Map-Mode Concept 4v4 with 4 Lanes
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,