[Map Concept] The Flood Line, Art Included

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TheHobbits

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Senior Member

10-22-2011

Quote:
Something has happened to the image links. I'll see what Riot can do to fix this... if they can. Sorry for the inconvenience.
Also known as Torrents Pass. The unique feature of this map is that every few minutes or so the 'low ground' floods. Continually hurting anyone caught in its flow if they don't get to high ground.

Basic Overview:
The Flood Line is a 5v5 classic mode map. It consists of 2 lanes, (a top and bottom lane) and a large jungle through the middle.
This map encourages 2 players to each lane with a jungler mid, or 3-2 to the lanes.
When the low ground floods, champions can become stranded on the mid islands or on the bottom 'mid-bridge'. This can lead to team fights in isolated areas.


Lore:
Upon the frozen peaks of the Freljord mountains there is a narrow stretch of volcanic tunnels that warms the surrounding area. This area of natural warmth is the key to survival, a source of heat and shelter from the continual frozen blizzards that storm the cliffs and bury it in snow. Unfortunately the heat from the magma below melts the snow and ice every few minutes, causing bone chilling waters to rush down the side of the mountain, washing away anything in its path. The small town of Torrents Pass situated on this magma-warmed cliffs edge have studied the ways of the mountain and are well aware of the effects the flooding waters can achieve. But there is more to this innocent settlement than first perceived. Beneath the stone and melting ice is power-incarnate. The volcanic magma's that rise and fall, waiting to be harnessed.
The Institute of War heard rumors of the power emanating from the mountains and sent scouts to investigate. Upon reaching the town of Torrents Pass a startling discovery caught their attention. A Noxus mage camp. Not only that, but a matrix of energy tapping into a powers that lay beneath.
Now Torrents Pass has become a battle ground in an attempt to claim and control the mysterious arcane energy's that lay dormant for so long.


Flood Mechanics:
( *** numbers are subject to change.)
Overview
The low ground would flood at random intervals between a set time and last from 6* to 16* seconds. This adds an element of unpredictability to the floods. If caught in the waters you are de-buffed. If you stay in the waters for a prolonged amount of time, the MR/AR de-buffs will persist equal to the amount of time spent in the waters, (example, the AR/MR reduction will persist for 5 seconds after exiting the waters if you stay in the waters for 5 seconds after leaving the water.). This will discourage players from remaining in the waters longer than they should.
Quote:
Now i have been getting quite a lot of responses along the lines of "If you are caught in the floods and someone, like xerath, is on the high ground then you will be nuked and die in 2 hits."
The idea of the floods is to not get caught in them and if you were stupid enough to get caught in it, then i think you probably deserve to get killed. (Not to be mean or anything)
You need to be aware of the map and communicate with your team when they see the top flooding, if you are mid or bot. Even quickly scanning to the top to look yourself would give you an idea of the water level in the river top and how much time you think you might have. *remember that before the map floods the river above the top lane rises to the edge and starts to spill over. There is an X second delay, then it floods. Enough time for a team mate to say "flood".*
De-buff Overview:
List
- Reduced movement speed - 20%*
- Reduced armor - 20%*
- Reduced magic resist - 20%*
- Reduced vision - What is around you
- Reduced health regeneration - 15%*
- % true damage per second - 2%*

Quote:
Deals 2*% of your max health as true damage every second. 20*% slow, 20*% reduced armor and magic resist and your vision is reduced to just what is around you. The percentage of true damage increases as the game progresses.
The idea being that throughout the game if you stay in the water for the full duration you lose 1/3 your health, but by end game if you stay in the water you lose 1/2 your health.
Posted by Acthar.
Quote:
Game Clock------------------------------------] 06:00 *** 11:50 *** 17:30 *** 23:00 *** 28:20 *** 33:30 *** 38:00
Time Between Window Start---------------] 06:00 *** 05:50 *** 05:40 *** 05:30 *** 05:20 *** 05:10 *** 05:00
Window for flood to start---------------------] 01:00 *** 00:55 *** 00:50 *** 00:45 *** 00:40 *** 00:35 *** 00:30
Flood Duration----------------------------------] 00:16 *** 00:15 *** 00:14 *** 00:13 *** 00:12 *** 00:11 *** 00:10
% health of True Damage per second-] 2.00% *** 2.33% *** 2.71% *** 3.15% *** 3.66% * 4.27% * 5.00%
% total health if caught for full duration] 32.0% *** 35.00% *** 38.0% *** 41.0% *** 44.0% * 47.0% * 50.0%

Basically as the game progresses, more frequent floods, more damaging floods, shorter floods, and shorter window for flooding (more predictable).
Posted by Acthar.

Early Flood Release Mechanism or EFRM: Mini-Flood
Basically the idea is every so often you can trigger (by breaking a wall of ice) a 'mini-flood' in a isolated area on the map.
-The mini-flood would be a movement speed de-buff and would only affect a small area of the map. (ie, the enemies side of the jungle or bot lane.) and last around 5 seconds.
By breaking a frozen sheet of ice that form every so often would release the mini-flood and would 'freeze over' again later to be broken again.


Jungle Layout:
The idea of the jungle is that it is divided up into sections to easily recognize and communicate with teammates. For example, the Heat Vent, the Tavern and the Watch Tower will be 3 landmarks that people can recognize and say, "I saw ______ just run past the Tavern. Care in that area."
Also, if you use clairvoyance on the center of a section, ie the Tavern, it will reveal the area and brush around it. (Like when you use cv to scout the blue buff on summoners rift, you put it so you can see all the key brush spots.)


Monsters and Buffs:
*In progress*
Here is a list of the monsters and the buffs they give: Numbers are subject to change.
All monsters will be uneffected by the waters.

Blue buff - A snowy Rock Golem
- speed boost
- health & mana regen boost

Red buff - A fiery Magma Spirit
- hp boost - 120*
- armor boost - 20*
- DoT aura - 6/sec*

Green buff - Wolf
- life steal & spell vamp -

White buff - Ghostly spirit (maybe)
- A temporary stealth. around 30 seconds. *effect is broken by attacking, casting or taking damage. ie stepping on a teemo shroom.*

Team buff - A large Land Crustacean http://na.leagueoflegends.com/board/...1&d=1333075494
- Movement speed - 6%*
- Armor - 20*
- Magic resist - 20*
- hp/mana regen - 12*
- Flood effects reduced on you - 10%*
- Increases damage output - 10%*
Quote:
This giant land crustacean lives in a hot spring at the center of the map. This creature remains half submerged, which creates a small island. During and after a flood it emerges to feed off nutrients washed out by the floods. After a few minutes after a flood, the beast sinks back down, creating the small island again. The idea is to catch the beast directly after a flood, so as to avoid being washed out mid-fight by a flood.
Boss Fighting
This monster can fight multiple targets at once, at range and melee, without moving from where it stands. Its large pincers can snatch and smash those within melee reach, but its thrashing tentacles can whip and slash at those at a range.
Quote:
Abilities:
Tentacle Grab: Grabs the champion holding them and preventing them for moving while dealing damage. After cast, there is a chance that it can cast it again, grabbing hold of another champ at the same time.
Tentacle Swipe: Same as Baron here, deals damage and knocks back.
Crustacean Shell: Creates a shield around itself, after every 5 spells cast on it. This increases its magic resistance by 100%, but decreases its armor by 20%. Additionally, after 10 physical attacks, a new shield forms, increasing its armor by 100%, but gains 20% reduced MR.
The idea is that the Crab adapts to its attackers style. A pure AD group will have difficulty to solo it without spells and vice-versa with pure AP casters. A healthy mix of AP and AD is needed to take down this boss.
*Posted by Magnus Fireblade *edited*


Team gold (dragon equivalent) A large Stag-like beast with big antlers.
Quote:
This team gold monster roams around the jungle, along a preset path, and is neutral until attacked. Upon its death the creature leaves behind a frozen statue of itself.
The idea of this is to time when the monster is closest to your side of the jungle for the safest kill. The statue that is left behind is so that the other team can see where the team gold monster was killed.
*Idea pitched by Drake O Dagger


Game-play
Ganking - Ganking in the Torrents Pass is an essential element to a successful jungler. The size of the jungle may seem daunting to cross, but do not be fooled. There are a few tricks that can help to execute a successful gank.
Quote:
1 - Taking the 'Blue Speed Buff' will give you a movement speed boost. Having this buff will allow you to sprint with ease across the width of the jungle.
2 - Knowing your jungle and what is happening in the lanes. Having lane awareness will allow you to catch the enemy. Communicate with your team when a gank is needed.
3 - "A happy ganker is a hidden ganker." There are a lot location along the lanes and within the jungle where brush can be found. Knowing exactly where to stand to strike is crucial.
4 - With that being said, if your not feeling like your up to the challenge of a bush attack there is always the elusive 'White Buff'. A temporary invisibility that, if used correctly, can lead to spectacular results, but watch where you step. Taking damage will cause your invisibility to wear off.
5 - Placing wards at the key landmarks, such as the Tavern or Heat Vents, can help to detect the enemy jungler. The only way up onto the top bridge if past those two landmarks.
6 - Have a plan. Develop a path of monster killing that will provide you with the gold and levels to keep up with the team. There is more than enough creeps to keep up.
7 - Finally, never EVER get caught in the floods. Speed and awareness is the key to survival.
Laning - For those within a lane it is important to work with your team mates. Having up to 3 in a lane at one time requires a different play type. Team work is key. Communication is key.
Those at the top lane should always warn those at bot or in jungle of an impending flood.


Items
*In progress - numbers are subject to change*
A small number of unique items will be added for this map to accommodate for the new mechanics added.

Mask of the Floodbringer - Unique: Increases AP/AD, (higher of the two) by 2%. Unique Passive: Killing champions gains stacks. At 20 stacks, flood water debuff is reduced by 50%.
This item is final tier item that is designed to create a way of becoming an almost 'unstoppable' force in the floods.

Innkeepers Ale - Provides X-hp regen, X tenacity. Unique passive: Removes CC and protects you for X seconds from the flood water debuff.
This item is designed to help evade CC and flood waters.

Atmas Protector - Boosts AR, MR and HP. Unique active: % of damage taken is stored to be released as an AOE heal. (Does not stack with ally Atmas Protectors)
This item could be used by a tank to heal those around them. This item is also affected by the flood waters damage. So taking the damage, then healing once out of water is possible.

Sage's Charm - Unique Aura: +5 mana regen to nearby allies. Unique Aura: Increases your allies experience gain by 2%.
This would be an early item needed for the lane with up to 3 players. The team support champion is recommended to have this.

Water Dowser - Movement speed buff, +5 hp regen. Unique: Causes you to glow 2 seconds before a flood starts. When the flood begins the movement speed buff is doubled for 3 seconds.
An early item for the cautious people. Knowing when it floods 2 seconds earlier may save you.

Flood Marker - Places a ward at the target location that will warn allies (with a ping) 2 sec before a flood happens. Also, Flood cameras are immune to flood damage (while vision and sight wards are not)
Cost 300 gold By Bliztron

Doran's Sandals - +100 health, +'X' movement speed. Unique Passive - Flood water debuff reduced by 50%.
Designed for someone who likes the flood waters.

Shell Cracker - (A mighty looking hammer)
+ percent AD
Unique Active - Deals 'X' physical damage to target enemy, ignoring shield buffs and damage reduction by the target's bonus armor. (By proXc)


Flood Treasures:
These 'treasures' will appear after a flood and will grant a boost when walked over. (Think of the health relics in dominion - kind of like that, but with gold boosts, health/mana regen, etc.)
List of Treasures
- Crystalline gems - These gems are often washed down by the floods. If collected grant you a small bonus of gold. 50* perhaps. *rare*
- Frozen Winter-berry - These frozen berry provide a health and mana/energy regeneration boost. plus 20* for 6 seconds *common*
- Rock of Embers - Still warm rocks formed by the lava meeting the water energize the body granting a short speed boost. *common*


Visuals:
*If you can use your imagination for this part*
Picture yourself in the mid jungling, when all of a sudden the map starts to flood. You make a dash to the nearest island, only just making it. The waters raging around you. You feel safe on this island till the flood passes. All of a sudden you see that there is also another champion on this island. An enemy champion. Do you fight, or understand your situation of no escape and remain hidden in the bushes?

When the low ground floods, the water rushes like a raging torrent from the top of the map to the bottom. Above the top lane the actual river can be seen flowing. It slowly rises and falls as it floods. Below the bottom lane is a cliff which turns into a waterfall when it floods.

Heat waves would be seen over patches of large rock at times.
Steam geiseres would burst out every so often above the top lane.
When the Team Buff Crab rises from the ground, a number of little grabs come out from under it to feed with it. When it lowers, they return under.


Images:
- I have drawn a map concept. The image with the blue indicates where the 'low ground' is on the map.
Attachment 302285Attachment 302286
- Next image is a possible jungle layout.
Attachment 304560
- Jungle layout sections.
Attachment 309047
- Next art is of the bottom bridge flooded. Ashe and Cho-gath are stuck on this bridge till the flood passes.
Attachment 307934
- Next is the Heat Vent and Tavern landmarks. Imight do better drawings later. The heat vent is a pipe comming out of a fissure that heat comes out of.
Attachment 310175
- Betty the team buff crustacean.
Attachment 323543
- Images drawn by MagicalVoice on page 24.
http://na.leagueoflegends.com/board/...ht=4v4&page=24


Points of interest:
- The landmark, Tavern, could possibly lead to an interesting interaction with a particular champion. Gragas. When Gragas walks up to the Tavern he says "No time for a drink now." or something along those lines. This would happen once per game.
- The landmark , Vents, glows slightly just before the river starts to rise. This would be a secret way to tell when the floods will happen.
- The team buff is a small island until it rises to feed during and after a flood. Then it can be killed.

Notes:
*The map would be even in scale. The center jungle would be symmetrical on both sides.

http://na.leagueoflegends.com/board/....php?t=1437807
this is where i've moved the thread to the General Discussion forum


Thumbs up this if you like the idea. lets see how many we get.
Number of views? "Its OVER 9000!"

Possible name changes:
*original name* The Flood Line
Torrent Fields
Tide Breaker
Torrents Pass
The Broken Brook


With special thanks to:
Acthar - Flood mechanics expert.
Bigg Fuddgee - Consistent contribution.
Vulcanös -
Drake O Dagger - Idea for the Team Gold Monster to free-roam.
Magnus Fireblade - Inspired the idea for the Team Buff monster.
MagicalVoice - Rendition of the map layout.
rutters - Helped with the mini flood.
Dardstar - Helping to bump this constantly
Bliztron - Suggested items - (Flood Marker)

And just another thanks to everyone who supported the idea. Here's hoping Riot sees this.
Interesting fact: This was first posted on the 10-22-2011.

I feel as if this map has begun to plateau. All its ideas, concepts, etc have all been established and developed, (albeit the numbers, but those would be changed for balance).
So, here's hoping by chance a member of Riot will take a look. Thanks again Community and don't forget to Thumbs Up.


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Daz Larc

Member

10-22-2011

Yes Im actualy in love with the idea. the high ground sould be sloped on all sides though. it could be pretty big... also this could actualy work for a dominion type map with some changes. this is just amazing. I know riot has plans but Riot needs to look at this... hell make it.


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SilverFangs

Junior Member

10-22-2011

This...is...flipping... awesome! RIOT LOOK OVER HERE! PHREAK< I GOT U AN IDEAAAAAAAA LEARN FROM THIS SUMMONER >


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Gløry

Senior Member

10-22-2011

You know how they removed the fire from the Ring of Valor in WoW? Because it was freaking bogus and not fun at all?

Yeah same thing here.


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Mephew

Senior Member

10-22-2011

Would it be in range of flash or other champs that have a blink ability like Kass and Ez?
Also, it's a cool idea, but I figure that it would be hard to make in this game


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TheHobbits

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Senior Member

10-22-2011

Mephew, yes. flash and other moves like it would be in range of the islands. you could jump to an island next to the one you are on.

Glřry, ive never played WoW. so i don't know what you mean


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SilverFangs

Junior Member

10-22-2011

glory shut it. ur an idiot


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SiegeWeapon

Member

10-22-2011

One big problem with this is not the concept, it is the time and resources it takes to make a map. Just look at Dominion and the work put into it.
Although, I like the idea of a map dedicated to the Jungler but water that kills anyone in it seems a little too much. My I make a suggestion to change the punishment for getting hit with the water to be revealed and vulnerable.
When the water comes in two things happen

  1. Vision on all flooded areas. The creep camps should be on a high ground so the camps won't be revealed. The vision will also make it easy for teams to pick kills off of anyone in the water
  2. Anyone in the water will be hit with a non-stacking 50% slow; this will make anyone in the waters easy picking for the opposing team.


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FlamingPurpleGuy

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Senior Member

10-22-2011

Maybe instead of killing them it should, as the person above said, slow them, and maybe even reduce their sight range (or do damage over time).

This would make it still worse off to be in the flood, but not instant death magic of doom.


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Carpool Jesus

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Senior Member

10-22-2011

RIot do this,you'll only be making everyone happy


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