New Game Mode: The Heart of Valoran -- 3v3v3
The Heart of Valoran I had the idea: What if there was a 3-team version of League? How would the mechanics work? How would one team win? What would the map look like? All of these questions, so I decided to make one.
Overview of the mode This game takes place on a field high above the geological center of Valoran: The Heart of Valoran. It is here that the legendary war between the forces of Demacia, Noxus, and the Void were fought, many, many years before the installation of the Institute of War. In this mode summoners will be tested in a battle of wits in a 3v3v3 or 5v5v5 match on one of three sides: Red, Blue, or Yellow. (A rough map is shown below)
Goal of the mode The goal of the mode is the exact same as Summoner’s Rift or Twisted Treeline: Destroy the enemy Nexus. However, there are three Nexuses (Nexii?), how will a winner be determined? Simple. The first team to destroy an enemy nexus wins. Red can destroy either Yellow or Blue to claim victory. However, an even more difficult challenge awaits. After one team claims victory, they can attempt to destroy the other enemy Nexus as well! The team has 30 seconds to do so, and if they succeed, they will be rewarded with Total Desolation, an honor never before seen on the Fields of Justice. Those who secure multiple Total Desolations receive a banner for whenever they play this game mode. Plan your strategies wisely, as you only have the option of team chat and All chat. You can't talk to just blue or just yellow, the whole game wants to see what you gotta say!
Features The Heart of Valoran pits not two, but THREE teams against each other in order to claim victory. The map features a new structure, new jungle creeps and all new “boss” monsters. Let’s take a look! Limiters (subject to change) Limiters are new structures specific to THoV. They act as a combination of both Inhibitors and Turrets. While standing, Limiters can defend themselves, albeit noticeably weaker than a regular turret. Once one is destroyed, a single (or possibly two) "Limiter" minion(s) spawns with each wave of regular minions. However, this minion does not go into lane with the rest of the wave. It heads towards the closest Mini-boss and begins attacking it. Destroying a Limiter counts as destroying a tower and will grant the same amount of gold. Lane specific towers In order to prevent two teams from ganging up on the third, all structures (excluding nexus turrets) can only be damaged by the team that shares a lane with that tower. For example, yellow west lane turrets can only be damaged by red team, blue east lane turrets can only be damaged by yellow and red south lane turrets can only be damaged by blue team. Jungle Creeps There are new additions to this map, including an all-new buff! The familiar Red and Blue buffs make a reappearance in THoV. Red buff spawns at location 1, and Blue buff spawns at location 4. There is also now the Yellow buff! This buff will grant the user increased health regen, armor, MR, and percent health for a short period of time. Yellow buff spawns at location 5. The familiar Wolves and Raptors also make an appearance at locations 6 and 7, respectfully. The beloved Gromp now has a soulmate, Grompette. The two love-frogs live in locations 2 and 3 respectively. There is a new mechanic, however. If you smite one of the two of these camps, you will receive increased damage to the other camp if you attack it within 15 seconds. Bosses and Mini-bosses Baron, watch out! There’s a challenger on this map. Meet Lord Decaroth, Baron Nashor’s evil(er) twin (but the older one)! Decaroth has a few more tricks up his sleeve though. Unlike his brother on Summoner’s Rift, Decaroth is extremely aggressive—stepping anywhere near his pit will have him agro you. His goonies, each situated between two of the three bases, will protect him with their lives. As such, you must kill all three of them off before you can damage Decaroth. As a reward for doing so, the team that kills one of Decaroth’s minions will receive buffs when attacking him! Each disciple gives a unique buff, some gold, and some xp upon his death. But beware, each disciple has only one life and DOES NOT RESPAWN (Decaroth does respawn through his own snakey power); make sure your team can kill him first! It should also be noted that one team can only have two buffs per game, so choose wisely! *Killing Orangus (B on map) earns your team the ability to use ANY crowd control ablates on Decaroth, up to .5 seconds per spell. This includes stuns, taunts, and anything else that can normally be used on champions. *Killing Violetta (C on map) earns your team 10% increased hybrid penetration n Decaroth on basic attacks and basic abilities. Ultimates are unaffected. *Killing Gründal (D on map) earns your team a buff that acts similarly to Statkik Shiv: every time Decaroth’s health bar decreases by 5% of his max health, a pulse goes out, damaging all enemies (including Decaroth) for a medium amount of damage. *Killing any of the Disciples opens up a direct pathway from that pit to Decaroth’s pit. *Killing Lord Decaroth (A on map) himself grants a powerful buff. The killing team receives +10% AD and AP, +5% Armor and MR, and a shield that shields 1000 damage from any turret. This shield regenerates while out of combat and is not affected by anything other than turrets. "Gang-up disadvantage" buffs Say you're Blue team and Red and Yellow decide to be sneaky little buggers and team up on you! Well, there's a Guardian Angel for your team. Called "Gang-up disadvantage" for just this situation, you'll receive strong buffs if the enemy teams both find your nexus to look like a tasty snack. The system has three tiers, but has a requirement in order to activate: Two or more members of BOTH enemy teams must be on YOUR side of the map in order for you to receive this buff. The buff lasts for 30 seconds, but renews every second that the enemy requirement continues to be satisfied. Tier 1: Requires the enemy requirement AND both Outer turrets to be destroyed. Grants +15% move speed and the Limiters (if they are still up) will fire lasers just like nexus turrets, albiet weaker. Tier 2: Requires the enemy requirement AND both Limiters to be destroyed. Grants +10% AD and AP, +8% Armor and MR, and +5% Hybrid penetration, as well as +15% movement speed. Tier 3: Requires the enemy requirement AND both Inhibitor turrets to be destroed. Grants Tier 2 buff as well as soft CC timers being doubled and hard CC being multiplied by 1.5x (damage remains the same). (Tentative) Once both Nexus turrets have been destroyed, the buff will disappear after 30 seconds. It can be reattained if inhibitors respawn, causing the Nexus to become untargetable.
Similarities to Summoner’s Rift Everything on Summoner’s Rift that appears in THoV functions exactly the same. Outer turrets still shoot a singular beam, Inner turrets (aka Limiters) still grant the shield, and Inhibitor turrets and Nexus turrets still fire the lasers. Inhibitors still spawn super minions (that follow the minions wave). Red buff and Blue buff are exactly the same, as are the smite bonuses for Wolves and Raptor. Gromp and Grompette share the same smite buff as Gromp does on SR, in addition to the damage increase for the opposite camp.
Design of the map When creating this map, I really wanted to make it an even battlefield for three different teams. This meant creating an environment that was basically exactly the same for any given side of the map. This basically forced me to make it triangular in shape. However, having seen other fan-made maps for 3 teams, all of them were triangles. So, to be out of the ordinary, I made it so that it was a hexagon. The idea for the bosses come to me when I was thinking of the jungle creeps. I wanted to create something that is on par with the epic monsters on SR. I liked how on SR the map is mirrored, so I decided to do something similar with all of the creeps on THoV. The sides are all the same thing, simply rotated slightly. I haven’t quite come up with map terrain yet, but I’m sure that will come later. The black lines (not the shapes) are all pathways through THoV’s jungle. They all funnel down towards LD, along with some outer pathways from the bases leading to his Disciples. I'm not 100% sold on the placement of Gromp/Grompette, Raptors, and Wolves. I don't really see a place for them but I wanted to include about the same number of camps as SR. I'm also not 100% sold on the names for the bosses, cause they sound kinda corny. I wanted to design this map much like Summoner’s rift in that it has one main directive: Kill an enemy Nexus. However, also like Summoner’s rift, there are several smaller objectives to capture, in this case LD and his goonies. I feel like this map would function very similarly to SR: games would progress with one team’s advantage gradually getting bigger and bigger, but still having the opportunity for another team to explode back into the lead. This is what the LD buff would provide. While the leading team is focusing on killin turrets, losing teams can band together to kill off LD and get back in the competition.
Final Words I hope you like my idea for a new map/game mode! I would love to hear your feedback on this so I can improve upon it, and MAYBE even get noticed by Riot if you guys like it enough. I think it will add a bit of spice to League that we haven’t seen before. Thanks for reading!
P.S. Excuse my crappy Paint skills, I made this late at night and didn't have time for anything else XD
Edits: (6/11/15)-- Limiters DO NOT respawn (they act just like towers) and once the respective boss has died (if it dies), the Limiter minions join the regular wave of minions every 30 seconds. Limiter minions would be slightly stronger than Siege minions, but not nearly as strong as Super minions. Thanks for the feedback!
(6/14/15)- Added specifications on Towers, as well as "gang-up disadvantage" buffs. Thanks for the feedback!
(6/14/15)#2-- Specified that there is NO 2-way chat function. Only All chat for all 3 teams to see.