY THE ENEMY TEAM, and ARE UPGRADABLE.

  • No trinkets, they are not necessary, and they would probably harm assassins or champions that want to use the fog of war more then ever.

  • There could be TONS of special summoners spells for this map, this is a very wide open space, if you have suggestions^^ Examples: Huge CD: Deals huge damage to a wall Huge CD: Fully repair a wall Medium CD: Teleport to a catapult Medium CD: you and, Minions and mercenaries around you move 20% faster for 5 seconds Short CD: Deals good amount of damage to a Mercenary leader Short CD: Throw a gladiator net in a straight line. Champions hit will be slowed by 25% for 3 sec, while Mercenaries, catapult, and minions will be snared in place for 3 seconds

  • The Beast sounds overpowered, but it shouldn't be like that. It shouldn't be grame crushing, but just a nice advantage to use for those who summons it. ( Remember that the beast would be easly killed off if the attacking team doesn't support its march :P)

-The outpost mercenaries will fight for you and go slowly towards the enemy when you dfeat them, but i should point out that if the enemy team defeat them once again they will change colors and fight for them. What i didn't say above is that they DO NOT return to their original position on the map, they just turn around and march the opposite way from where they were.

  • I don't know if this was obvious or not but i didn't mention that you can upgrade your 2 turrets in 2 different upgrades or 2 of the same. You have the freedom tho choose. Example: You could have 1 Archer turret and 1 Dragon turret, or 2 Mecha turrets / 2 Crystal turrets and so on. Any combination would be possible.

  • In normal game situations i would imagine that each team focus a little bit more on 1 side of the map (basically if the enemy team catch the left outpost, you probably want to answer by catching the right one). This helps the game evolving in a natural way and discourage heavy stomps, because it should be very hard (not impossible) to have both he 2 outpost mercenaries fighting for you. If you manage to do that you have a nice advantage to work with.

  • The channel time to capture the central shrine should be pretty long. And it shuld be hard to find the right time to have a full channel in the middle of the map without interruptions.

31 Comments

XeroKimo4 votes

Is this a re-post of your idea? Cause I swear I've seen this idea already, maybe a de-ja-vu

Macilento3 votes

{quoted}

Is this a re-post of your idea? Cause I swear I've seen this idea already, maybe a de-ja-vu

Yes it is a report. As i said, i won't stop until i get this thing noticed :D

InivtesPreeze3 votes

{quoted}

Is this a re-post of your idea? Cause I swear I've seen this idea already, maybe a de-ja-vu

It's a direct ripoff of Smite's arena.

Macilento2 votes

{quoted}

It's a direct ripoff of Smite's arena.

not even close... nto evne the win condition is similar

BlancheVEVO2 votes

This idea is very cool but I do have a few questions/comments about it. In general I adore the feel of the game mode and it sounds like a great way to introduce a bloody death match brawl mode into the generally strategic world of LoL without feeling out of place. One big issue is that this very heavily resembles Smite's Arena game mode and, although the walls, towers and upgrade systems do make it feel quite different, I do wonder if it would ever feel unique enough to not appear as a rip-off of Smite - this especially rings true when you consider both game modes being based in a gladiator style arena. Even the catapults roaming through the lanes to destroy the enemy's base are very reminiscent of Smite's Juggernaut mechanic, even if the aims of both are slightly different (reaching base to remove 'tickets' VS destroying nexus).

All of this being said however, I do think the game mode sounds very cool and could definitely be a great idea! I have a few questions which may help expand it a little...

  • How powerful do you expect the central shrine minion to be, and and what point of the game is he recruitable? At present it feels like whoever obtains this minion would outright win the game as the enemy team will be busy desperately trying to protect their base (especially if Outpost minions are present too) whilst the other team can take literally everything else from the map without fear of retaliation. Perhaps it would be better to change one of the two rewards from being minion recruiting to something else in order to combat this issue?
  • Upon upgrading the catapult, what happens when it is destroyed (or if it is indestructible, what happens when the enemy captures it?)? Does it remain upgraded for everyone? Do you and the enemy share upgrades over it? Can you upgrade it whilst the enemy has it and change its effects? Could it be worth adding a negative upgrade for that purpose? Does it have separate upgrades based on who is controlling it at the time?
  • What restrictions/methods are put in place to stop allies wasting marks on the same upgrades, and who gets the choice over what marks are spent on? Can anyone spend them at any time, or is there some control over this?

I'll come back later to ask more but those are the main things I'm thinking right now. Otherwise I think this is a really cool idea and I'd love to try it out!

Macilento2 votes

[{quoted}](name=i polar,realm=NA,application-id=3ErqAdtq,discussion-id=pUI1pk09,comment-id=0002,timestamp=2016-02-02T15:02:06.734+0000)

This idea is very cool but I do have a few questions/comments about it. In general I adore the feel of the game mode and it sounds like a great way to introduce a bloody death match brawl mode into the generally strategic world of LoL without feeling out of place. One big issue is that this very heavily resembles Smite's Arena game mode and, although the walls, towers and upgrade systems do make it feel quite different, I do wonder if it would ever feel unique enough to not appear as a rip-off of Smite - this especially rings true when you consider both game modes being based in a gladiator style arena. Even the catapults roaming through the lanes to destroy the enemy's base are very reminiscent of Smite's Juggernaut mechanic, even if the aims of both are slightly different (reaching base to remove 'tickets' VS destroying nexus).

All of this being said however, I do think the game mode sounds very cool and could definitely be a great idea! I have a few questions which may help expand it a little...

  • How powerful do you expect the central shrine minion to be, and and what point of the game is he recruitable? At present it feels like whoever obtains this minion would outright win the game as the enemy team will be busy desperately trying to protect their base (especially if Outpost minions are present too) whilst the other team can take literally everything else from the map without fear of retaliation. Perhaps it would be better to change one of the two rewards from being minion recruiting to something else in order to combat this issue?
  • Upon upgrading the catapult, what happens when it is destroyed (or if it is indestructible, what happens when the enemy captures it?)? Does it remain upgraded for everyone? Do you and the enemy share upgrades over it? Can you upgrade it whilst the enemy has it and change its effects? Could it be worth adding a negative upgrade for that purpose? Does it have separate upgrades based on who is controlling it at the time?
  • What restrictions/methods are put in place to stop allies wasting marks on the same upgrades, and who gets the choice over what marks are spent on? Can anyone spend them at any time, or is there some control over this?

I'll come back later to ask more but those are the main things I'm thinking right now. Otherwise I think this is a really cool idea and I'd love to try it out!

Thanks for the constructive criticism, i appreciate it a lot!

Now:

  • Right now, i knwo you may feel like "oh this is just a ripoff from smite gg wp", but honestly LoL plays very differently from smite (and i tried my betst to differentiate it). I think in the end, in an actual gameplay, it would feel totally different.

  • about the beast at the center. Take it more or less like the Poro King (but able to deal damage). So it is indeed strong. But not game crushing. Overall the point of the mode is to have more pressure as possible on all the lenght of the map (since it's a wide open space). So basically if you manage to control the beast, mercenaries and all of that you have very high chance of winning. But it's not easy. Un less you score an ace or something like that it should be almost impossible to capture the central shine without interruptions.. Then again having good waveclear, and stuff liek that helps.

  • About the catapult, you are right i didn't mention that fact: Basically you can upgrade your catapult. If then it gets destroyed, it goes to the enemy team with whatever upgrade they chosen for it. If you get it back again, you have back your catapult with the upgrades you choose. SO the upgrades do not overlap nor are cumulative. You just have your own.

  • Abotu spending mark, i have thought about few things. But i'm still not sure what the best way to go. My bet is that we would need a new UI, So when a player decide what upgrade to get all the others get a pop up in their screen with a voting system. If the majority wins you get the upgrade. There could be better methods

HellhamerX2 votes

@RiotScruffy

Timely Voidling2 votes

[deleted]

Macilento1 votes

[{quoted}](name=PinkEye Punisher,realm=NA,application-id=3ErqAdtq,discussion-id=pUI1pk09,comment-id=0004,timestamp=2016-02-02T17:02:49.963+0000)

Never going to happen, just look at the Dominion map.

Riot doesn't care if it isn't Summoner's Rift

could be. But sooner or later they will ahve to deal with those maps^^

Valderis Vandala2 votes

There might be some serious problems with this.

1: If the towers that protect your nexus can (only) get upgrades that are acquired through getting kills then the team that gets more kills will be at a more severe advantage then you may realize as comebacks become far more unlikely. The thing is that kills already propel a team towards victory, making it so that a team who is doing better also gets to upgrade their defenses as a fall-back in case they make a mistake is bad enough, but this also means that teams who are not doing so well don't have this option while they need it the most. You should find a source of upgrades that is not dependent on already being on the winning side (aka getting kills), instead find a means that even a losing team can make use of. This goes for any system that gives a team an advantage, not just the towers but also the walls and mercenaries. ((This is why, for example; getting gold from minions is a better system for upgrades, because you can get it without necessarily having to deal with your opponent, you can get gold that way even when you are behind. It need not be gold and it need not be minions but it has to be something that does not involve conditions that already make a team more likely to win, it has to be something a losing team can make use of. Because that's kind of the point of getting defenses.))

2: Why two turrets at the nexus? This seems useless unless they both must be destroyed to be able to damage the nexus, but even if this is the case the placement would lead people to think otherwise. Except you mentioned that walls are destructible so can't the enemy just circumvent the towers anyway?

3: You say no trinkets on a map with a lot of bush. If people have no way to see what is inside other then to face check then this game mode is gonna be nothing but cheap bush tactics all day long, plus it would give a unfair advantage to champions with the ability to bush check from afar.

4: Playing top and bottom, this gives bottom teams an vision advantage due to the UI of the game getting in the way of vision. Tilting your map to resemble summoners rift would be better.

5: 1 player on each team should be given the position of captain or something and have only him be able to upgrade anything, to prevent wasting resources. This can be done during champ select, either by vote or just random with the ability to pass the position over to someone else. Just have some way to prevent wasting resources on replaceable upgrades, perhaps even not having upgrades be replaceable.

I like the idea of having a battle arena but I expect a little bit more from it then just this. Where are the traps? Where are the roaming neutral monsters? Where are the sentries that scout out and reveal sections of the map and invisible units to everyone? Where are the moving walls and bushes? I'd rather have a more dynamic arena where you have to keep your mind and eyes on the environment as well as your opponents, allowing you to out play your opponent by clever use of the hostile environment. But that might be just me, perhaps you are looking for something more static, thats fine.

Good luck with your ideas.

Macilento1 votes

[{quoted}](name=Valderis Vandala,realm=EUW,application-id=3ErqAdtq,discussion-id=pUI1pk09,comment-id=0005,timestamp=2016-02-02T17:37:52.974+0000)

There might be some serious problems with this.

1: If the towers that protect your nexus can (only) get upgrades that are acquired through getting kills then the team that gets more kills will be at a more severe advantage then you may realize as comebacks become far more unlikely. The thing is that kills already propel a team towards victory, making it so that a team who is doing better also gets to upgrade their defenses as a fall-back in case they make a mistake is bad enough, but this also means that teams who are not doing so well don't have this option while they need it the most. You should find a source of upgrades that is not dependent on already being on the winning side (aka getting kills), instead find a means that even a losing team can make use of. This goes for any system that gives a team an advantage, not just the towers but also the walls and mercenaries. ((This is why, for example; getting gold from minions is a better system for upgrades, because you can get it without necessarily having to deal with your opponent, you can get gold that way even when you are behind. It need not be gold and it need not be minions but it has to be something that does not involve conditions that already make a team more likely to win, it has to be something a losing team can make use of. Because that's kind of the point of getting defenses.))

2: Why two turrets at the nexus? This seems useless unless they both must be destroyed to be able to damage the nexus, but even if this is the case the placement would lead people to think otherwise. Except you mentioned that walls are destructible so can't the enemy just circumvent the towers anyway?

3: You say no trinkets on a map with a lot of bush. If people have no way to see what is inside other then to face check then this game mode is gonna be nothing but cheap bush tactics all day long, plus it would give a unfair advantage to champions with the ability to bush check from afar.

4: Playing top and bottom, this gives bottom teams an vision advantage due to the UI of the game getting in the way of vision. Tilting your map to resemble summoners rift would be better.

5: 1 player on each team should be given the position of captain or something and have only him be able to upgrade anything, to prevent wasting resources. This can be done during champ select, either by vote or just random with the ability to pass the position over to someone else. Just have some way to prevent wasting resources on replaceable upgrades, perhaps even not having upgrades be replaceable.

I like the idea of having a battle arena but I expect a little bit more from it then just this. Where are the traps? Where are the roaming neutral monsters? Where are the sentries that scout out and reveal sections of the map and invisible units to everyone? Where are the moving walls and bushes? I'd rather have a more dynamic arena where you have to keep your mind and eyes on the environment as well as your opponents, allowing you to out play your opponent by clever use of the hostile environment. But that might be just me, perhaps you are looking for something more static, thats fine.

Good luck with your ideas.

Thanks for the reply!

1: I knwo that i a concern of mine too. But since this is jsut thworycrafting i cant have a clear idea on this topic. Overall i think that there are way of coming back. Playing the map correctly, having mercenaries, keeping mid control are things that can be done regardless of the amoutn fo kills the enmy have. Just like you can take a dragon or a baron in SR even if you are behind. Other then that there could be othr ways to upgrade turrets, i had this one idea that seems good to me but who knows.

2: You have to detroy the turrets and in order to attack the nexus, but you'll have most likely the need to detroy the walls too to have enough space, depeding on the situation, sry i forgot to mention this^^. And as i mentioned above you cannot destroy your own nexus walls.

3:I don't think that there would be a need for trinket. If we had trinekt they would need a scaling in CD ior something because you would definetly overfill the map with vision, and the fog of war is a big part here.

4: Yeah i created the map up there "straight" but it would be of course be tilted like summoners rift.

5: Yeah it is definetly a possibility and a good idea. As i mentioned above , i don't have a clear answer for that, as there are multiple thing that could work. Definetly a good idea yours.

I'm not looking hoenstly for more stuff to put in this map, because there is already ALOT. IT would just be a bit too much maybe. Not that it couldn't change.

Valderis Vandala1 votes

Trinkets don't necessarily have to place down wards, look at the Twisted Treeline map, there the usual trinkets are replaced by one that just gives temporary vision so you don't have to face check everything. You could use something similar.

Thai príncess1 votes

I would LOVE this

Macilento1 votes

[{quoted}](name=TGS ThaiPrincess,realm=NA,application-id=3ErqAdtq,discussion-id=pUI1pk09,comment-id=0000,timestamp=2016-02-02T13:38:34.648+0000)

I would LOVE this

Thabnks! try to keep the thread visible ^^

Thai príncess1 votes

I will you put A LOT of work into this

Senteth1 votes

+1

S H A Y C 01 votes

new maps, new modes...dont make any difference, riot doesnt want them there for more than a week...they barely want the other two trash maps they refuse to update or balance. im all for everything you have here, but even if it happens it will either not stay or fall to shit with dominion.

warpenguin5551 votes

sounds nice

destroyer BOT 161 votes

Hmmm....central minion in center that u take control of..........i smell some vainglory in here.......

Jakenoff1 votes

I see the Smite arena when I look at this.

Occams Raiser1 votes

I feel sorry for people with legit ideas, who go through so much effort for nothing. Riot isn't reading this so who is it for? No disrespect.

Macilento2 votes

[{quoted}](name=Occams Raiser,realm=NA,application-id=3ErqAdtq,discussion-id=pUI1pk09,comment-id=000b,timestamp=2016-02-02T21:41:28.514+0000)

I feel sorry for people with legit ideas, who go through so much effort for nothing. Riot isn't reading this so who is it for? No disrespect.

i always hope....

001100011 votes

I thought this is what Dominion was for...testing/brawling.

Still an interesting concept, don't stop dreaming.

Ackelope1 votes

Maps and Modes is a more accurate place for this, but I guess Gameplay does generally get more attention :p

Scoroct1 votes

Hey just want to say that this looks really fun/awesome and good ideas. Was really liking how the upgrades and other stuff could show off the different styles and technologies of the different nations! Glad to see some great creativity! Only thing is maybe add some undestroyable "boulders" (like the two randomn pieces of terrain in the SR bases in front of the gates) or some undestroyable walls in some places, cause otherwise Illaoi would have a really hard time spawning any tentacles in most of the map

Macilento1 votes

{quoted}

Hey just want to say that this looks really fun/awesome and good ideas. Was really liking how the upgrades and other stuff could show off the different styles and technologies of the different nations! Glad to see some great creativity! Only thing is maybe add some undestroyable "boulders" (like the two randomn pieces of terrain in the SR bases in front of the gates) or some undestroyable walls in some places, cause otherwise Illaoi would have a really hard time spawning any tentacles in most of the map

Thanks for the answer! Illaoi i s a strange case but in the end, i think she would be fine. The walls around your nexus are destructible only by the enemy team, and evne then i think we could have special summoners power like . fully repair a wall, or place a wall here. Stuff like that

jmaishere1 votes

So basically it's fairly similar to the Ascension game mode? we're talking relatively compared to other game modes

Macilento1 votes

{quoted}

So basically it's fairly similar to the Ascension game mode? we're talking relatively compared to other game modes

mmm no. I don't see any similarities

jmaishere1 votes

{quoted}

mmm no. I don't see any similarities

Ascension is basically a giant brawl, you kill the guy in the middle and get a buff making you like a juggernaut, the map is the dominion map which is a giant circle with walls...do we hear similarities? HMMM?

DELI MEATS1 votes

More game types are best game types!

Iqqi1 votes

Riot doesnt spend any money that doesnt bring in revenue. This will never happen unless you expand on your idea and give Riot everything they need to monetize your new game mode. Even then it likely never will. Look at domination, or 3v3. The total percentage of people who play that is so small compared to 5v5. If you were Riot why would you spend all the money for a new game mode, a new map to balance around when the 2 extras you already have are rarely used?

I commend your idea and I wish I could give you better news. Riot has not listened to 90% of their player base in years. Wont start now.

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