3 Teams, 1 Map

Ikiimoni·9/27/2014, 9:50:15 PM·176 votes·24,015 views

2.0! New Questions Added! Improved Format!

I don't know exactly what this map would be called, but it would focus around the fact that there are 3 teams in the game, rather than 2. The map would be circular, and have four jungles, like any other classic game mode. I present this idea because I feel there should be a dynamic map, where everything can be hectic, and rather than the game feeling like a battle, it feels like a war. In order to format how I feel the information should be presented, the following lines will be a Q&A, on what I could expect to be asked to me. A diagram of the map for this arena is attached.

http://imgur.com/8dJEMpe


Q: There are usually only two teams, what would the third team be called? A: The teams would be called Blue, Red and Yellow, named for the primary colors.

Q: What happens to the people in 3rd or 2nd place after defeat? A: Both would have their placements shown in match history and after being defeated, rather than defeat. Also, 2nd place would get about 90% IP/XP of what a winner in a summoners rift match would get, but the 3rd place would only get 50%. Since there are three teams, the team that gets 1st place would get far more IP/XP than usual, since they had a lower chance of success.

Q: When a nexus is destroyed, what happens to it, as well as any other remaining structures? A: Minions would continue marching clockwise/counterclockwise as if nothing happened, but with a different path. Inhibitors for the 3rd place team would lose the benefits to the team that destroyed them, and turrets for the 3rd place team would crumble. Notice the path that leads between the team jungles and the central jungle. Minions would start marching down those paths, saving time and distance, so they don't have to make a lap around the entire map.

Q: What is the difference between the team jungles and the center jungle? A: The team jungles would carry buffs similar to blue/red in summoners rift, and they would have lower level monsters, and basic buffs. The mid-jungle would be much more rewarding, with stronger and more rewarding monsters as well as a boss monster similar to Nashor, possibly even stronger due to the amount of summoners.

Q: Why are there no bushes on the image below? How are we supposed to hide? A: I made the diagram in MS Paint. Don't expect me to put bushes all over the place with that. I trust Riot to place bushes wisely, as well as abundantly enough to make Summoners feel at home.

Q: What would the Stats Overview track for this map? A: Assuming this was filed under Classic Mode, the same things. If this was its own game mode entirely, probably amount of times in 1st Place, Takedowns, and Minion/Monster kills.

Q: Assuming there was ranked, how would people gain and lose ranks? A: 3rd place would lose points, 2nd place would stay still, and 1st place would gain points towards the next rank.

Q: How large would teams be? A: I think that there could be 3-5 players on each team. There would need to be at least one person in each lane, as well as a maximum of two junglers. If there were 5 players, I would suggest two people in each lane and one jungler.

Q: What about global effects and spells, like Karthus' ult? A: Items and champions are always tweaked from map to map. Assuming that Karthus can't specifically choose one team to attack, it would either be a completely different move, or have even less damage.

Q: Would a Decakill be possible? A: Assuming there 5 players on each team, of course. There would be in ascending order, a kill, a double kill, a triple kill, Quadrakill, Pentakill, Hexakill, Septakill, Octakill, Novakill, and finally Decakill.

Q: If a member of Team A got a kill on a member of Team B, is it possible for a member of Team C to get credit for an assist? A: Yes, although the XP and gold gained would be slightly less.

Q: How would the lobby work for the team that places 3rd? A: The team in 3rd place would have an option to either spectate, or go straight to a lobby, where they would give honors as well as report people as usual.


item 3067HOT TOPIC!!! Q: What about 2v1?!!?!?! A: So. Many. People. Commented. Let's put this in a description of how the game could work. Team A can't privately request that Team B helps them with Team C. There is only team chat, and all chat available, no chat for specific teams to see and not see. Also, Team A and Team B couldn't all go in one lane together, having 10 players in one lane. If Team A went to the Team B-C lane, they'd have to deal with twice as many turrets shooting at them, as well as both team's minions and champions dealing splash or AoE damage. Team C would have enough protection from a gang-up in order to stay safe, and deal with all the foes effectively. A team is supposed to have an even amount of champions in the clockwise and counterclockwise lanes, any leftover champions in the jungle. A Decakill should only be possible if the enemy is pulling a dumb move and trying to swarm one lane, or if every single champion is in the jungle. Deserting a lane in order to push on a specific team is completely stupid, and again, two teams have no way to communicate without the third team seeing as well.


Please leave feedback, as well as any questions below! I'll make sure to try and respond to them, as well as add them to the above lines.

** I am aware that by posting this idea, I am giving Riot permission to use my idea, as well as alter it without telling me, and I accept that fact.**

142 Comments

RiotRiot Reinboom9/28/2014, 10:31:44 PM45 votes

In order to address the 2v1 problem that's being brought up quite a bit, I would recommend taking a page out of the (most recent) Civilization board game. In that board game, if a player takes the capital city of another player, that player wins the game. It neatly solves a lot of the problems 3 player games present.

Old Man Teeto9/28/2014, 1:57:07 AM17 votes

The problem for having multiple opponents is alliances.

Lets say Team A killed two members of team B and is now trying to take their turret.

If Team C was "pseudo" allied to Team A, they could double dip the damage onto team B by taking a turret in the other lane and it's effectively a 6v3.

On the flip side, if Team C wasn't allied team A who just fought Team B with their CD's gets stomped by team C.

If you've ever played Risk with 4+ people, you'll understand as whoever is winning ends up being ganged up on by everyone else. It's one reason why the game takes so long to end.

Teams > 2 are poor gameplay and unbalanceable.

The time it would take for them to make a new map to make this a temporary game mode would be fairly extreme as well. Thus I hope they don't decide on this.

Voidzilla9/27/2014, 10:17:05 PM14 votes

This seems like a very interesting - and fun - idea. I would like to see Riot maybe explore a little outside their comfort zone with an entirely new map/format like this.

Ironclad Dragon9/28/2014, 12:53:48 AM6 votes

I like the sound of Novakill.

Lord Milutin9/27/2014, 10:31:56 PM4 votes

I love this! It is unique, fresh and what we need (featured game modes are getting SLIGHTLY less exciting). RITO PLS! :)

PapaFizz9/27/2014, 10:07:07 PM4 votes

Instead of placements couldn't we have 2 losing teams and one victor? Surely that would make the game even more competitive.

TB Wolf9/28/2014, 6:50:31 AM3 votes

Honestly, I would play the fucking shit out of this.

dialMARK4acti0n9/27/2014, 11:03:07 PM3 votes

#BetterthanTT

Kira Onime9/28/2014, 3:58:39 AM3 votes

Just gona be picky and say "red, blue and yellow" are NOT the primary colors, they're mostly secondary.

Primaries are "yellow canary, cyan and magenta".

/off topic.

Steelflame9/28/2014, 7:56:15 AM3 votes

The biggest issue I see with such a thing is a "backdoor blast" where A team kills C nexus, B team kills A nexus. A team lost because they went on the offensive, despite not doing bad. This would trigger a game to stagnate near instantly, as everyone becomes too scared to go out and attack the enemy base. This effectively makes it so that a team has to be able to 1 man army against an entire other team, either on the attack, or on the defense, for the game to ever end without the first team to actually try and make a play lose.

You COULD have it be that when one team kills an enemy Nexus, their own base is fully restored, including inhib towers, while they are TPed back to base and revived, but that is a very big "chunk" to do to ensure that A team in that example doesn't auto come second because they tried to end it.

Rew7119/27/2014, 9:59:10 PM2 votes

This is the perfect map for the Minion Collector Game idea I thought up. Its like Hungry Hungry Hippos only with minions

Oh and we call them the Trentiants.

Wullf9/28/2014, 10:48:13 AM2 votes

problem with three teams games is that two of the teams will aways at some point gang up on the third one and then duel each other.

Cendrillium9/28/2014, 6:48:45 PM2 votes

I think 4v4v4 would fit best with this map-layout. Possibly even two junglers per team since, naturally, jungle dominance will be a focus. Meanwhile, having tanky solo laners would let them farm up and be ready to rumble.

I'd say having something like Trynd and Malphite lanes (ap tanky and ad bruiser) with Evelynn (waveclear) and Nocturne (natural compliment, dps) jungle roaming together would work. Mages would probably also roam jungle.

New jungle item exclusive to map for sharing ~40% gold at early levels and 80% at max item level, with like 50 hp 5hp/5 40% passive -> 200 hp, 5hp/5 and 20 armor would work. Since matches would probably be short, you wouldn't really need to sell it, either. My reasoning behind hp and armor is that mages would probably be in the jungle, as well due to the nature of lanes (up close to jungle) and their utility or burst.

Alternatively, lame meta stays lame and 2-1(jun)-1 as usual.

Netechma9/30/2014, 1:55:12 AM2 votes

really hopeful to see this eventually become a reality!! RIOT PLZ!!

ViktoriousSecret11/13/2014, 2:30:38 AM2 votes

What would the factions be? Demacia, Noxus, Ionia?

Silverthane12/13/2014, 10:54:34 PM2 votes

i want this to happen so bad...would be fantastic

Fresh Peach9/10/2015, 3:24:49 PM1 votes

Or they could fix** 6v6** on** the summoners rift**, 2top - 1mid - 1jungle - 2bot

there are** 6** different roles..** assasin, fighter, tank, mage, support and marksman. **

support and marksman BOT mage MID fighter JUNGLE assasin and tank** TOP** for example c:

kitsyoka9/17/2015, 2:06:02 PM1 votes

since this map is aiming to feel more like a war then a battle, could we introduce a lot of cool features to up the strategic and feel

  • a tribe like camp that you can win favor over and have ally with your team
  • day and night cycle
  • altars that change effect based on the last unit attacked and whether its day or night

The Tribe Camp a passive roaming jg camp (similar to scuttle) that has multiple units and a bigger unit (similar to raptors). A camp that you can actually win favor over and have ally with you

If you kill the camp you will get gold as normal, however If you use smite on the larger "chief" unit they will ally with your team (you still have to kill the camp before this buff procs. They all revive after the last monster is killed)... they will all gain full health they will still roam the same path but will aggressively attack any enemy champion in their vision, granting gold per hit to the person who smited them.

I'm assuming the best place for a roaming buff like this would be the center jg since it will have the highest stakes. this would introduce cool gameplay, like if your team is disadvantaged and another team is trying to take the epic baron like monster, the jungler could take this camp. This means that hoarding up until your second stack of smite can give you huge steal potential. Also since the whole group wont revive and become allied until the last unit is killed, you can sorta "trap" the camp. Use smite on the chief and kill him and two of his subordinates, but leave the last one alive. Now if someone goes to clear that last monster, then the whole camp will respawn and fight for you. Also it would put a pressure to find that camp and kill it before someone can either "trap" it or clear it later and use it to steal a buff. It makes timing of taking the epic monster even more crucial.

Now again this would be a camp similar to the power and stature of raptors, so its not like its going to make the game too hectic, and also the camp will still roam its same path, so one could avoid it and not get crushed in the central jg. It just seems like a really cool way to make a lot of plays happen if a jg knows how to use it.

just sounds kinda cool


Day and night

Simply every like 8 minutes is either sunset or sunrise, have a night time and day time. It would be cool maybe have some bio luminescent creatures in the jungle and have torches or magic glow effects


Altars and Offerings similar to twisted tree line, there are altars in each of the three outer jungles. These altars can be captured by standing in them for a long enough period of time. However their effects are based on whether it is day or night and the last unit attacked (if multiple champions are in the zone, you can receive multiple effects). It locks when taken just like any other altar. Also altar bonuses stack with each other, meaning that invading the enemy jungle for an altar could be worth it. Team collaboration and jg control can be the difference between getting one barely noticeable effect and having practically a baron buff equivalent (if your team captures each altar with at least three different last hits, there will be icons that appear above the altar when you are capturing it that will show what all buffs you will be receiving)

Day -lane minion- Reckoning every allied unit receives an additional 10% of their armor and magic resists as a bonus (yes this includes minions and tribe camp if allied )

-Jungle monster- Wisdom every thirty seconds your team grants vision of two random jungle camps on the map for 5 seconds

-champion- Vengeance On champion kills and assist, your entire team regenerates 5% of their missing health and mana over 10 seconds

Night -lane minion- Rending basic attacks deal additional true damage equal to champion level. Killing a unit grants 5% bonus movement speed

-Jungle monster- Witchcraft every fifth jungle camp cleared by your team grants allies true vision in an area 500 units around them for 3 seconds

-champion- Vampirism All champions gain life steal and spell vamp equal to half their champion level rounded up

Artimer9/17/2015, 11:37:22 PM1 votes

I love this idea!!

Ace2Giver44/18/2015, 2:07:54 PM1 votes

i really like this idea. Now lol is going to be even more fun

MakersF9/28/2014, 9:32:38 AM1 votes

Having a 2nd and 3rd place team is only a problem.

A lot of people already showed a few problems with this design, but no one asked one of the most important question: **WHAT DOES THE WINNER/LOSER TEAM DO WHILE THE OTHER 2 TEAMS FIGHT FOR THEIR PLACE? **

They arealdy won, they don't have a goal anymore. They can start killing randomly some players from team B or C (if team A won). This doesn't add depth to the game, since both team B and team C can not relly on the presence of team A, and they both need to consider it an indistructible enemy (there is no way to reteilate on the team, since they alreay won)

You need to change the condition of victory, in order to make a positive gain (wins the first that does something, not the last who dies.

You can change it to create a single nexus in the center of the map, strongly fortified, and let's say like a Nashor. Who kills the Nashor frist wins. Does it make you remember something? Ascension, exatly.

So, you either come up with another victory condition (a caputure the flag might be interesting. You add a trinket that can target a nexus. You need to target an enemy nexus and then target your nexus in order to take the flag. If you die before targeting your nexus the flag returns. Add way less structures in the map and make all players take 10% less gold, that goes to a team bank. When they gather enough gold, a tower respawns) or this mode will not be fun because THERE IS NOT A CLEAR GOAL, and often your team won't even agree on which team to focus. This basically just become a random free for all, that may last hours.

Hope you see this as constructive criticism. I'd love to have a 3 players map, but the structure must be a lot different from SR, otherwise it'll be too cahotic. I'd say 3-4 players top, so you need to wait for 9-12 players to queue, otherwise you might get a terribly long queue time

Ace2Giver44/24/2015, 1:46:52 AM1 votes

i really want this be a game type,because of how much players it is to face.

Xyphios9/28/2014, 3:41:21 PM1 votes

this is the problem: lets say there is a team a, team b, and team c. team a says to team b to work together and knockout team c. so basically it could go from a 5 v 5 v 5 to a 10 v 5

Grim REAP3R pro9/9/2015, 1:36:43 AM1 votes

love the idea!Jinx

Zyorhist9/27/2014, 10:16:18 PM1 votes

I absolutely love this idea, but I would make a minor adjustment to minion pathing, I will attach it here.

As I read through your questions there are a couple things I would like to weigh in on.

  1. team colors, due to there being a need for color blind mode, the colors should be something more like blue, purple, and something like yellow, though the third color would be tricky.

  2. When a nexus is destroyed the team's other structures are destroyed and no minions will spawn, though they will path differently. (See attachment), though the champs would still spawn and could fight but their team is already given the loss, they can only help to decide which other team is going to lose next.

I would really enjoy a game mode like this and I think it is a great idea, I will be back later to check in on the feedback and see what other's have said.