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New Mode/Map Idea: Jungle Brawl (Multiple Teams Death-Match)

SaltyToplaneGoat··4 votes·793 views

Ok, we might need a completly new map for this, but whatever.

So, what could be a mode that isn't just some cheap rip-off of the ones we already have? To create such a mode you simply need to scrap the basics of the current mode: 2 teams fighting to punch the other team's crystal to death. That's nice and all, but we want a NEW gamemode. So how we do this?

I would propose a map with multiple teams, 3 or 4 teams with 3 players each. There is no Nexus to destroy and no lanes, instead the entire map is a jungle area (although there are different areas, being good or bad for different types of champs each.) The goal is eliminating the enemy teams. Sounds simple until now, no?

Let's make it a bit more complicated: of course you are not out the moment you die, for you can use revive trinkets. The moment a team runs out of revive trinkets they lose, making the winner that last team standing. (Since there are no bases the revive will be close to a team member that is out of combat. If all dead, one will revive at a random spot in the map).

But if there are no bases, how do you buy items? My idea would be multiple shops scattered around the arena (all with the same items ofc), that can be accessed by any team - so be careful or this shopping trip might end deadly. There should be some healing areas as well, but they are also to be fought over (you only get the heal out of combat).

Next problem: gold. Since there are no minions there have to be alternative ways to get cash: increased base income would be one way to solve this, another would be jungle camps (or maybe even ROAMING mobs? Imagine a monster that is worth a lot of cash, but to kill it you have to chase it across half of the map. Like a fast scuttle crab ^^) .

Another way to generate income (and get players to fight) is to have altars like on Twisted Treeline. But please without the capture-lock - or at least make it very short lasting.

Why do I propose such a weird gamemode? It's about the feel. Right now Summoner's Rift and TT, as well as Howling Abyss are just the same, with a few tiny differences while barely being different in the core concept. And Dominion... well... we all know what happened to THAT mode, no?

Back to topic: this is a mode that should encourage teamplay and high level cooperation in small groups, as well as completly turn the concepts of "normal" league upside down (because that's what a new gamemode is supposed to do! Why recreate the same thing anyways?): you have to fight over shops and healing places. You have no set base, the entire map around you is possibly hostile - and your only objective is to brutally murder everything that crosses the path of your team (or squad, not sure what name would be better here ^^)

So, what do you think of it? How can this be expanded? And most important: How can this get more AWESOME?

I'll be happy to have a discussion here ^^

18 Comments

Newb the Legend2 votes

I would play this gamemode for sure

SaltyToplaneGoat1 votes

Glad you like it! :D

yack d2 votes

Do you think that the new map for this game mode should be similar to the size of the Rift or different?

SaltyToplaneGoat1 votes

It would depend on how many players you have in total, but I can see the map being even slightly bigger than SR - after all we have no set points like bases and lanes to care for - not even symmetry. It could be just a giant chaotic arena ^^

Personally, I think this mode would play best on a map slightly bigger than SR, but that's up for testing I guess...

Me actually1 votes

I really like the idea of a multi-team death match. It appears that you thought this out very carefully, trying to solve problems that could arise. One suggestion - make team bases that serve only as a respawn point for players.

SaltyToplaneGoat1 votes

Glad you like it!

I had that idea, but then scrapped it, because creating a spawn point is pretty much creating a point you can camp and ruin someone's day. I'd propose keeping the Respawn to the position of allied teammates - this also prevents us from having to design the map symetrically. If everyone can theoretically revive everywhere there's no reason to design the game in between two (or more) respawn points - resulting in a more unique and chaotic map, setting it apart from the "normal" gamemmodes we have ^^

Me actually1 votes

Hadn't thought of that...

SaltyToplaneGoat1 votes

Well everything has pros and cons somehow, depending on what we want the result to be ^^

On another note I'm kinda sad I'm barely getting feedback here... they should promote the maps&modes boards somehow - compared to Gameplay&Balance it seems pretty much empty...

rampaging poet1 votes

The "spawn point" issue could be partially alleviated in the way it was in Ascension: give everyone the ability to teleport out of base. With a radius from base instead of fixed spawn points it would be hard to camp spawn, and the possibility of being flanked by respawning players teleporting in would give teams a little extra control of the area around their base.

SaltyToplaneGoat1 votes

Yeah, warp in, but making foxed points for that would force us to design the map around it. I think warping in next to a alive teammate is a good idea. If no one is alive, random warp in for the next one to respawn at a random area, slightly away from enemy champions.

Mr Jimir1 votes

To be frank, this sounds awesome. Would not be beginner friendly though with the scatter shops that can be ganked. So, maybe a more limited item pool to shorten browsing/searching times? Or just simpler items in general?

Also, maybe your "alters" could basically be a small gold generating boost with a short lock down, but to compensate, provide vision in a greater area than the alters in TT do? Also, where there are multiple teams, it might be good to make them more contestable. So instead of taking the full amount of time to lock them in, they could take half the time to turn neutral, then the other half to lock them in. While alters are neutral, maybe they could provide limited vision. This way if two teams are fighting for control of an alter, a third team could see this fight and join the fray.

SaltyToplaneGoat1 votes

Ah, good to see my idea this well recived ^^ My ideas are never intended to be "beginner friendly". You join the game, get stomped and then you learn... that's my philosophy behind it. If you want to help beginners I would suggest making a special tutorial for the mode.

Well, one should improve the shop interface. Also, maybe tell players in the loading screen to this mode: "be quick at the shop, it's dangerous! Know what you need, get in, get out!"

If we need special items for this mode is the question, but this can only be seen after some testing.

To the altars: I'm in for granting vision to all units currently on top of it. Even allied ones, to make "camping right on top of it" a less attractive option. Going half-neurtal as you suggested might be the best way to do this...

Mr Jimir1 votes

I was thinking that the alter would only provide a larger vision buff if it was locked in for your team, or possibly not provide any vision for the opposing teams. But yes, when neutral, then everybody could see units currently on top.

SaltyToplaneGoat1 votes

Hmmm surrounding vision is not a thing I would tie to an income-generating structure that might as well give buffs to the holding team. In a small area around it at most then I would say...

Mr Jimir1 votes

By a larger vision buff if locked in for your team, I meant the extended vision would only be visible to your team, not the opposing teams, while the alter was locked/controlled by your team. The vision directly on top of the shrine would remain. Or, again, denied altogether when locked.

Also, when I was thinking of clarifying this, I realized that there is a fundamental difference between a shrine being locked and only being under control (the time after the lock has ended, but another team has not yet contested it to neutral). This might be another way of introducing buffs/debuffs. Maybe less of a buff while locked? That would encourage teams to not allow alters to be contested to neutral only to immediately kick off opposing teams and re-lock the alter. The longer it is unlocked, but under their control, the better.

Another possibility I thought of would be having another neutral/contestable thing, like a shrine that slows opponents walking past. Could lead to traps not based on buffs but debuffs, encouraging hunting rather than camping.

I'm sure there's other things someone familiar with desgin could come up with.

SaltyToplaneGoat2 votes

To keep things dynamic I would oppose "locking" altars. One something is locked it becomes uninteresting and every benefit this shrine would give in it's surrounding would be pretty much pointless.

Another thing such a shrine could do once you hold it: Every X seconds shrine acts like a radar for your mini-map. Showing you where enemy movement is (think rek sai passive,l but way more range) It shows you where someone is, but not who and what team he belongs to.

Would be a neat thing to add. With multiple teams you gotta be careful where they are and what they might be planning - or if they are about to fight each other ^^

Randomonium1 votes

This would be a fantastic game mode as long as the focus was objectives rather than killing. If it was just a death match with no depth then assassins would be the only class played on this map.

I think you would have to fill the jungle with monsters to give teams ways to get back into the game if they fall behind in gold/exp. One idea I had was you could have a bunch of nodes on the map and if you capture multiple nodes in the same area all the neutral monsters between those nodes join your team. This would reward players who went more support based champions and could give carries an expendable tank line to protect them.

SaltyToplaneGoat1 votes

I'm not sure how the terms "death match" and "focus objectives" can be combined...

You already have objectives in the neutral shops and healing areas, as well as possible altars for income generation (and maybe exp).

Champions can be especially balanced for this mode if needed tho. Keep in mind that there's no lane or minions to farm - also Assassins early are mostly kinda... meh. While they would be strong in midgame I guess, early they would be a dead weight to the team...

The plan is to have 9-12 players from 3-4 different teams roam this map. Adding jungle monsters would force us to set spawn locations that would need to be "fair" again, frocing us to make the map less chaotic and more symmetrical again...

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