Summoner's Rift Detailed Art feedback

First Riot Post
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Liquid Clockwork

Senior Member

06-13-2014

I liked blue vs purple a lot more, anyway.


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Tzit

Junior Member

06-13-2014

After watching the summoners rift VU exhibition match:

The game looks all together dull, melancholy and slow. I think the map color brightness and or color need to go up.

But more than anything, considering the the color difference you were trying to create, The champions and spells seem to be exactly the same dull saturation and brightness as the new map. I would like to see a match with the champion and spell affects aggressively saturated.

The dullness is one of the main reasons why I can't stand DOTA 2.


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imRaimsEUNE

Junior Member

06-13-2014

https://www.youtube.com/watch?v=TdPdgtpt73k
some very good feedback
he mostly like it
his concerns at 28:06 if you don't want to sit through the full video


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DONTREPORTMEX

Junior Member

06-13-2014

Quote:
Originally Posted by Roozter View Post
I'm excited that you guys are taking the time to do a visual update to summoners rift. The three dimensional perspectives on the corners of the map really give it a new feel.

That said, one of the things I have always liked about League of Legends, versus specifically Dota 2, is the art style. League is a much more vibrant world to play in and it seems the new map mutes much of that distinction. I know you said the change is on purpose to help filter out visual noise during team fights but honestly I never felt that was a real problem.

I would rather the update look closer to the image on the right https://dl.dropboxusercontent.com/u/55443853/srdb1_thumbZ2.jpg

I also watched the gameplay video and felt like there was a flatness thats hard to describe in the lanes.

Keep up the good work and I hope this is at least something to consider.
I completely agree with this guy.
This is something a lot of people do not seem to understand.
League of Legends is particularly interesting because of its art style.
Colorful, vibrant, cartoonish.
Please consider this!


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I Be Ganja Man

Junior Member

06-13-2014

Could you guys make summoners rift map skins for special events? I would love to see a frozen SR. Baron gets a santa hat. I think the community would love it.


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RemusNeo

Senior Member

06-14-2014

Hey, I tried to increase the contrast, saturation and vibrance and reduce the contrat a little bit.
Here are:
1. the original
2. a little modified version
3. a more modified version.

I really think it could use a bit more color and vibrance, and it won't take out of the gameplay, right now the map is a lot more vibrant and colorful and we can play on it!

1. http://postimg.org/image/m866xf41v/
2. http://postimg.org/image/egpgyuzwj/
3. http://postimg.org/image/j6k017gar/ -this is my favorite


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East Hastings

Junior Member

06-14-2014

I'm not sure if this is the correct thread to post this in, but..

When you kill jungle big mobs that have the "Regeneration Sigil", you get an animation of the health and mana being transferred onto you. This is helpful for telling you who killed the mob, etc. I'm not asking for the regeneration buff to be applied to you for killing blue or red buff, but just having an animation/effect for when you obtain blue or red buff from the camp. This seems to be something that has been overlooked for some reason.

Can we get the same type of animation/effect for when you kill red/blue buff? I noticed when watching LCS that it's hard to tell who got the blue/red buff if teams fight over it.

Attached pictures of the sigil and animation I was talking about.

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jsgnextortex

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Senior Member

06-14-2014

I love to see that every single thing i pointed out in this thread got "fixed" in the VU....good job Riot


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ray brown1213

Senior Member

06-14-2014

well so far I like what I am seeing however just from a glance some of the walls look little thicker than they once where. Could it just be me seeing things or could it be?


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Qutse

Senior Member

06-15-2014

I watched a 720p video of the map game play ( https://www.youtube.com/watch?v=--pQkmm80so ).

The biggest philosophical difference between me and the Riot staff that spoke about the map is treating walls and towers as something to go unnoticed compared to minions.

The walls define the lanes, movement, and vision, and they should pop more. In a lot of areas on this map there is very low contrast between the walls and the lanes and paths. The lanes and paths should stand out apart from walls. Crisp. High contrast.

1)"This is play area." 2)"This is boundary." Those two things should just jump at you when you look at any part of the map imo. Particular portions of the bottom lane do not pop at all. I don't think it presents that well as an e-sport. It would be like taking the side lanes of a football field and making them a grey green color so they don't distract from the players. It makes sense, until you realize the lines are important: they define the play area.

In addition to missing an opportunity define the play space, the fact that boundary and play area have very little palette contrast makes the map seem very flat.