Behemoth Mode - A New Map and New Strategy

Tabascer·1/13/2019, 6:03:22 PM·1 votes·1,401 views
https://i.imgur.com/PKAAI69.jpg

First of all I know how difficult it is to program so I didn't stray too far from basic LoL mechanics, but did add in some stuff that would take a heavy dose of alteration. Not sure how feasible the map style would be, although more difficult things have been done for sure.

The map size would be comparable to Summoner's Rift, although it's inverted horizontally and it's 4v4. Players start at the top left and bottom right. There are only two lanes that go around a circular field or arena in the center. The basic game remains the same. There are towers that need knocking down and minions that follow the lanes in waves toward your enemies.

Here is where things differ. The map can have several different skins (as could current maps but that's a different story) without altering any strategy or mechanics. It's just artwork. Rocks and grass and lanes in same spot, etc. Each game starts with 4v4 with the map skin being random and unknown until the loading screen.

Each skin comes with it's own Behemoth Beast, and I'll define that as I go on. In the very center of the map (in the circle, field, or arena, whatever) there will be a gigantic beast that appears 3 times within a single game, becoming more and more powerful with each return. As I said, it would be a random beast that way players couldn't select all fire champions to beat up a grass or tree behemoth that's weak to that, etc. Completely random, and the number of different types of Behemoth Beasts can be developed just like champions. Just a quick thought: a giant angry tree, a few different elemental behemoth dragons, a big old demon, an otherworldly space thing, a giant worm, etc. You get the idea.

Here's the thing. They are far too powerful for only 4 champions to fight against on their own. It will take all 8. So at the 5 minute, 15 minute, and 30 minute marks this behemoth comes to town in the center of the map, and for a tiny, limited amount of time, all champions on the map unite as one team to fight against the behemoth. If they are successful, both sides receive a buff. If they do not defeat the behemoth within the allotted time, then the players become enemies once again and the behemoth stays for a short length to give each team the opportunity to finish it off if they can, and in which case only that team would receive the buff. Otherwise the behemoth goes away until it returns again more powerful. In this way, it would be strategical for both teams to work together (because they can't hurt each other during this time anyway) so that they both received the buff, because if they don't, the other team will advance too quickly and they'll be wiped out.

Here's that basic breakdown (obviously would need tweaking in test and gameplay effectiveness)

Level 1 Behemoth - Powerful

  • Appears at 5 minute mark and unites both teams for 3 minutes.
  • Will linger for 1 minute only if both teams are not able to defeat it within time.
  • Grants a permanent percentage based speed, attack, and defense buff.
  • Buff only gets better as the game progresses right?

Level 2 Behemoth - Super Powerful

  • Appears at the 15 minute mark and unites both teams for 4 minutes.
  • Will linger for 2 minutes only if both teams not able to defeat it within time.
  • Grants each player that defeats it an additional ultimate upgrade.
  • This potentially makes them even more godlike than they could be before.

Level 3 Behemoth - A Maniacal Beast

  • Appears at the 30 minute mark and unites both teams for 5 minutes.
  • Will linger for 3 minutes only if both teams not able to defeat it within time.
  • Grants each player with total field vision.
  • Grants each player with a personal, random support Champion minion.
  • The personal champion minion follows the player around and supports their actions.
  • This increases the total number of players (including bots) to 8v8.

In other words, if you don't defeat your enemies before the 30 minute mark when the last behemoth shows up, or work together to defeat the behemoth, your enemy will double in size because the opposing team will each get a support champion bot that follows them around. Your butt will get screwed super quick. And if you do work together during the "Behemoth Unites" instead of jungling and ignoring it, both sides will still be on equal footing by the end game, supposedly.

I think this would put a whole new thought process (in this gameplay map only) to jungling between the Behemoth Unites. Not only do you have to worry about what the other team is doing in between these instances, and paying attention to what is happening in the lanes, and paying attention as supports trying to jungle between, but you also have to worry about those 3-5 minutes every once in a while when it comes to the Behemoth showing up in the center of the map.

Obviously there would need to be a completely different item availability for this map type. We can't have Nasus or Willump (and others of course) doing super god-like one-hits with their ultimates, but then again... If the opposing team ignores the Behemoth Unite and the buffs they give, it's their own faults. Put aside your differences for a couple of minutes to become super powerful, then start wailing on each other again. Otherwise you die. It's that simple.

The last thought or idea is that in the opposite corners from the starting area there is a special turret tower that provides an additional buff of some sort. It can't be anything near as strong a buff as the Behemoth Beast provides, but potentially strong enough of a buff to convince teams that they need to control it. For instance, in the image provided, the top right and bottom left towers (if conquered) might provide an additional healing OR defensive buff, or, owning one of those towers might slowly reconstruct a turret that has been destroyed by the enemy. This provides an additional level of strategy. Not only do you need to jungle, defeat behemoths, attack towers, think about wards, and watch the enemy, but you also have to pay attention to the "Corner Turrets", as they will help you also. Maybe it's too much? I don't know.

I've only been playing LoL for about a year, and I've really (under two accounts) only been playing a lot the last few months. I know I'm late to the party, but I'm already getting bored. I log in almost every day to get my first win, then I'll play a couple of extra games and leave. Love ARAM because I learn other champs, and even though I'm not even hardly good enough to keep up with most players, I would like a user experience that is more PVE based than PVP based, which goes against everything LoL is actually for. That is why I think combining both PVE and PVP components in this way would be not only new and interesting, but enticing to players like myself who are less interested in lightning fast reflexes and knowing all the moves of all 140+ champions, and more interested in a story-based, linear progression where each champion has a greater ability to become god-like. Just my two cents. Sorry if this idea has been posted before, hopefully it's creative enough and still within the realm of reality that it's relatively doable.

I'm not much of a programmer, but if Riot needs another graphic artist to make skins I can probably whip out an old resume and portfolio, although I haven't made much stuff in years, so I'm a bit rusty. Yeah, right.... haha.. Anyway, was bored this Sunday morning and figured it was a neat concept. Cheers!

6 Comments

Alzon1/13/2019, 6:14:17 PM1 votes

Instead of simply putting all champions on the same team, how about everyone just deals drastically reduced damage to champions (and all true damage becomes zero)? Then, you could have a shrine buff (like the health packs on the Howling Abyss but without the AoE) on each side of the map that temporarily removes this inhibition from the champion who grabs it. This champion would also have his health burn out slowly and be self-inflicted with Mutilator (Aatrox’s heal+shield cut), so he would ideally die within 20 seconds.

Congratulations, you’ve now created League’s version of Destiny 2’s Gambit.

nasu0101/13/2019, 8:52:26 PM1 votes

I like this its a good idea just no 8v8 and teams uniting give them 90% damage reduction against champions (that was people can still do a cut throat steal) its PvP/E people love drama and backstabbing

Gilgayu1/14/2019, 10:06:45 PM1 votes

Really nice concept (I actually have never seen a map concept lol)

Just some thoughts (will be really long, be prepared lol):

  1. This kind of have to be much bigger than Summoner's Rift. If it isn't, the towers will be squshed together and their attack range will almost overlap.
  2. Since minions will collide right on top of the bonus tower... How does that work? Maybe those "towers" can provide aoe buff for champions on both teams, but the towers should provide different buffs, so people won't be confused about who should go where.
  3. I think changing the two corner bonus towers (top right and bottom left) to miner buff spawns will be better. (slightly stronger than red or blue buff, but weaker than dragons. I'll let you decide what buffs they should be)
  4. Considering there are only two lanes, the jungle is slightly too big. Honestly it might even take two junglers to clear the whole thing. Jungles will also spend too much time clearing, and ganking becomes way too easy if there are actually two junglers per team.
  5. Considering that both team have to spend like 1/3 of their time fighting the beasts, I have some suggestions:
  6. When a beast appears, let both team be able to vote either they want to attack or not (surrender style, so it has to be at least 3 out of the 4 players for each team). If only one team is going to challenge the beast, it (beast) will become slightly weaker (but still extremly strong unless that team is super fed), and if they(challenging team) lose, they can have a small buff named something like Died like a Warrior until the next beast appears (so the challenging team doesn't just lose the game because of the team wasted). This also grants some strategies, as the losing team can power farm while the winning team tries to challenge the beast. If none of the teams decide to be the challenger, the beast will come back x (you decide) minutes later, this time forcing all players to fight it (so your original thought). All subsequent beasts will also come x minutes later, so you don't just have to fight one after another.
  7. Personally, I think 8v8 is just too much. People can barely tell what's happening in a 5v5 teamfight. A different buff that the Maniacal Beast can offer might be something like enhanced minions depending on the "skin" of the benemoth beast. Idk, 8v8 is just seriously too much, and champions like kha'zix and other DH users just get countless resets.