5v5v5
this would be a great tweak to rift for URF Riot please look this over
this would be a great tweak to rift for URF Riot please look this over
But which direction are the mid-lane minions supposed to go?
Unless each mid-lane sends two waves of minions and sends one wave up each fork, then there is no fair way for the minions to decide which way to go.
Double the minions means double xp and farm, mid lane quickly becomes most important on team.
Good idea, but there are a lot of things to iron out first.
Also curious what the third legendary creature would be (for the third section of river/water/whatever it is)
EDIT: Add another set of 5 to make it symmetrical, essentially 2 separate teams of 5 each with their own nexus against another 2 separate teams of 5 with their own nexus.
Nexus breaks, that team of 5 stops. But then it would be 10 v 5 and would take a miracle to come back from that.
So... the meta just shifts to have two mid instead of two bot. 2v2v2 makes more sense anyway - a 1v1v1 mid will just become a 2v1. Sure, some people will try to hog the experience for themselves - but they'll be 4v1.
Overall I think the map should be smaller. There should be one lane turret per lane (will, two, but one for each side); and there should only be three sections of jungle, not six - so that junglers must gank or contest in order to maintain their usual quota for monsters.
3 v 3 v 3 v 3 free for all makes a lot more sense. It'd keep one person for each lane. Each lane leads to a different opponent. When that opponent dies, each lane leading to that opponent's nexus shuts off the minion flow. Effectively, the map shrinks to accomodate the new team. I don't honestly know how you'd work the jungle. Probably four camps in each quadrant, no buffs, fairly weak.
I think the third legendary creature should be another dragon, for several reasons.
One is that one creature will be extremely difficult to access for one of the teams. Every team will have a creature they can't access it very well. Dragon is already an impactful buff, particularly when you can get several, so if your team doesn't have easy access to Baron, they are in good position to dispute 2 dragons potentially. If you don't have easy access to second dragon, you at least have easy access to Baron.
Second is that a game with 3 teams of 5 could potentially be really long. Even if you sort of "align" with one side to crush the other, it still takes time, and then you have to turn around and fight each other. In a perfect crush I still estimate, what 10 minutes as being the fastest time to beat a single side with 10 allies? This is all theory of course and would need to be tested, but assuming you crushed the other 5, you are still going to fight the other team for at least 20 minutes. And that's assuming super fast pushing. Dragon stacks makes your pushing power much better, so having 2 dragons can potentially speed up the games by having more opportunities to get that coveted 5-dragon stack.
Third is that there are less Dragon stacks available for any given team, so having 2 sort of makes up for there just being too many people who want that dragon. Supply doesn't meet demand--so there's still fights over them--and you still would like to prevent other teams from taking Dragons.
This is all based on theory-crafting though. I'd love to know about actually findings of having a "tri-map" like this, what problems they would encounter and what solutions are available.
Center could be ultra baron with health regen that's strong enough to counter 3 waves of minions
i think 50 % to left 50 % to right
I think 50 % to the left and 50 % to the right depends on how many minions are left
"if you kill green team first we honor u" "k"
LOL
[{quoted}](name=Treasure Goblin,realm=NA,application-id=LFfTlAky,discussion-id=J4N8Hadj,comment-id=000d,timestamp=2015-03-17T01:43:14.237+0000)
"if you kill green team first we honor u" "k"
I can see a good way to prevent two teams from ganging up on one team. If one team destroys an enemy nexus, THAT destroyed nexus now spawns super minions for the team that destroyed it (in the form of pushing power) and/or an additional buff of some kind (like the permanent dragon buff), which gives them a great advantage against the remaining team. By doing this, its less likely one team will want to form an alliance with another, since they'd be at a disadvantage if they didn't break the nexus when they teamed up and now have to fight a buffed up version of the team they had allied.
The team that had it's nexus destroyed would be sitting waiting for the game to end like, wth? Also this map design can hardly handle epic monster placement.
The team that loses first spawns as urf ghosts and can auto players for 1 damage and give vision to both teams.
I like the concept. But it should be two alliances of two teams fighting eachother. If one teams nexus falls, they cant respawn, but if they destroy both of the opponents nexuses before they get wiped, they still get the win. Also, your map is not symmetrical in the jungle.
I dig it, if only because with 10 enemies, Katarina could be scoring DECAKILLS, screw Hexakill, this is the real fun shit.
Karthus ult
5v5v5v5 or 3v3v3v3 would be better, cause it make it more balanced and even. Keeping 2 teams from ganging up on 1.
A picture of a possible 5v5v5v5 map, with an octagonal lane setup. We could have the nexuses at SW/NW/NE/SE, or we can go W/N/E/S. Midlane minions would go straight. I think.
Think of it, the teamfights in this, if all 4 teams clashed, would be epic.
Ummmm....

Kat's ult can only hit 3 people at once, and she's easy to shut down, so I'm not sure what you meant by putting her in.
Karth, though? Yeah, his ult might need a little tweaking for this.
I can see it now... #BattleoftheFourArmies
Oh god, Elise, Yorick, and Zyra on a team together, with an additional 7 teammates. A true army rises.
Too much lag
There is no fair way to have a mid lane in something like this.
What about something more circular? So that you are playing against both teams at once but they can't both come at you from the same direction? Have a piece of jungle on either side of the ring with no jungle next to the nexi.
And it's now twice as likely that the enemy team will have someone DC/Ragequit! Fun! /sarcasm
I got some weird looks when i saw this, it made me smile and go "Ohhhhh thats real nice", right in the middle of class....damnit.
/not awkward
As cool as this sounds (and don't get me wrong, I REALLY like the idea), I unfortunately do not see it working very well. A 5v5 is already a handful, with one team having to worry about 5 other people. Your now throwing in ANOTHER 5 people for one team to worry about.
Also, whichever team is viewed to have the "stronger" champions will get focused down and destroyed by the other 10 players on the map.
Teamfights would be strange as well, because if two teams go at it, and the resulting teamfight is quite even, the third team can come in and clean everyone up. If you get all 3 teams in the same area fighting.......well........that would be on hell of a mess.
As stated earlier, you will also need a third legendary monster. With Dragon and Baron being distinctly different from each other, what exactly could Riot fit into the map to make it all even? If anything, you may have to have 3 legendary monsters that are exactly the same, and give the same bonuses, but those bonuses get even better if you kill more then one of those monsters.
I think one way to fix this map is to not have a middle lane. Make it a perfect triangle, with only two lanes reaching from the teams bases, but have a large area in the middle with one hell of a monster in it (a monster better, bigger, and badder then Baron........similar to how Riot fixed up the Dominion map for the Ascension game mode). Each tri-section of the map would house a smaller strong monster (similar to baron and dragon, but much weaker) that gives a certain buff to whoever kills it, but a stacking buff if you are to kill more then one. Then, each tri-section would also house 2 even weaker monsters (on par with red or blue buff) that gives buffs similar to that of red and blue buffs on SR. As you can see, this map would be MASSIVE.
Since it will be so big.......I'm thinking it might be wise to add in a third turret to the lanes (you would have outer, mid, inner, inhib, nexus), but that might be taking it a step too far.
As for minions, since this map would more then likely have 2 people going to each lane for each team, the lanes could have 4 more minions for each wave (2 melee, 2 casters) and an extra cannon minion for whenever the spawn. This should keep the economy of the map at least on par with SR, to a degree.
With the size of this map, it would extend game times by quite a significant amount. If you play on this map, you're in it for the long haul (this is why SR has an average game time of 40 minutes, whereas ARAM has around 25 minutes). Thus, tweaking the amount of experience it takes to level up, and also tweaking the amount of experience everything gives when killed would be crucial so that all 3 teams aren't sitting at level 18 for half or more of the game.
Yeah......there would have to be A TON of tweaks and balances made in order to get this map to work.
What if you got rid of the middle lane and each side only had two lanes like in TT.
That is... actually quite interesting
THIS. A massive jungle bounded by three lanes. This could open up all sorts of new objective types for a huge jungle, maybe a "neutral" (NPC) faction that has semi-mobile epic monsters analogous to champions and their own minions. I don't know where they would go though.
The ever present issue with a map like this is a 2v1 where it turns from 5v5v5 to (5+5)v5. one way to dissuade that would make it so that whenever enemy players from more than one team are near a tower, the tower deals double damage and gives an armor+MR aura to nearby allies. Riot already has proximity related tower buffs (like +armor when there are no enemy minions nearby), so putting something like that in to deter double teaming could be very effective. If that particular idea doesn't work, they could make it so that whenever there are towers missing from both sides of the map they gain bonus armor and damage for a short time.
This is a terrible design. One team would always either get destroyed fast or sit back and take advantage of a team.
There would be no correct answer. 5 man push to red team? NOPE cause blue team will 5 man push you forcing you to go back. Oh a team fight? Lets let red and blue team fight and then we will just clean up afterwards. Blue team aced? Can't push their base cause red team will 4-1 push us. The game would be a split push/extended laning phase game the entire time because you cannot abandon your lane (allowing for snowbally lanes) or else the other team will take advantage UNTIL 1 team gets defeated and becomes a 5v5 in which the team that's ahead will win.
I think the idea is pretty great the way it is. Middle lane could host two sets of minions in each lane per wave. To compensate for the higher number of minions (four sets for each laner to attempt to farm), the experience and gold earned for these minions could be reduced by roughly three fifths. This would allow the pressure to remain consistent without any extra value being placed on the midlane. This would also set someone back far less if they miss a wave in the mosh pit that mid would become.
The only problem that arises is in the early game. Mages and Assassins that typically reside here do not possess the waveclear needed to take on four sets of minions. The resolution to this could be that these minions also have reduced base health/defensive stats in the early game, but scale up to normal by the end of the game. That way their damage could remain enough to deter two teams midlaners from teaming up against the third, but they would be squishy enough for the waves to be cleared fast enough.
Overall I think this is a wonderful idea and I would like to see how it functions on the PBE at least. This could, in my opinion, become an alternative, or possibly a replacement, to the current 5v5 map as the standard for league. There would be much more action, skill, and diversity required, which would make the game more enjoyable for those experienced with the game.
That is horribly unbalanced.
This isn't about balance this is about fun.
This is less about fun and unbalanced and more about not functional at all. 3 lanes intersecting, where do minions go? Whats to stop people from teaming up on another? What happens to players who lose? Do they just get kicked out? Do they leave? Can the game even pretend to support 15 people in 1 game?
lmao people like you are so boring, always up to nothing but blah blah this blah blah that. If you don't like it, doesn't mean it's not going to be fun, you think so lowly of things that's probably why you're such a dull person. I bet you probably don't even like any of what Riot comes up with or anyone.
If their nexus is destroyed then they can't respawn I would guess. But if they're still alive before it's destroyed then they'll stay in the game until they die? But they can still buy items from shops and such.
Okay. So you expect people to sit and wait for the other people to end the game. That's your view of a exciting new game mode?
Where do minions go? What stops 2 teams from ganging up on 1? Can Riot servers even support 15 people in 1 game without having framerate/lag issues up at the ass? (no)
Sounds like it would be laggy for some people. Maybe 4 people per team. Oh fun idea, what if mid lane has a powerful minion that supports can support rather then another champ.
logged in just to upvote, this would be a genius idea for a new map. :D but rito bein rito... "Oh no they thought of that before us guys, guess we can't do that anymore!" or... "Great idea! Let's throw it out the window!"
Queuing for this map would be awful. That said, I'm never against new game modes, but I don't see this happening any time soon, if at all.
How many times has this been thought of before? I think a 3v3v3v3 would also be fun.
This would needs to be called something else, not SUmmoner's Rift.
Maybe have no mid lane and have the center be some kind of objective?
This is a modified version of the original poster's, but I feel that incorporating The Crystal Scar mechanics into a SR-TCS Hybrid map perhaps.
I'm not an avid Crystal Scar player by any means, but I feel that there could be "neutral turrets" that could be claimed and reclaimed, or simply claimed and destroyed, while giving the teams a choice whether to secure a turret, or help with leashing a buff.
I also believe that there should be a center of the map the is a jungle, with the Baron Nashor, naturally at the center of the map, being equally available to all teams.
There should still be two buffs for each team, but I don't believe there should be TWO dragons. There could be a dragon in the center jungle such as the BN, but incorporation of monsters that fall in-between the level of power of dragon and jungle buffs, one for each team, with each located directly between each base.
MAP KEY : Pentagons-Nexus Diamonds-Inhibs Dots marked with "T"-Turrets Dots marked with the following- LLM- Lesser legendary monster(less than drag) LM-Legendary Monster(BN) Rivers-Rivers(duh)
I also think that if the rivers could be implemented in the center jungle more, and be replaced by uncrossable rifts or crevices, it would make teamfights and invasions much more interesting.
I think 5v5v5 would take ** SO VERY LONG ** to finish a single game. 5v5 already takes on average, what, 30 minutes? Sometimes as much as an hour or more? What would adding a whole other factor of 5 more players for both you and the (first) enemy team do to that time?
I don't want to make it sound like I don't think this would be fun as hell, because it would, but it'd be such a potentially huge time sink for players to have to commit themselves to, it would probably see play for the first week or so, and then slowly die off because most players dont want to spend more than 35-40 minutes playing a single match. :(
If they were to make a Team A vs Team B vs Team C mode, it'd likely have to be 2v2v2 or 3v3v3 at the most. But honestly even that would be really fun.
[{quoted}](name=Noctes setcoN,realm=NA,application-id=LFfTlAky,discussion-id=J4N8Hadj,comment-id=0022,timestamp=2015-03-17T10:47:35.518+0000)
I think 5v5v5 would take ** SO VERY LONG ** to finish a single game. 5v5 already takes on average, what, 30 minutes? Sometimes as much as an hour or more? What would adding a whole other factor of 5 more players for both you and the (first) enemy team do to that time?
I don't want to make it sound like I don't think this would be fun as hell, because it would, but it'd be such a potentially huge time sink for players to have to commit themselves to, it would probably see play for the first week or so, and then slowly die off because most players dont want to spend more than 35-40 minutes playing a single match. :(
If they were to make a Team A vs Team B vs Team C mode, it'd likely have to be 2v2v2 or 3v3v3 at the most. But honestly even that would be really fun.
Well, first of all they can start by making the map smaller and minions maybe a bit tougher in terms of pushing damage to reduce the time it will take for a game to end. I don't like the sound of a 2v2v2, it would feel mehhh when one of your lanes are losing imo.
But please Riot make a game mode of any kind that features more than 2 teams, I'm exhausted of playing the same game again and again, WE NEED VARIETY.