Tl;dr for non-Rioters: I’m trying to make this as readable as possible, but I won’t blame you for not going over the entire text. Please read as much as possible before commenting on it.
Tl;dr for Rioters: This is going to be a chain of long posts about alternate maps that I’m making in sections to ensure accuracy and clarity. I hope that you guys read it. I would like it if you corrected any obvious errors, and perhaps comment on it. This is meant to help jumpstart community dialogue (ironically as the format might present it), and you guys are very good at inducing that.
I hope you enjoy my attempts, even the parts that are perhaps more bitter and critical (and trust me, this isn’t going to be completely bitter and critical), just as you enjoy the sweet and praising parts.
Also note that I have ADHD and what’s either a mild form of Asperger’s syndrome or Social Communication Disorder (i.e. something that’s used for people who exhibit certain but not all characteristics needed for an Asperger’s diagnosis.) Some parts might reflect that more than others.
Part -2: Let the games begin
In a recent thread Morello posted in I posted the following “sleepy” post in response to a post about champion balance:
Part 1: Background on Alternate maps:
Alternate maps/modes have been a bit of a sore spot for League of Legends since the cancellation of original Magma Chamber.
No, not the 1v1 map (although that might be canned at the moment), a massive 5v5, symmetric map with more objectives, longer, more isolated lanes, and even teleportation pads, set in an area half crystalline and half above a lava lake.
Sounds awesome and like something players would want? That’s what Riot at the end of 2009 thought of Magma Chamber. After trying to make it, not so much Riot at the end of 2010.
Where Riot started
As a company meant to be “the most player-focused company in the world,” Riot answered calls for a new map with enthusiasm.
First came the first iteration of Twisted Treeline. Old TT was a decent map for fun games, but its balance was very different from Summoner’s Rift. Champions who were balanced around having to survive 5 people in melee range suddenly gained an advantage when they only had to deal with 3. Ranged champions balanced around having 4 allies to potentially defend them had to make do with two.
Riot resorted to its primal instincts as a healthy Postdotaus Tryndameri specimen to deal with this fact.
That is, they hit one of the most obvious problem champions on TT with a nerfbat.
This mostly resulted in Dr. Mundo becoming useless on Summoner’s Rift when he was basically balanced beforehand, giving Riot their first real sting from trying to balance simultaneously for multiple competitive maps. The sting turned out to be especially harsh when Twisted Treeline’s randomized camps, emergent exploits (like fountain-pulling creeps), and deeper issues (like ward-hoppers and untargeted blinks/dashes getting a mobility advantage) made serious TT play hell in the first place.
Needless to say, Riot stopped balancing for old TT.
Back to the 2010 Magma Chamber.
To quote this very insightful and explanatory article:
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