New Map/Mode

Argomecha Perdix·5/23/2014, 8:33:25 AM·1 votes·302 views

So basically the biggest map is SR, that's cool. The average match time in SR is about 45 min, 5v5 players, it's pretty balanced. The thing here is that I've noticed that alternate maps/modes usually are smaller and shorter, specifically designed for skirmishing, quick teamfights, and targeting smaller objectives like altars or dominion towers.

To put it in perspective, even in Hexakill, a 6v6 mode, which had the potential to achieve longer and more fulfilling matches ended before the 35min mark, because one of the teams snowballed hard and a 6-man push is stronger than a 5-man one (and the split-pushing in HK was INSANE). Not ALL matches were short, but I expected more matches to become larger, more teamwork oriented, strategical challenges than those that come in a usual 5v5.

So here is my main point. There is no EXTENDED mode of gameplay. I know not everyone is willing to take on a match longer than 60 min, but it is still something I'd like to see. What I'm suggesting is either a larger map (along the lines of SR) or a mode with more players on both teams (cough cough rito plz, bring back Hexakill cough cough) and, in the best-case scenario, both.

Wouldn't it be cool to have a 10v10 match? Or a 5v5 or 6v6 in a BIGGER map, maybe even a mode that allows the player to stack up to 8 items+ trinket, or up to 3 summoner spells?

Think about it for a minute. Champs with global ults would become essential to the game, some pretty great team comps could be achieved. Imagine a match with 10 players with a full 8 item build, pushing a tower, or fighting over Baron, making crazy plays.

My idea is: Why not create a large map, that incorporates aspects from every other game map/mode?

Think of SR, but about 50% bigger same configuration, but with a bigger jungle, also with altars, more jungle camps and a very wide area of brush. That would make way harder to control the jungle, but keeping control over it would be quite rewarding not only for the junglers, but also for the whole team. Also lanes could be slightly longer, with one or two extra turrets, and the middle of the lane can have a dominion-like turret. I wouldn't be available until the 10~15 min mark, for balancing issues, and the time to capture a tower should be higher at the early stages of a match, decreasing as the game continues. This in not a main objective, as you don't need them for pushing or winning, however they can be helpful, as an extra turret can save your team from a late-game push, or help you get the edge on a quick push.

I will attach a sketch of my idea somewhere in the very near future.

Meanwhile, tell me what you guys think!

2 Comments

Worgslarg5/23/2014, 1:19:49 PM1 votes

I would enjoy a large scale map, but would not often have the time to play it.

My thoughts have pondered over the exact opposite of this. A "best of 3", just a normal 5v5, teams start at level 6, only nexus turrets, and one inhib down. whoever wins gets one point, then the next round starts, level 11, and 2 inhibs down. level 16 and 3 down for the third round. the rounds are randomized to avoid a comp of early/ midgame champs so the lategame ones stand no chance

I would say that 5v5/6v6 is the largest a map could possibly cohesively function without a split of players, each fighting over 2 different strategies

I love the concept of a 8 item build, and 3 summoners. Towers would need scaling hp into the lategame, to counter 8 item builds, perhaps 4-6K hp?

What are your thoughts on if players started a mode like this at level 6 with say.. 3K gold( and a general number of stacks for Nasus / Veigar /item 3166 to reduce the time required to reach large scale battles?