Mercenary game mode
Ok so instead of the regular summoners rift I thought why not make an all jungle game mode here's the pitch; In mercenary champions of the league are hired to lead an expidetion of minions through a dense jungle in order to find and demolish the enemy base except it needs to be found first The entire map is covered in Bush and team bases are covered in fog of war no lanes onty 2 defense turrets players are to guide and protect minions from perils of the jungle in order to reach the enemy base. The jungle contains exotic Flora and primitive founa most of which carnivorous like the acid producing bell jar plant (leaves a trail of sticky acid that reduces armor, movement and deals damage as long as you are in the trail), the tangle vine( leaves a trip cord that sets of a wall of vines blocking the path destroyable),the poisonous pollen puff (hit puff to send poisonous cloud reveling straight path and trailing poision) The territorial shovel tusk (pig like creatures that charge and knock back anything in it's territory kill for hp regen buff),the giant spiders(similar to the Rumblers of the rift the large spiders spray webs on passing enemies and spawn smaller ones on death up to 6 small 3large at camp these tend to roam around camp200 yards from actual camp) and The feared jungle raptors from the Jurassic period (these are the substitute large monsters 6raptors roam the map and are able to call each other for help killing these provide a buff that grants vision of scent of all champions in a 400yard range ) Map also features a winding river that drastically reduces movement speed while whithin The river is shaped like "8I8" !!More on full map shape at end!! fountains are located on the opposite sides of the -8I8- with a large water fall connecting the two 8s at the top and a watering hole like a U at the bottom this river is said to be home of the giant loú'loú ( a razor fin catfish that spits pressurized streams of water in an "(" also rushes through and dives as well as spits out sticky globs that root targets these float and move forward like large bubbles) loú'loú only targets enemies in or close to the water lines . Killing the loú'loú grants buffs similar to Barron increasing team movement through water and giving additional attack damage and attack speed.
Full map disclosure Map is shaped; M -8+8- U Water fall flowing into the eights and down between them into the Ushaped watering hole fountain locations and marked by - the + is an impassable pond and is home to loú'loú who is able to move freely around map through river following it's favorite prey the scuttler/s who run from everything scuttlers are the same as the ones in the rift with the same effects . loú'loú is a submersible creatures who retreats after taking too much damage(50%) by rushing through enemies and diving to next scuttler location on map and consuming them to recover it's health, it fights mainly above water cuz am not sure how it would be to code a submersible battle so am thinking of putting 4 scuttlers 2in each "8" and loú'loú will have final final after eating 2 scuttlers As for plant locations Bell jars are placed on the sides of water line trails Tangle vine are placed in chock points for confront/escape moments during the match . Pollen puffs ate scattered around the map in the various trails to provide anti gank and vision traps these plants send trails 50-100 yards in direction of hit The shape of the map however is still somewhat flexible and ratio of land to water still needs to be determined
All in all this idea would be great for all champions but ideal for assassins tons of fun cuz it emphasizes on teamwork and guarding minions to enemie base.
Each 3 minion waves are spawned with an alternate route to get to the enemy base which is top, bottom,or mid where only super minions are able to travel super minions are spawned by 3s with 2 siege minions supper minions only spawn after first confrontation with loú'loú.
And now for some fountain details fountains look more like tents around a campfire in a small circle only 2 exits/entrance for these on the left and right each guarded by a single turret which only grants vision of 60 yards but revels stealthed enemies these turrets are ballista turrets which deal high bursts of damage with a 10 sec CD .