The Roaring Tides [New Map & Mode Concept]

lCantPauseltMom·11/1/2015, 2:14:24 AM·3 votes·542 views

The Roaring Tides

Game Mode:

  • Destruction of all the enemy nexus to win the game.

Player Size:

  • 4 v 4 v 4

Background Behind The Map: In Runeterra, the war between Noxus and Ionia carved a huge piece of history that was hard to go unnoticed. Mentioned in many lores throughout various champions, the war was long and hard, and ended with Ionia repelling Noxus forces after a long hard war. Bilgewater itself lives of the waters and makes their living through the seas. Whether it be a prize for the taking or the decimation of a fleet, they prize themselves on being the true veterans of the ocean. The waters that separate Noxus, Ionia, and The Blue Flame Island (Also known as the home to Bilgewater) have stood to separate the three islands, and this map bring together these three islands in an unforgettable war that reminds Summoners that not all history is forgotten, and that some prizes have a measure beyond wealth.

Each team is represented by the three ruling factions: Noxus, Ionia, and Bilgewater. Each starts on their own island, their own minions, and each has four champions to fight for them in this war to decide the true victor of The Guardian's Sea through combat.

The Map Itself - Layout: In the three corners of this map, there is a Nexus that stands. Each faction has three tiers of towers: Two outer turrets, One inner turret, and Two Nexus turrets. There is one permanent lane exiting from the Nexus towards the Inner Turret, which then branches off into two permanent lanes leading to the Outer Turrets. The paths then continue to an island in the middle, where all three factions join in combat. This centre island is shaped in a ring, where the minions will clash around the ring, but wont enter the cave that champions can enter in the middle of the ring to find the true beast of The Roaring Tides.

At the Nexus, Inner Turret, and Outer Turrets, there are lanes known as Tidal Lanes. These Tidal lanes branch out into the surrounding water between each faction, where seas creatures live to be used as jungle monsters. These Tidal Lanes are only open for two minutes before the tide swallows them up, knocking all champions, minions, and monsters back to the closest island. The paths are the lost for a further two minutes before the tides recede, allowing champions to move back into the surrounding islands. Each "Jungle" that the Tidal Lanes lead to have different themes: A washed out cave where the bats and other shore creatures live, a coral reef where all the dangerous aquatic life reside, and a small island where birds and other island creatures are found.

The Map Itself - Minion and Monsters Each faction spawns two minion waves, and each wave heads to a different enemy faction. Upon reaching the centre ring, One minion wave will turn left towards one enemy faction and the other minion wave will turn right towards the opposite enemy faction. No minions spawn to travel down Tidal Lanes, and each minion wave spawns at regular intervals found in other game modes.

The first jungle lair is the cave, where three types of monsters reside:

  • Bats: These creatures are fast and can be found in packs of four typically. They are weak on their own, but due to their speed can quickly overwhelm an unsuspecting jungler. These creatures heal for a small portion of their attack damage on-hit. The buff gained from smiting a bat grants the user life on-hit against monsters. This is non-stackable and lasts for 90 seconds and has two camps in their cave.
  • Crabs: These slow creatures hit hard but are slow in terms of attack speed and movement speed. They are found in groups of three, and have a longer patience bar than other monsters. The buff gained from smiting a crab is reduced incoming damage from monsters and minions by a percentage amount. This is non-stackable and lasts for 90 seconds and has two camps in their cave.
  • Sea Trolls: These trolls have adapted to life at sea, but are sturdy fighters. They have high damage and moderate speed all round. They are tougher then the other two jungle camps, and have at least two trolls in each camp. The buff gained from smiting a sea troll grants additional life regeneration while in combat, and a small amount of life and resource generation while out of combat. This is non-stackable and lasts for 90 seconds and has one camp in their cave.

The second jungle lair is the coral reef, where three types of monsters reside:

  • Sharks: These fast creatures are deadly and fast, yet lack the damage found in other creature camps. They cause bleed damage on-hit to any champion foolish enough to take them on. They are found in schools of 3 usually, and are quick to anger. The buff gained from smiting a shark is a rough skin perk, causing damage to return to attackers when struck as flat, non-scaling physical damage. This is non-stackable and lasts for 90 seconds and has two camps in their reef.
  • Fish-Men: Also known as Nagi, these mutated creatures are swift, deadly predators in the water, but have slowed down while above water when meeting enemies for combat. They are found in pairs mostly, and hit hard but slowly. The buff gained from smiting a Nagi or Fish-Men grants the user movement speed while travelling through water. This is non-stackable and lasts for 90 seconds and has two camps in their reef.
  • Infant Hydra: This little guy packs a big punch. Although a lone creature, upon death they tend to grow an additional head and keep fighting on for more damage. Once three heads have been destroyed, the hydra finally perishes to the hunter. They attack faster and deal more damage for each head it has. The buff gained from smiting a infant hydra is a bonus on-hit magic damage that scales the longer the user has been in combat. This is non-stackable and lasts for 90 seconds, and has one camp in their reef.

The third and final lair is the island, where three types of monsters reside:

  • Serpents: Deadly and swift, these land creatures will strike out with purpose, but lack the fortitude to take a hit very well. Found in groups of four, these serpents will gain a small bonus to attack speed every hit up to a maximum of 4 hits. The buff gained from smiting a serpent is poison damage over three seconds whenever the user attacks an enemy. This is non-stackable and lasts for 90 seconds and has two camps on their island.
  • Snapping Turtles: These amphibious creatures are slow to anger, slow to attack, but hit for a lot. They possess higher armour than monsters in other camps. Usually found in pairs, they can be tough on low-health junglers. The buff gained from smiting a turtle is that the user will deal bonus physical damage to neutral monsters every 6th hit and stun them for 1 second. This is non-stackable and lasts up to 90 seconds and has two camps on their island.
  • Primal Apes: These creatures, untouched by the advancement of the rest of the world, are the true beasts of this island. They are fast and hit for a lot, and are often found in groups of three. Smiting an ape grants bonus attack speed on-hit while attacking other neutral monsters. This bonus is lost instantly if the target is switched to an enemy champion or minion. This is non-stackable and lasts for 90 seconds and has one camp on their island.

At 20 minutes, where the cave in the centre is, a giant leviathan spawns. Known to swallows the ships whole of any faction, this dangerous monster will attack anyone within range without provocation - it shows no mercy, it shows no fear, and it holds nothing back. This gives the buff known as "The Truest Predator" to the killer's team, which increases the movement speed, attack speed, health, and attack damage of that Faction's nearby minions.

The Map Itself - Other Notes

  • The use of four players per team allowed a combination of lane fighters and jungle farmers, but there has to be an eye kept on two threats instead of one. Remember that when deciding for two junglers or one.
  • If one faction gets ahead, expect them to be targeted by both surviving factions before they're wiped out.
  • The middle epic monster is a huge bonus for one faction to get ahead. Expect giant brawls in the middle cave for total Faction dominance.
  • Tital Lanes can be taken by enemy junglers! Although they are usually covered by Outer, Inner, and Nexus Turrets, if those turrets are destroyed then refrain from moving too far out.
  • There are no inhibitors in this game mode. If you want to prove total minion dominance on an enemy faction, defeat the Leviathan!
  • Recalling is able in this game mode. Use this to your advantage if you are stuck on a jungle island with an unwanted guest.
  • Keep an eye on the tides! This can be used to your advantage when chasing or escaping an enemy champion through Tidal Lanes. If you can put a closed lane between you and your pursuer, your chances of survival will go up dramatically. This works vice versa, and you can leave the enemy with nowhere to run.

Author's Notes: Hi there readers! Since the Maps & Modes page went down, this was the closest page I could find to posting this creation on. If this was the wrong forum then I apologise in advance! I'd love to have drawn a map for this, but right now I don't have the means to do so. This game mode is pretty much a brawl with three teams. It is designed to be as long as a Summoner's Rift game, if not longer depending on how well the enemy team(s) decide to turtle. If there is any questions on this game mode or you think something needs changing, feel free to comment below! All feedback is seen and is used to improve upon if applicable. Thanks all, hope you enjoyed!

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