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The Shadow Labyrinth - New Game Map [Slayer/Hunter/Assassin - Game Modes]

lCantPauseltMom··5 votes·1,563 views

The Shadow Labyrinth The map itself is one giant maze, the setting looking like something straight out of the Shadow Isles. The map size is the size of Summoner's Rift, with walls spawning in a random pattern. The walls shift every 5 minutes, giving the desired effect to split teams up and confuse players by making sure they dont get comfortable with the layout of the maze. There are 5 pockets to the maze: one in each corner of the map and one in the center of the map. Two pockets opposite eachother will spawn a team of summoner-controlled champions, the two spare pockets spawning medium-level monsters that roam the maze to give champions bonus gold, experience, and health packs. There are smaller pockets littered throughout the ever-changing mazes that spawn weaker monsters: some of these attack back and grant bonus gold, some are just slow yet tank enough and grant hp/resource regain, and some are of little health but such high speeds and grant buffs to the killer. The center pocket is like an arena, housing a tough monster you should wish to avoid at lower levels. This respawns 5 minutes after death stronger than before, and once this creature is killed the map is forced to change. If a champion chooses to stand still and not move they will find themselves on the bad side of nature; the stronger neutral minions will begin to track down and target the stationary target, or the maze will change itself to create the space between the target and it's enemies smaller. This maze's fog of war is blacked out: you cannot see where you are going until you move there. As you move you reveal where you have been going, but blacks out when you can no longer see it in your direct line of sight. While on this map, all champions have bonus mana regeneration and bonus gold and experience generation. You can shop anytime. These are the basic layout and "rules" for this map, with 3 game modes to accompany it: Slayer, Hunter, and Assassin.

Slayer: Slayer mode is a simple team-vs-team action, right? Well not quite, as there are different pieces to this puzzle. First off, all vision of your allies are completely lost: you are blind and can only see what your champion can see. The objective is to kill each champion from the enemy team 3 times. How you do this is up to you: find your team, go solo and pick enemies off, its all your choice. Communicate with pings and try your best to kill and not be killed.

Hunter Hunter mode is a total frenzy: find neutral monsters and kill them to earn points. Weaker monsters earn 1 point, moderate monsters earn 2 points, strong monsters earn 5 points. Killing the ultimate monster in the center of the map grants 50 points and a buff for your whole team. Dying from an enemy champion loses points for your team depending on the game time: 1min-6min = -3 points. 7min-15min = -7 points. 16min-23min = -10 points. 24-onwards = -15 points. Killing an enemy champion causes you to gain the same amount of points that team lost from dying to you. The first team to win is the team who reaches 250 points. Champions have unlimited lives.

Assassin: Assassin mode is the free-for-all kill your target. Rules are simple: kill your enemies (Which is everyone, since you are the only one on your team) for 1 point. Kill your target that you are given for 5 points. When your target dies by your hand, you get given a new target straight away. A champion can be a target for more than one champion at a time. If the target you kill is a higher level than you, you gain double points. The first champion to reach 50 points wins.

For all of those who enjoyed The Shadow Labyrinth, check out my other map creation The Forbidden Jungle below: http://boards.na.leagueoflegends.com/en/c/summoners-rift/U4Fpfwpu-the-forbidden-jungle-new-game-map-jungle-feversurprise-partyhaunted-woods-game-modes

15 Comments

RootsOfYggdrasil2 votes

Awesome Idea! I like it :D

There are couple champions I was thinking about:

Teemo : He can Just sit there and wait with his shrooms. Then, when some one comes, BOOM.

TwistedFate : Ulti, See everyone, kill the easiest one.

Rengar : Same thing.

RekSai : What About tunnels? will they stay when the map moves? (Same Question with Bard)

Anivia : Walls xD Block everything. Free-for-all will be the best mode ever.

Ashe : FLY BIRD, FLY AND TELL ME WHERE TO GO1

And Every Champion with an ability to get obver walls. If you dont see is there a place to jump or not, its based on luck.

Also Every champion with vision. Zyra Plants, Warwick , How would this affect the gamemode?

Tehkoa1 votes

Don't forget about Quinn

lCantPauseltMom1 votes

{quoted}

Awesome Idea! I like it :D

There are couple champions I was thinking about:

Teemo : He can Just sit there and wait with his shrooms. Then, when some one comes, BOOM.

TwistedFate : Ulti, See everyone, kill the easiest one.

Rengar : Same thing.

RekSai : What About tunnels? will they stay when the map moves? (Same Question with Bard)

Anivia : Walls xD Block everything. Free-for-all will be the best mode ever.

Ashe : FLY BIRD, FLY AND TELL ME WHERE TO GO1

And Every Champion with an ability to get obver walls. If you dont see is there a place to jump or not, its based on luck.

Also Every champion with vision. Zyra Plants, Warwick , How would this affect the gamemode?

So you pointed out a few champions there that can either grant vision, lay traps, jump over walls or just generally be a nuisance. You wil have to take these champion ideas when you pick your teams.

Oh I forgot it add, it's draft pick. So that rules out a few options if you so like. As for vision abilities, keep in mind that once the vision has disappeared the fog will reveal nothing to them: the fog of war is blacked out in Slayer mode, so they will have a little vision and then nothing.

Teemo would be a double edged sword: okay sure he can lay mushrooms. But keep in mind that if he stays still for too long, he will get targetted by the maze for camping. Adding a simple thing, such as a wraith minion with vision to see invisible, would get rid of teemo invisiblility instantly and make him vulnerable. If need be, can always redue the duration of all traps and placables (tunnels, plants, sentinels, eg...) on such champions by 50% or just limited the amount of traps in general.

Champions that can jump over walls are there for the taking, but whether you jump to escape, to ambush, to seek, or to find, is difficult seeing as you cannot see whats on the other side of the wall. You could be jumping out of the frying pan and into Baron Nashor's mouth, you never know.

freereign1 votes

But then that'll ruin the game and if you do jump into baron's mouth you die instantly? like what happens if your cho with full stacks

lCantPauseltMom1 votes

{quoted}

But then that'll ruin the game and if you do jump into baron's mouth you die instantly? like what happens if your cho with full stacks

Well I assume jumping into any hydra's mouth is a bad idea, and 6 stack cho might just make him choke a little. But you might want a diverse team because you have to keep in mind: there is no summoner pad to heal off. You all start low leveled and may encounter monsters of higher caliper than you are. Picking a team of assassins may seem a good diea for wall jumps, but if you really want an advantage over your team you might need diversity.

Tehkoa1 votes

I mean I wish we had a map that's more an an arena Howling abyss isn't doing it for me. I love the idea but there's allot of things that can be surpassed for it. I mean I can see if they mad it like Azir's ult and make it where you can't flash or go through the walls which would be really cool but then again you know.

lCantPauseltMom1 votes

{quoted}

I mean I wish we had a map that's more an an arena Howling abyss isn't doing it for me. I love the idea but there's allot of things that can be surpassed for it. I mean I can see if they mad it like Azir's ult and make it where you can't flash or go through the walls which would be really cool but then again you know.

If it really came down to it, people with multiple dashes, such as Ahri for instance, could always dash over the wall next to her, move forward, and dash back into the lane again past Azir's wall. It would be about how you played it all out. If the walls were undashable... maybe that would work, but that would also give assassins a huge disadvantage over fighters and other mages who can burst them down before they can even think about escape or ambushes.

To mark a few champs thats have been put out there: -Zyra : So she could have reduced plant and seed duration by 50%. Problem solved, as this would be used more for a brief scout but primarily to attack an enemy champion. -Warwick : Blood scent works as normal, but remember that even with the bonus movement speed from Blood Scent, he has no way to run in a direct line to them if there are walls in his way. -Quinn : Again same thing: Valor grants vision briefly but then that vision is swallowed back up by the fog of war. Tag Team into Valor would be great for speed, but walls between you and your target prevent much of an advantage with such limited vision. -Rengar : That vision from his ultimate does have a longer cooldown, like Twisted Fate's ultimate as well, but that is only one ability he has as an advantage. Sure there will needlessly need to be bushes placed around to make the map more colourful, but even with that jump from the bushes he cannot see whats on the other side of the wall to jump to. The only solidly reliable jump he has is his ultimate, which is few and far between. -RekSai : Rek'Sai, needless to say, would be an excellent champion for this game mode. My best advice would be to Draft ban him in the first place. But short of failing that, the developers could always do a few things here: Put a duration on his tunnels, place them as markers on both his team and enemy team's minimaps, limit the amount of tunnels on the map at any one time, or any combination of the three. His vision while Burrowed can be reduced to a shorter radius.

Keep in mind though the size of the map: these abilities may ahve large radius', but you are trying to find a single or multiple champions in a large-scale map. Having champions capable of seeking enemy champions and neutral monsters will need to be available to help the team. If they weren't, well... There goes 3 hours of your life trying to find your way around a maze to find one high-profile target to secure a win in Assassin.

Tehkoa1 votes

*She (Rek'Sai is a girl) And like I said Azir's ult. Nothing but teammates can go through them. So if they make it so the hedges or walls can't be gone through by anyone then yea. And as you pointed out TF's ult is his only advantage. Also with the walls like that makes Rek'Sai's tunnles useless. But if they made it where you can force the walls to change or something like if they had turrets you can capture (like in dominion) In the center or something. This game mode doesn't seem all that hard to make. If Rito really wanted to they could do it.

lCantPauseltMom1 votes

{quoted}

*She (Rek'Sai is a girl) And like I said Azir's ult. Nothing but teammates can go through them. So if they make it so the hedges or walls can't be gone through by anyone then yea. And as you pointed out TF's ult is his only advantage. Also with the walls like that makes Rek'Sai's tunnles useless. But if they made it where you can force the walls to change or something like if they had turrets you can capture (like in dominion) In the center or something. This game mode doesn't seem all that hard to make. If Rito really wanted to they could do it.

Alright to bounce ideas off you: Azirs wall is only temporary like an anivia wall, once its gone there is a long cooldown so it doesnt matter too much. Ive already stated that killing the middle strong monster changes the maze layout again. But if you killed the middle monster, the strong one, what if it changed the map layout, and gave the team who killed the monster vision of the map layout? Not permanent vision of everything on the map, just a fog of war'd layout. Once the 5 minute change is over, they loose the visiona nd the fog of war becomes black again. And this game mode isnt supposed to be like other game modes, not big on the whole capture turret thing seeing as dominion already has this. Using neutral minions, like the large monster in the middle, as a point of change instead of towers is different than anything else and is jsut as tactical.

Tehkoa1 votes

I like the Assassin idea(even though you ripped it from AC xD)

lCantPauseltMom1 votes

{quoted}

I like the Assassin idea(even though you ripped it from AC xD)

Sorry I dont know what AC is haha, it may have been but it was unintentional sorry.

freereign1 votes

You know what? what about ranged people shooting through walls or you getting vision, looking at your map, and you rightclicking it finding the fastest path to it.

lCantPauseltMom1 votes

{quoted}

You know what? what about ranged people shooting through walls or you getting vision, looking at your map, and you rightclicking it finding the fastest path to it.

So ill explain. Normally the map on Summoners Rift and the like are all visible but in a fog of war, right? Well this map is designed to not be visible at all: You do not see what the layout is at all! One you have vision of something and lose vision of it again, the map goes black like before, so you cannot just use it to map the maze. As for right clicking, well not knowing where you'll go is a dangerous idea. Never know what will pop up sincce you cant see where you are going

lCantPauseltMom1 votes

Oh and what would you guys think of neutral portals? Walking through them will transport you to a random portal or a fixed portal. Can be used by anyone; allied, enemy, or neutral? If you killed the local medium monster near the portal, only your team can go through the portal. Just bouncing ideas.

lCantPauseltMom1 votes

EDIT: Now linked with a new game mode creation. See at the bottom of the post for a link to it. Thanks!

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