7v7 Map concept, 4 lanes, New boss, and seige system.
-The Battle for Piltover-
Feel Free to comment, suggest, and vote on this, I'll be watching this thread daily and updating it often as I can as New things are added, tweaked etc
Over a last few days I came up with a 7v7 map for LoL. This would bring a lot to the table bringing something fresh to the field of play for everyone. To get to business, this map features 4 lanes each with three turrets or just two if three would make the game too long. To make tipping the scales more of a challenge due to the larger size of this map I added a new boss (Haven't though of what that will be exactly. So its not Game breaking if you have it) But this boss will require your full teams help to take down being more of a challenge then baron, and much easier for the other team to swoop in and grab it due to its central location. Team work will be a necessity here.
Each team will have a Fortress beyond their walls Top and bottom lane will each have their own inhibitor, the two middle lanes sharing one larger inhibitor that is set to a higher HP as well as a slightly longer re-spawn time. After that where you would normally see 2 turrets and the Nexus will be their Gate Crystal along with 3 turrets, This gate Crystal is what will keep your team locked out of their fortress that is protected by a one way gate allowing only that teams ally's to pass freely through it. After this crystal is destroyed you may then enter the home stretch a one lane hall leading to their nexus. This hall will have a few Great Turrets in the center of the lane, They function the same as the normal turrets but are larger/ more decorative, and have a higher Health to offset the 4 lanes of minions on both sides running down this hall as well as a higher attack power. Behind this is the master Inhibitor looks a bit more decorative then the normal inhibs but it functions the same as the other normal inhibitors; granting your teams minions the siege buff gaining more power but become slightly slower, that or you will gain a battering ram/cannon in your minion group, this unit would have a very high damage to structures, a low damage to champs, and a high defense. Then the nexus will lay beyond that guarded by two great turrets. When the master Inhibitor is destroyed the defending teams minions will get a home guard buff only increasing their attk, their def, Hp will stay the same.
Now The first level of inhibitors will only re-spawn if the gate crystal is up, and the gate crystal will only re-spawn if your team recaptures the gate, this is done by 1 team member channeling the gate crystal, starting the re-spawn clock, After the clock starts the enemy team can then channel the crystal themselves and stop the re-spawn so you have to guard the crystal till its back up, then your inhibitors can re-spawn. The Master Inhibitor will always re-spawn after being destroyed as long as the nexus is up like the normal inhibitors do in classic. Also neither team can target / attack each other if your behind the gate when its up, so that the ally team cant just camp behind the gate and snipe enemy champs etc.
NOTE: Players spawn will be at the gate crystal until the crystal is destroyed pushing the shop and the spawn inside the base. Spawn will not return to start location if the gate crystal is restored.
This map/game is supposed to make you feel like your part of a grand siege, sporting more things to kill, and feel like a flood of death is raining down on you if your unfortunate to be on the loosing side watching 4 lanes of minions and 7 champs running down your hall.
-Late game when one team is at their gate trying to get to the nexus the teams should ideally be at 18 on each side and at max gear or almost max gear so this part is mainly a skill/buff matchup then who has the better gear.
-This game map and mode will have to have re-spawn times of champs to be messed with due to the game being much longer possibly, as well as exp rates.
-Rough estimated game play time 1hour-1hour 30mins.
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-=-Added Features, and Player suggestions-=-
**Everything is subject to change for the sake of balance, etc... or if a better idea comes along to add on or change the design etc. Any and all input is happily accepted on by both players and Riot staff. With any luck I hope this seems like a great idea, to bring a larger battle type to this game. **
***** Player Suggestion: New Jungle buff in center jungles, due to the larger map scale? Yellow Buff?? (Speed bonus to movement, or maybe Higher Crit chance???)
***** Player Suggestion: Recommended lanes---
2 Top, 2 solo mids, 2 bottom, 1 Jungle.
1 top, 2 solo mids, 2 bottom, and 2 jungle.
8v8 2top, 2 solo mids, 2 bottom, and 2 jungle.
***** Player Suggestion: Piltover Theme (City streets for jungle/lanes Plays its a jungle out there song)
Police station base, and
Jinxes Workshop for other side??
***** Player Suggestion: Arms shop in the center adding buff of something instead of bank?? Only two way to get to it via jungle, Also is what is pumping the toxic chemicals into the canal???
***** Player Suggestion: Canal running through the city, with each lane having a bridge across it. You can go into the canal but take either a speed debuff, or light damage from sewer sludge?
***** Player Suggestion: EVENT IDEA: Vandal/Police/Piltover skins etc. To get Vandal stuff you have to take down Police side turrets/take the factory etc. maybe? To get Police stuff you have to take down gangs and take out Gang side Turrets/factory.?
***** Player Suggestion: Jungle Creatures Police side: Gangs, mafia groups. Jinx side: Police bots, and Officers.
***** Player Suggestion: Dragon would be a Rampaging Rino in the zoo near the port side. On the top side replacing baron would be a malfunctioning Police bot in the ruins of the bombed out bank. (A tip of the hat to the jinx cinematic)
*****ADDED: Police station start for Piltover theme . shop would be in a little market kiosk at gate, and then behind the customer server counter in the station after gate is gone.
*****ADDED: Jinx workshop start for Piltover theme. shop would be in a little market kiosk at gate, and back by the window/ workshop bench In the back of the room.
*****ADDED: Piltover Laning map, as well as Canal layout, What jungle holds what buff, and the over theme of the jungle.
*****ADDED: Piltover Small bridge design Ver.1
*****ADDED: Piltover Small bridge 3D Ver.1
*****ADDED: Piltover Police Start 3D Ver.1
*****ADDED: Piltover Lighting Lamp Ver1
*****ADDED: Piltover Tall Lighting Lamp Ver1
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-----------------------New DATA/Picture links will be below this______
Piltover Version: City layout Ver1: HERE
Piltover Version: Police station design Ver1: HERE
Piltover Version: Jinx workshop start Concept: HERE
Piltover Version: Minion Design OR Bank boss Keeping the bank safe, safe. HERE
Piltover Version: Small bridge design Ver.1 HERE
Piltover Version: Small bridge 3D Rough Ver.1 HERE
Piltover Version: Small bridge 3D Rough Lighting HERE
Piltover Version: Police Start 3D Rough Concept V1 : HERE *Red=Turrets, Yellow=Shop, Purple=Gate Crystal
Piltover Version: Gate Crystal and or Nexus Holder: HERE
Piltover Version: Lamps Start Rough: HERE
Piltover Version: Lamps Tall Rough: HERE
--Disclaimer etc.-- ** Riot @Riot is free to do as they wish to this idea etc, and change things as needed for better balance etc. etc.**