Deathmatch Gamemode
Just a quick map that I threw together to help show how I'm picturing it. There is a unit measurement tool right above the map for reference. https://www.deviantart.com/solareclipse28/art/League-of-Legends-Map-Deathmatch-781159031
Map is about 5,500x5,500 units. So average travel time would be (at 350 units per second) 15 seconds wall to wall, or about 12 seconds once you get a normal build(450). Panth R will barely be able to hit anywhere on the map regardless of his location. Has a void related area, forested area, grassy field area, plains area, and some rivers. Pillars and Trees function just like walls. Only free healing is from Honeyfruit, so be careful of the slows.
Game starts with 8 players(10 seemed a little crowded, even for a deathmatch, but could always be adjusted). Players are not on any teams, Players start with 1,300 gold, and have reduced death timers. Players are untargetable while inside the fountain/base and must teleport out into the field. While teleporting onto a pad other players cannot target it for teleportation until your champion finishes teleporting. Upon completion you will be invincible for about 2 seconds. Gold per second is set at 55g per 10 seconds, starting at the 1:30 mark. Cannot return to base or purchase unless you are dead. Winning Goal is to get 50 kills 1st, or something. Maybe even just points, and have Treasure/Runes give you points as well. Objectives include treasure(gold), runes(permanent buffs), and 1 Epic Monster to kill and become ascended. Treasure and Runes will spawn in random locations to encourage running around the map.
Possibly could do a 2 man team on this, to allow supports to shine and whatnot. In that case treasure/runes would count towards both players when acquired.
Treasures/Runes take a 5 second channel to capture, and you must be within 150 units. Treasures spawn every 3 minutes, starting at the 1:30 mark, and continues spawning for the entire duration of the game in random locations. Treasure grants a bonus 250g, and only 4 spawn at a given time. Runes spawn every 3 minutes, starting at the 3:00 mark and stopping at the 15min mark. 5 spawn on the 1st wave, and each subsequent wave has 1 less spawned for 5/4/3/2/1 spawned. Runes spawn in 5 different colors, starting off spawning 1 of each color. Red, Yellow, Green, Blue, and Purple. Each color grants its own unique effect. Only 3 of each color may spawn during the game, for 15 total Runes.
Red = +10% Damage 10/20/30%
Yellow = +10% Damage Reduction 10/20/30%
Green = +10% Tenacity and 5% MS 10/20/30% & 5/10/15%
Blue = +10% CDR and +5% Max CDR 10/20/30% & 5/10/15%
Purple = +10% Omni-Vamp 10/20/30%
Rune effects don't go away on death, so make sure to try and get them while you can. Might change up the purple rune... couldn't think of anything else.
Once the 20 minute mark has been reached the final Rune will fall in the center of the map. If the Epic Monster is still alive then the Rune gets absorbed and will only be collectible after defeating the newly empowered Epic Monster. If the Epic Monster is waiting to respawn then it will instantly respawn with the Rune, but if a champion is ascended then it can't spawn.
Epic Monster is a Vel'Koz-esque creature, with 4 eyeballs instead of 1, that has 5 different attacks, and spawns at the 8 minute mark. Further spawns are every 2 minutes from death. Typically only has about 2,500-8,000 life, and around 50-100 MR/AR. Starts healing back up if no players are in the center area or the brief tunnels leading inside. Killing the Epic Monster grants the ascension buff until death.
Attacks:
Tendril Lash: Swipes down with tentacle toward the champion(similar to Illoai Q).
Void Barrage: Throws out 2 dark Xerath R orbs on the ground at the champion's location over 2 seconds(similar to Ascension), that then split in half and fire off in seperate directions(Vel'Koz Q).
Eruption: Causes the ground in the entire arena to burst upward after 2 seconds and deal damage.
4 Way Laser: Shoots out a laser in each doorway direction, each laser lasts 3 seconds.
Void Spawn: Opens a portal below that spawns 3 hostile Voidlings over 2 seconds.
While enhanced with a Rune these abilities get empowered.
Tendril Lash: Whips 2 additional times over 1 second.
Void Barrage: shoots out 4 orbs over 2 seconds instead.
Eruption: Knocks champions airborn for 1 second.
4 Way Laser: Lasers now spin, causing them to rotate 180 degrees over 3 seconds.
Void Spawn: spawns 3 Greater Voidlings instead.
The Epic Monster will use another attack every 3 seconds. Laser takes the full 3 seconds to use, causing another ability to follow immediately. Hostile Voidlings are about as tanky as a typical medium Krug, and deal about the same damage but attack twice as fast, Greater Voidlings are 50% stronger in health speed and damage.
Hopefully it is worked well enough to function. Might have to adjust a few numbers to make certain things balanced though.
Alternative I could have the buffs be transferred on death, and only permanent after killing the Epic Monster, which could let me remove the ascension bit.
MOBA
Size
Dimensions for the above map are 14,800 x 15,700(squared off) with about 2,000 additional width for the bases/fountains. So 18,800 fountain-to-fountain. About 20,000 units diagonally. Walking from base exit to the center of top/bottom is about 9,600 units, middle is 5,900 units. This means moving at 300 units per second it takes 20 seconds for middle lane and 32 for top. In reference Summoner's Rift takes 22/32 seconds at 425 movement speed, from nexus to the last turret. If we apply the same parameters then it'll take 22/30 seconds on this map. Result is that top lane is slightly shorter due to its curve, and the entire map is slightly smaller resulting in about 20% slower speeds. Or a required 40% larger map, so scaled up a little.
Towers/Structures
Tower Range: 1,500 radius for 750 attack range. Once a unit enters they are targeted and can still be shot at if they don't move more than 1,000 units out of range.
Tower Sight: Same as Attack Range.
Tower Types: 5 different tower types; Gunner, Ballista, Cannon, Magic, Laser. Towers get progressively harder the closer to the Base they get. Gunner - Tier 5 tower: The weakest tower, supplied by 1 minion wielding a gun, these towers are only present in top/bot. Gunner towers attack every 0.5 seconds, dealing 1/4 of magic minion life, 1/5 of ranged minion life, 1/6 of melee minion life, and 1/12 of siege minion life. Ballista - Tier 4 tower: Moderate tower, first tower in mid, second top/bot. Ballista towers are supplied by two minions working the ballista at lightning speeds. Ballista towers attack every 1 second, dealing 1/2 of magic minion life, 1/2 of ranged minion life, 1/3 of melee minion life, and 1/6 of siege minion life. Cannon - Tier 3 tower: Last tower in lane, supplied by 1 minion taking his time to launch a heavy cannon ball into your face every 1.5 seconds, dealing 1/2 of magic minion life, 1/2 of ranged minion life, 1/3 of melee minion life, and 1/5 of siege minion life, damaging in a small aoe. Magic - Tier 2 tower: First tower defending the base, fortified with two mage minions slinging out spells every 1 second, dealing 1/2 of magic minion life, 1/3 of ranged minion life, 1/4 of melee minion life, and 1/8 of siege minion life, attacking up to 2 targets or attacking 1 target twice. Laser - Tier 1 tower: Last defense of the base, supplied with 1 mage minion working a giant laser beam contraction that locks on and damages every 0.25 seconds, dealing 1/3 of magic minion life, 1/4 of ranged minion life, 1/5 of melee minion life, and 1/10 of siege minion life.
Average time to kill a 3/3/1 wave(R/M/S) is 22.5 seconds or (M/M/S) 21 seconds on tier 5 towers, discounted by 6 seconds on non-siege waves. Average time to kill a 3/3/1 wave(M or R/M/S) is 21 seconds on tier 4 towers, discounted by 6 seconds on non-siege waves. Average time to kill a 3/3/1 wave(M or R/M/S) is 15 seconds on tier 3 towers, discounted by 5 seconds on non-siege waves. Average time to kill a 3/3/1 wave(R/M/S) is 14.5 seconds or (M/M/S) 13 seconds on tier 2 towers, discounted by 4 seconds on non-siege waves. Average time to kill a 3/3/1 wave(R/M/S) is 9.25 seconds or (M/M/S) 8.5 seconds on tier 1 towers, discounted by 2.5 seconds on non-siege waves.
Enhancer: After destroying a tier 4 tower an Enhancer is revealed in its place, upon destroying an Enhancer ranged, magic, and siege minions spawn with each eave in the respective lane until the Enhancer is repaired after 4 minutes. Enhancers have 5,000 Health and 20 Health regeneration, 0 Magic Resistance and 25 Armor. If a team manages to have all enhancers destroyed at the same time then 1 more of each minion type will spawn with each wave, for a total of 14 minions per wave, during this time minions give 25% less gold.
Summoner/Base Crystal: Houses a large 10,000 Health and 25 Health regeneration, 0 Armor and Magic Resistance.
Base Units/Waves
Waves spawn every 30 seconds, starting after the first initial 30 seconds. Minions have 300 movement speed, increasing by 5 every 5th wave, after 25 minutes minions increase their movement speed with every wave.
Waves: Waves spawn in with 6 minions, alternating between Physical and Magic waves. Magic waves include 3 magic minions and 3 melee minions; Physical waves include 3 ranged minions and 3 melee minions. Every 3 waves a siege minion is spawned in addition to the other minions, spawning in between the two types. There is a 1 second delay between minions spawning and is a 5 second delay between Minion types spawning, reduced by 50% for siege waves, every 5 waves this delay is reduced by 0.5 seconds, down to 1 second minimum.(Minions are more spread out in earlier game-play and more compacted in later game-play) Waves always spawn melee minions first, and the first wave of the game is always a Ranged wave.
Mage Minions: Health 250-500 (+10) Damage = 25-125 Magic (+4) Attack Speed = 0.65 Attack Range = 500 Gold = 12 Exp = 30
Ranged Minions: Health 300-700 (+16) Damage = 20-95 Physical (+3) Attack Speed = 0.65 Attack Range = 600 Gold = 12 Exp = 30
Melee minions: Health 450-1,250 (+34) Damage = 14-84 Physical (+2.8) Attack Speed = 1.2 Attack Range = 125 Gold = 22 Exp = 60
Siege Minions: Health 900-3,000 (+210) Damage = 40-180 Physical (+5.6) Attack Speed = 1 Attack Range = 300 Gold = 80 Exp = 100
Minions are upgraded every time the wave alternates back to Physical, gaining increased stats every 60 seconds. This continues up to 25 upgrades. Siege minions get 10 upgrades, gaining 1 every 3rd wave.
The Jungle There are 8 Jungle Camps on each side of the map, and 2 in the center, for 18 total Camps, and 4 Danger Zones on each side of the map for 8 total Zones.
Jungle Camps Jungle Camps spawn at 1:00 and take 4 minutes to respawn once completely killed. Jungle Camps get upgraded every 4 minutes, up to 6 times, but only receive their upgrades upon respawning.
4 Tiny (Lesser Wraiths) Tiny Health = 400-904 (+84) Tiny Damage = 18-72 Physical (+9) Tiny Attack Speed = 0.64 Tiny Attack Range = 150 Tiny Movement Speed = 350 Tiny Gold = 12 Tiny Exp = 30 Tiny AR = 60 Tiny MR = 60
3 Small (Krugs) Small Health = 550-1,175 (+104.16) Small Damage = 25-97 Physical (+12) Small Attack Speed = 0.61 Small Attack Range = 125 Small Movement Speed = 285 Small Gold = 70 Small Exp = 35-47 (+2) Small AR = 60 Small MR = 60
1 Small 5 Tiny (Raptors) Small Health = 700-1,400 (+116.6) | Tiny Health = 300-700 (+66.6) Small Damage = 20-80 Physical (+10) | Tiny Damage = 14-59.6 Physical (+7.6) Small Attack Speed = 0.65 | Tiny Attack Speed = 1 Small Attack Range = 300 | Tiny Attack Range = 125 Small Movement Speed = 350 | Tiny Movement Speed = 450 Small Gold = 62 | Tiny Gold = 10 Small Exp = 20-26 (+1) | Tiny Exp = 20-26 (+1) Small AR = 60 | Tiny AR = 60 Small MR = 60 | Tiny MR = 60
2 Normal (Ancient Krugs) Normal Health = 1,250-2,300 (+175) Normal Damage = 80-296 Physical (+36) Normal Attack Speed = 0.61 Normal Attack Range = 150 Normal Movement Speed = 200 Normal Gold = 70 Normal Exp = 100-124 (+4) Normal AR = 60 Normal MR = 60
1 Normal 2 Small (Wolves) Normal Health = 1,250-2,300 (+175) | Small Health = 425-800 (+62.5) Normal Damage = 40-160 Physical (+20) | Small Damage = 16-60.4 Physical (+7.4) Normal Attack Speed = 0.625 | Small Attack Speed = 0.625 Normal Attack Range = 175 | Small Attack Range = 125 Normal Movement Speed = 450 | Small Movement Speed = 450 Normal Gold = 68 | Small Gold = 16 Normal Exp = 65-83 (+3) | Small Exp = 25-31 (+1) Normal AR = 60 | Small AR = 60 Normal MR = 60 | Small MR = 60
1 Normal 3 Small(???) Normal Health = 1,000-1,900 (+150) | Small Health = 400-750 (+58.3) Normal Damage = 30-126 Physical (+16) | Small Damage = 13-47 Physical (+5.6) Normal Attack Speed = 0.63 | Small Attack Speed = 0.65 Normal Attack Range = 150 | Small Attack Range = 125 Normal Movement Speed = 400 | Small Movement Speed = 400 Normal Gold = 50 | Small Gold = 12 Normal Exp = 54-66 (+2) | Small Exp = 20-26 (+1) Normal AR = 60 | Small AR = 60 Normal MR = 60 | Small MR = 60
1 Large (Red) Health 2,100-4,000 (+316.6) Damage = 82-310 Physical (+38) Attack Speed = 0.5 Attack Range = 175 Movement Speed = 250 Gold = 100 Exp = 115-157(+7) AR = 60 MR = 60
1 Large (Blue) Health 2,100-4,000 (+316.6) Damage = 82-310 Physical (+38) Attack Speed = 0.5 Attack Range = 175 Movement Speed = 250 Gold = 100 Exp = 115-157(+7) AR = 60 MR = 60
1 River (Scuttle) Health 1,200-2,500 (+216.6) Movement Speed = 150-250 Gold = 70-130 (+10) Exp = 115-205(+15) AR = 60 MR = 60
Danger Zones Danger Zones activate randomly after 5:00, with a 5% chance for 1 to activate every 15 seconds, increasing by 5% every 15 seconds. Once one activates the chance resets back to 5%. At 5:00 a Danger Zone is always activated. Once a Danger Zone is activated it takes 15 seconds for the Epic Monster to arrive, alerting players of the incoming creature and pinging the map location. Danger Zones are chosen at random but only one side of each can be active at a time. Additionally the same exact Danger Zone cannot be activated twice in a row. After a Danger Zone has been activated 3 times it's chance to activate again goes down by 75%, causing all other Zones to have a 4x greater chance of activating, this occurs every time it is activated 3 times.
Each of the 4 Zones has a specific rune buff that drops, only available for pick-up by the team that slayed the Epic Monster holding it. These buffs permanently increase the stats of your teammates, stacking indefinitely.
Fields - Yellow Rune: 4% Increased Movement Speed, doubled while out of combat (+2% per stack) Plains - Green Rune: Regenerate 1% Missing Life & Missing Mana per second (+0.5% per stack) River - Blue Rune: 5% Cooldown Reduction and Max Cooldown Reduction (+2.5% per stack) Cave - Red Rune: 10% Increased Damage (+5% per stack)
Epic Monsters Epic Monsters gain a level every 2 minutes after the initial spawn.
Fields - Twin Serpents: Health = 2,500 (+225 per level) Attack damage = 30 (+1 per level) Attack speed = 1 Attack Range = 150 Movement Speed 500 Gold = 100 Exp = 150 (+12 per level) AR = 25 (+3.5 per level) MR = 25 (+2 per level) Attacks: Swift Bite: Basic Attack. Violent Dash: Dashes 400 units, through champions but not walls. Venom Spit: Sprays venom in a narrow cone.
Plains - Dragon: Health = 3,500 (+325 per level) Attack damage = 100 Attack speed = 0.5 Attack Range = 500 Movement Speed 330 Gold = 100 Exp = 150 (+12 per level) AR = 21 (+2.5 per level) MR = 30 (+3 per level) Attacks: Fire Blast: Basic Attack, small aoe damage. Wing Storm - Melee: Pushes units within 500 units out to the max attack range, slowing them briefly. Wing Storm - Ranged: Shoots out a wave of wind that grounds and slows units hit, destroying all projectiles along the way. Fire Breath: Breaths fire across the ground in a semi-circle, dealing damage over 1.5 seconds.
River - River Guardian: Health = 4,500 (+425 per level) Attack damage = 150 Attack speed = 0.25 Attack Range = 175 Movement Speed 300 Gold = 100 Exp = 150 (+12 per level) AR = 26 (+4 per level) MR = 15 (+1.5 per level) Attacks: Claw Swipe: Basic Attack, brief stun. Rising Tides: Slams down causing a large aoe knockup. Full Charge: Charges after a short delay, pushing enemies aside and dealing large damage.
Cave - Keptola: Health = 4,000 (+375 per level) Attack damage = 100 Attack speed = 0.5 Attack Range = 500 Movement Speed 0 Gold = 100 Exp = 150 (+12 per level) AR = 20 (+2 per level) MR = 35 (+3.5 per level) Attacks: Tendril Lash: Swipes down with tentacle toward the champion(similar to Illoai Q). Void Barrage: Throws out 2 dark Xerath R orbs on the ground at the champion's location over 2 seconds(similar to Ascension), that then split in half and fire off in seperate directions(Vel'Koz Q). Eruption: Causes the ground in the entire arena to burst upward after 2 seconds and deal damage. Laser: Shoots out a laser in the direction of the champion(Short range Lux R).
After 25 minutes the Keptola becomes corrupted and turns into the Twisted Keptola: Health = 6,500 (+475 per level) Health Regen 200 (+5 per level) Attack damage = 150 Attack speed = 0.3 Attack Range = 500 Movement Speed 0 Gold = 250 Exp = 450 (+11.25 per level) AR = 70 (+3 per level) MR = 85 (+3.5 per level)
Twisted Keptola respawns every 7.5 minutes and always spawns at 25 minutes, still dropping the rune. The Zone is still random for spawns. While Twisted its abilities get empowered. Tendril Lash: Whips 2 additional times over 1 second. Void Barrage: shoots out 4 orbs over 2 seconds instead. Eruption: Knocks champions airborn for 1 second. Laser: Fires off 4 Lasers and now spins, causing the lasers to rotate 180 degrees over 3 seconds.
Shops There are 2 different shops, the Item Shop, and the Equipment Shop. Designated as "Blacksmith"(Equip) and "Alchemist"(Item). This is to make shopping easier, much more simple to get what you want without having to look it up every time.
Alchemist/Items This shop includes many consumables and will also include your trinkets/wards. Most consumables increase in strength after 10 minutes. Only one type of potion can be held at a time
Health Potion | 50g Restores 25 life immediately and 100 life over 10 seconds. After 10 Minutes: +5 immediate life and +10 life over 10 seconds per additional minute. Max of 125 + 300 over 10 seconds. Max Stack of 5.
Mana Potion | 50g Restores 10 mana immediately and 50 mana over 10 seconds. After 10 Minutes: +2.5 immediate mana and +5 mana over 10 seconds per additional minute. Max of 60 + 150 over 10 seconds. Max Stack of 5.
Refillable Health Potion | 150g Restores 15 life immediately and 75 life over 8 seconds, holds 2 charges. After 10 Minutes: +1 charge per 7.5 additional minutes. Max of 5 charges.
Verdant Potion | Refillable Health Potion + 300g (Hunter's Mark - Required) Restores 75 life over 15 seconds and 40 mana over 15 seconds, holds up to 5 charges. Killing a jungle camp refills a charge. After 10 Minutes: +7.5 life over 15 seconds and +5 mana over 15 seconds per 2 minutes. Max of 150 life over 15 seconds and 90 mana over 15 seconds.
Escape Powder | 200g Causes a cloud of dust that blocks enemy vision for 3 seconds and grants 20% bonus movement speed for 1.2 seconds.After 10 Minutes: dust duration increased by 0.25 seconds and speed duration by 0.1 seconds every 2 minutes. Max of 5 second dust and 2 second speed boost.
Kibble | 200g Causes a wild creature to join your side and behave like a minion, the creature will have: Health 500 (After 10 Minutes: +100 per minute) Damage = 30 Physical (After 10 Minutes: +5 per minute) Attack Speed = 1 Attack Range = 125 Gold = 20 (After 10 Minutes: +1 per minute) Exp = 10 (After 10 Minutes: +1 per minute) Tower Damage | 5th Tier Damage: 1/8 | 4th Tier Damage: 1/4 | 3rd Tier Damage: 1/4 | 2nd Tier Damage: 1/5 | 1st Tier Damage: 1/6 Max of 2 stacks.
Elixir of Strength | 500g Increases Strength by 30 and adds 15% lifesteal for 3 minutes.
Elixir of Agility | 500g Increases Agility by 40 and adds 5% movement speed for 3 minutes.
Elixir of Wisdom | 500g Increases Intelligence by 50 and adds 15 magic pen for 3 minutes.
Elixir of Fortitude | 500g Increases AR and MR by 30 and adds 20% tenacity for 3 minutes.
Sight Ward Place a ward nearby that provides vision for up to 2 minutes or until destroyed. Sight Wards have 3 hit points. Holds up to 2 charges, gains a charge every 2 minutes.
Stealth Ward After 10 Minutes: Place an invisible ward nearby that provides vision for up to 2 minutes or until destroyed, stealths after 5 seconds. Stealth Wards have 3 hit points. Holds up to 1 charge, gains a charge every 2 minutes.
Longbow Ward After 10 Minutes: Place a ward up to 3,000 units away that provides vision for up to 1 minute or until destroyed. Longbow Wards have 1 hit point. Holds up to 1 charge, gains a charge every 2 minutes.
True Ward After 10 Minutes: Place a ward nearby that provides vision and reveals invisible units for up to 2 minutes or until destroyed, activates after 5 seconds. True Wards have 3 hit points. Holds up to 1 charge, gains a charge every 2 minutes.
Station Ward After 10 Minutes: Place a ward nearby that provides vision for up to 2 minutes or until destroyed. Station Wards have 5 hit points, and regenerate 1 hit point every 5 seconds. Holds up to 1 charge, gains a charge every 2 minutes.
Alarm Ward After 10 Minutes: Place a ward nearby that provides vision for up to 2 minutes or until destroyed. If destroyed then Alarm Wards will ping the map, alerting you of danger. Alarm Wards have 1 hit point. Holds up to 1 charge, gains a charge every 2 minutes.
Blacksmith/Equipment
Basics/Summoner Spells
Most champions move at 10% slower speeds than listed. Or the map is larger and their movement is the same. Either way, basically the same as League.
Gold start is 500g, gold income is 1 per second. Towers grant 100/125/150/175/200 gold when destroyed, and Enhancers grant 100g, split between all living allies who damaged the turret/enhancer in the last 5 seconds. Killing a champion grants 250g, decreased by 50/40/30/20/10g on additional kills down to 100g, reset back to 250g once they gain a champion kill. On 3 or more kills/assists without any deaths, champions gain bounties, each kill adds 50g and each assist adds 25g. To gain a bounty champions need 1 more kill/assist, if they died previously, to reset their gold worth. If a champion receives a bounty of 1,000g then it is displayed to all players. Double kills grant an additional 25g, triple kills grant an additional 50g, Multi kills grant an additional 100g, Pentakills grant an additional 200g.
Summoner Spells include: Heal, Shield, Teleport, Respite, Curse, Sprint, Blink, Hunter's Mark. 2 Spells may be selected and used during game-play. Heal: Restores 150-500 life instantly. (240 second cooldown) Shield: Shields 175-600 damage for 2 seconds. (240 second cooldown) Teleport: Teleports to a friendly non-champion unit after a 3 second channel, teleporting to structures reduces the cooldown by 1 minute. Targeted units and structures are invulnerable for the channel. (360-300 second cooldown reduced to 300-240) Respite: Clears all CC and grants 40-80% tenacity that decays over 4 seconds. (180 second cooldown) Curse: Damages an enemy for 125-400 true damage over 5 seconds. (240 second cooldown) Sprint: Increases movement speed by 10% increased to 40% over 3 seconds, and then persisting for 5 seconds. (240 second cooldown) Blink: Teleport 350-400 units in a direction after a 1.5 second delay, uninterruptible. (300 second cooldown) Hunter's Mark: Deal 350-1,000 damage to a non-champion enemy, restoring 15% of max life and mana, holds up to 2 charges. (90 second cooldown)
Bushes deny all vision from outside enemies, unless an enemy unit is present inside the bush as well. Attacking an enemy while inside a bush grants vision of yourself for 1 second.
CS is applied differently, each player has a minion counter and a creep counter, all non-minions count as creeps and are applied as a separate score factor. If a player has Hunter's Mark then minions grant less score and creeps grant more, if a player doesn't have Hunter's Mark then minions grant more. This pressures the jungler to stay in the jungle and not tax any lane, otherwise he comes out with a worse score at the end of the game. The same is true for laners. Crossed line creeps give normal score, to add incentives for everybody to invade the enemy jungle. Epic Monsters are counted as their own score type, and are more favorable towards junglers.
In game-play you will likely have either 4 laners(1 top, 1 mid, 2 bot) or 3 laners(1 bot), all applying pressure and trying to destroy the towers in their lane. You will also have 1-2 junglers, roaming around and trying to help out the lanes as they need it, additionally the jungler(s) will try to capture the Epic Monsters as they spawn in, fighting off the enemy jungler(s), and granting bonuses to the entire team. There are 18 total jungle camps, so if one team has 2 junglers and the other has 2 bot-side then there will be 6 camps for each jungler to take. League has 14 total camps. Alternatively a team might have 2 junglers who quickly clear their camps and then join top and bot until their camps respawn.