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Map-Mode Concept 4v4 with 4 Lanes

Thanotos Omega··1 votes·691 views

OK so here is the short version, 4 players 4 lanes, 2 lanes like SR mid minus any jungle, 2 lanes like a fusion of top lane jungle and dominion, all lanes can only accessed from base,

Now for the long version,

Inner Lanes The 2 mid lanes or Inner Lanes here after referred to as MT(Mid Top) and MB(Mid Bottom) are in many ways similar to the midlane from SR with the main variations being

1: no jungle except the map boss in the middle, while two players in two lanes can both reach him he leaves a hole and they can't swap lanes here, the boss grants universal gold and XP and a buff to capturing times in outer lanes,

2: Each team has a transit option in one of the lanes, this acts as a free teleport for that lane, though it would be on a schedule,(available for 1 minute and then unavailable for 3 minutes) This creates a different dynamic on each team, blue will want a sustainable champ in MB because they have to walk back while the enemy can recall in time with the transit and be back much more quickly, the transit initially runs to your furthest tower with the option to get off at any tower, taking an enemy tower will add a further location for you to hop off,

Minor differences: No Cannon minions will show up. there are 3 turrets per team in both inner lanes and 1 turret guarding the nexus in each base, no inhibitors are found on the map,

Outer Lanes The Bottom and Top lanes are where thing become more complicated,

1: there are no turrets here, instead the fight is for control of 3 enemy and 3 ally nodes, functionally similar to the alters on Tree Line, with a slight variation, before they can be captured a group of minions guarding them must be killed, this will render it neutral and allow you to begin capturing it, Nodes provide Gold per five bonuses, and enemy nodes grant your teams minions power ups, losing a friendly node only effects your Gold bonus, they don't effect minion buffs

1 Node in your lane will give all minions bonus magic damage on all attacks,

2 Nodes in your lane will give all minions a non regenerating shield

3 Nodes in your lane will add a Super Minion to your Midlaners Minion Waves, These stack between the 2 outer lanes

EXAMPLE: Top lane has captured two enemy nodes and bottom has captured one node all midlane minions will have a shield and double the magic damage bonus,

2: No minion waves spawn naturally, instead for a price you can spawn a wave of 3 Melee minions 3 Caster Minions and 1 Cannon Minion, this wave will travel down the lane until the meat an enemy controlled node, they will then attempt to kill the defending minions(They will succeed baring player interference as they have a Cannon minion to tip the odds in their favor,) after witch the if the cannon minions is still alive it will die and halve the capture time on that node, the others will then stay and capture it healing and acting as normal node protectors,

3: These lanes have ally only passage to the base, meaning red can't get into blues base from one of these lanes,

4: these lanes do have jungles with creeps and ways to sneak around and capture a node,

And there we have it, the general idea here is to create a large range of laning environments with lots of options, as for theme i was thinking a piltover vs zaun theme would be cool, with the jungles being back alleys and a nice urban environment,

16 Comments

DarkLordArbitur2 votes

My apologies for the terrible drawing quality...I'm using windows 8 and it didn't come with a useful version of paint. Does your idea look something like this in your head?

Thanotos Omega1 votes

Very similar yes, though the outer lanes would have Jungle on either side to make sneaking a back node easier, thank you very much,

DarkLordArbitur1 votes

in that case, you should make it so that the TP nodes are destructible, and when destroyed would give minions a buff

Thanotos Omega1 votes

My hope was that having them be capturable would create a constant game of back and fourth trying to keep as many as possible turned to your team for gold and buffs,

DarkLordArbitur1 votes

no i mean the TP nodes that are actually within the base, much like the inhibitors of SR

Thanotos Omega1 votes

OH Do you mean the transit?

DarkLordArbitur1 votes

yes, the transit.

Thanotos Omega1 votes

Hmm What if instead it reversed the enemies transit allowing you to basically teleport to the enemy base? could be used for the last big rush when you want to takedown the nexus,

DarkLordArbitur1 votes

I feel that would be too OP...one of the important things about league is that no matter how bad the game is going, there is ALWAYS a chance to turn it around. If the opposing team can just teleport into your base, then stopping them becomes next to impossible.

Thanotos Omega1 votes

You have a point,

DarkLordArbitur1 votes

That's why I suggest minions have a buff, rather than giving the winning team's most powerful asset even more power to crush the enemy team. However, if it's a last rush you want, my proposition is that the entire team can sink all their remaining gold to send a wave of super minions down all 4 lanes. This would be the ultimate gamble, and if it pays off, then victory...if not, then you better hope you didn't just throw away that important item...

Cloudy3421 votes

An illustration of a sort would be nice, I'm finding it hard to visualise.

Otherwise, this concept seems fine to me, good job.

Thanotos Omega1 votes

I Know, but even a simple illustration is difficult because my left mouse button is pretty messed up and makes drawing irritatingly hard,

DarkLordArbitur1 votes

i drew something that he says looks similar. look in the comments for my badly drawn picture.

Z Statistic1 votes

So the optimal strategy is to always push as 4 down one of the middle lanes because being at a numbers disadvantage automatically means you lose the most important objective on the map besides the nexus?

Unless those buffs are insanely broken, you are extremely underestimating the power of 4 man pushing, grabbing objectives, and applying pressure.

Thanotos Omega1 votes

And when you stall out on the later turrets and the enemies minions are dealing 100% bonus damage have a 50% HP Shield and have two super minions in each wave and their gold per 5 becomes so high it takes less then 3 minutes to afford a bloodthirster from just standing around?

Although maybe attaching a small amount of passive XP to the nodes would help offset such actions better? and maybe remove assist gold and XP to make ganging up less helpful early on? Or some kind of AOE based on number of nearby enemy champions tower augmenting Summoners spell to make grouping more dangerous?

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