4 teams, twenty players,six lanes

Hammermancer·10/25/2015, 6:04:08 PM·35 votes·3,367 views

How's everyone doing today? I've been crunching away on a map on some pieces of paper for about a week now, the concept is simple; four teams of five players.

Each team's base will have three lanes, one for each enemy team, The bases would not be in corners of the map, but would be centered on each edge, with extremely large jungle areas.. I'll post a better representation of this later on so others can see the layout,

There are two dragon camps and two baron camps, each of which will be placed close to the main "Crossway" path to encourage team fights by objectives

In addition to this, there will be four red and blue buffs, no kruggs or gromp, but there will be a lich, and a beholder

Skeleton buff turns any monster you kill into a necromancer minion, which spawns in each lane, they will grant gold to both you and the nearest champion, similar to relic shield, but will also resurrect any minions they damage as zombie minions.. these will grant gold to enemy who kill them.

Beholder buff will increase your vision by 2% for a short period of time, allow for more ward placement and will give an additional effect on offensive spells along with every couple of auto attacks.. this will be a small amount of damage, around champion level+10 or so.

buff camps will be placed in between lanes laid out so each team has the ability to contest one camp at early game.

Spawn times will be reduced on this map.

Teams who are defeated will essentially become buffs, by virtue of annexation, if a team is defeated by their nexus being destroyed, then their nexus is actually captured, their base defenses stay down and their minion waves will continue down against other camps, the two additional unused wave spawn locations will be put down the center lanes, towards the crossroads (The area where two mid lanes intersect and become a free for all). Annexed teams will gain increased participation bonus based on their actions after annexation, this wont ever be greater than victory bonus on IP but will still be greater than standard loss. Opposing teams will gain a bonus on their stats based on how outnumbered they are, this will be called desperation. While entrapped teams may free themselves through the death of an enemy boss monster, known as the overlord. On the death of the overlord, all captured nexuses are reset to their original owners, this monster will be designed to have to fight against ten high level enemy champions.

victory is destroying/capturing all enemy nexuses.

I think that brawlers might be a good addition to this mode, as they are actually pretty darned potent.

I'd conceive the meta in this game to be two mid, one top, one bot, and one jg.

Anyone have any feedback for this?

Again I'll post a better visual representation in a bit...

32 Comments

Sinlaire10/25/2015, 11:52:29 PM9 votes

would be interesting, but all chat would seriously read as such in the first minute of the game.

"ok all. before we get a two hour game.lets put to vote who we crush first. i'm felling we all smash green and turn it into a 3v3 quick before moving into every man for himself." "screw that. my team got mobbed last game. i atleast wanna play a little first. since red started the vote lets kill red" "I'll help kill red if green shaco stays out of my jungle and protects us on first baron." "screw that" " yes to no jungle and no to baron." "we can deal." "oh, like we're just gonna let that happen. purple and us can team to stop you too just fine." "i dunno man. 2v2 teams take so long. had one run for so long i made a sandwich mid game and nothing still happened." ...... etc etc.

Slamurai Jack10/25/2015, 10:11:04 PM4 votes

Fuck this, I'm being camped by green and red team. Come help me or I'm afk.

Arcade Andrew10/25/2015, 6:38:25 PM4 votes

nope.avi

SoMNia10/26/2015, 7:03:22 AM3 votes

I like the concept, but I feel like there are a few problems.

  1. Games would be VERY long. They'd start as a stalemate. Pushing mid would be impossible because you'd be outnumbered and outflanked as soon as you tried. Controlling the crossroads against three other teams in order to let your own minion waves through is a losing proposition. Mid would be a solo lane demanding good waveclear ability and sustain, just to hold it and farm. The real action would be on the side lanes, meaning either duo dragon side or double jungle. Breaking the stalemate would involve pushing a side lane all the way to the nexus.

  2. Which team annexes another could be determined by last hits on the nexus if a team is attacked by two or three teams at once. Not good, IMO. I understand destroying a nexus is intended to be the equivalent of destroying an inhibitor, but for the whole map instead of just one team. But that gets weird when they become contested objectives. Dragon and baron steals are one thing, but nexus steals? What if a nexus is stolen by the team on the opposite side of the map (with mid lane connecting them)?

  3. Games would be made even longer by eliminated teams returning to play. How do you keep this from happening endlessly? Can an eliminated team return and then eliminate/annex the team that got them in the first place? Do annexed teams that come back get more rewards than the team that avoided getting defeated until the end of the game (if there is one)? Shouldn't rewards (other than just winning) be based on how long you kept control of your nexus? I realize that's a few issues, but I feel like they're related.

  4. Experience and gold would have to be greatly reduced to prevent players from maxing out their level and build long before the game can be ended.

5a. The map would have to be very large, and everyone would run Flash/TP to avoid spending more time walking than playing. Maybe place teleportation gates around the map, that can be used if a team controls both ends (recall animation to move between them)?

5b. There's a lot of area to ward, and three times as many potential invasion threats. Will the beholder buff be enough?

There's probably more (nobody ever said creating a MOBA game mode was easy, right?), but those are the things that stick out to me right now.

lofi n chillhop10/25/2015, 8:47:35 PM3 votes

I like the idea of a four team map :o

Mordepool10/25/2015, 11:13:07 PM3 votes

It would be awesome and an interesting improvement but I forsee so much lag

SunLillie10/26/2015, 2:44:02 PM2 votes

Great idea! I would like to see the drawing of the map. I think voice chat would be necessary though on a map like this. There would be way too much going on otherwise. This would be a mode to have fun more so than trying to win all the time. That is the biggest problem I see, angry and bitter people would ruin the fun for everyone else. People should still try to win but it would be difficult to win most matches or several in a row. Not sure how the community as a whole would handle that type of gameplay.

kurthl33t10/26/2015, 3:57:49 PM2 votes

I'd play it.

WolfBV10/26/2015, 2:18:46 AM1 votes

That'd be a long ass game and require a stronger comp than mine.

Frost Hellfire10/26/2015, 3:56:41 AM1 votes

I'd play this. We'd get allied to some other team and camp the fuck out of the enemies. Rage quitting for the win.

killswitch902110/26/2015, 4:27:49 AM1 votes

I like the concept but how about were too shop for items is in the middle of the map where one of each team members can only go in one at a time. champions in the shop zone cant be killed or destroyed by emimy and minion fire, So

So Four corner map six lanes 4 lanes go too the item shop and so on

Wind Whistler10/25/2015, 9:31:42 PM1 votes

Twice the lag in mid-late game teamfights. Other than that it's a great idea.

IcyPepper10/26/2015, 9:36:36 AM1 votes

taps my desk does my homework graduates college becomes a famous engineer and novelist receives Nobel Prize becomes first mayor of a Mars colony has five grandchildren

Oh hey my game finally loaded.

NahDogSolRahn10/26/2015, 2:17:35 PM1 votes

Making it would be a pain, but I like the idea.

BlunterMonk10/26/2015, 2:53:15 PM1 votes

Cool idea, but impossible sadly

KnivingDude10/26/2015, 5:49:03 PM1 votes

The games would last 5 hours or so.

Singing Lark10/26/2015, 7:46:51 PM1 votes

Interesting idea, but due to the large number of people on the map, champs with lots of AoE damage are going to be innately more stronger. Assassins are going to struggle extremely hard in this game mode unless your someone like Kat who can get resets.

Would be interesting to see though. Curious as to how people would play this with 4 teams on the map instead of 2.

Worldferno10/26/2015, 8:26:39 PM1 votes

I'd suggest dropping the amount of players from 5 per team to 3 per team. This leaves you at 12 per game which makes it so that games aren't just straight shot to hell by lag during teamfights.

Additionally lets be real Riot isn't going to invest the amount of time it takes to create a whole new functioning map for a single game mode. You'd be better off converting Dominion's map into this mode by adding spawns in the top right and left corner of the map respectively. Then each team has two capture points in their "zone of influence" and 3 that are out of it. You would be in constant skirmishes with your two neighbors while also dealing with incursions from the 4th team on the opposite side of the map whenever they get bold and try a sneak steal.

Put a BFO (Big F'ing Objective) in the middle of the map "like the Ascension buff or something like that" and now you have a major lure mid that forces people to head that way and creates all the chaos and crazy fights that a 4-team map demands.

If you're worried about time you could input yet another functionality. Something like if both of the control points in your "area of influence" are held by enemies your respawn timer doubles. If both of them are held by the same enemy you are eliminated entirely. Now you've got 4 teams all with major incentives to play defense and maintain their zones of control but also incentivized to head into the "jungle" and get the big bad buff. Also since it's 3 man teams you get a natural spread of "top lane", "bot lane", "jungle" that can still be tweaked and changed into things like "one defender, double jungled" or "triple defender on one capture point willingly taking the double respawn timer penalty in order to be fully entrenched in a position" or even "3-man offensive blitz" on a neighbor". Bam. Now you have a 4-team map using existing resources with built in limits to keep games from running forever and que-times no longer than hexakill was.

This is now a Spider-Man thread.

PeachsProperty10/26/2015, 8:48:24 PM1 votes

i doubt they would implement something liek this that would not be friendly to toasters/low end pc's

Lumiose10/27/2015, 1:49:05 PM1 votes

I actually love this idea but instead of having 20 people on one map how about 12 and make it 4 teams of 3's and cut down a lane it would reduce the lag and the time of the game a lot and make it more like a normal 5v5 game

Kerrigan 4 Prez10/25/2015, 11:29:40 PM1 votes

One problem though(besides lag), if one team starts to win, the other teams will gang up on them.

RainyMellow10/27/2015, 9:57:26 PM1 votes

More like 1 lane, 20 players. Push to win- 20x teleport.

Ultraboomer10/26/2015, 12:43:52 AM1 votes

I like this idea, but I feel it could potentially last longer than a lot of casual players are willing to dedicate the time to play, so have a few suggestions that would potentially reduce game duration:

  1. Killing the overlord should increase that teams respawn timers by 60 seconds permanently and double the time between minion wave spawns, as well as remove cannon minions from captured nexus minion waves. It may also be a good idea for the overlord to never respawn and perhaps be placed at the center of each jungle quarter.
  2. I would also suggest that when you kill the skeleton minion all zombie minions die or are reduced to 5 hp. if they die it should grant 1-2 gold per zombie minion, and if they are reduced to 5hp they should give 0 gold when killed.