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Thread: Supremacy game mode

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    Forum Moderator Prestigious Aurasai's Avatar
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    Supremacy game mode

    Note: I made this almost a year ago and stopped working on it, sometime after. I may continue working on this concept, if people like the idea. This is an exact copy of the last revision I made, at August last year.

    General Concept:

    Supremacy is a 5v5 game mode taking elements form Domination and Conquest, in an Arena like map. This mode can be played in different playstyles that may suit both fans of Dominion and Arena. The goal is to take all of the souls that enemy team has, which is best achieved by gaining map control.

    TL;DR Gameplay Explanation:
    Supremacy has 2 lanes splitting the map into 3 "jungle" sections. The lanes are much more open then those in Conquest. On each lane there are 3 Obelisks that work in a similar way to the Sand Guardians in Domination. Next to each Obelisk there is a Sentry helping the team controlling the Obelisk. Each team also has 1 Guardian per lane that works in a similar way to the phoenixes. Between both lanes for each team there is an altar. Altars could be used for storing souls, gaining back health and mana, and for stealing souls from the enemy Soul Forge. Speaking of that, at both ends of each lane there is the Soul Forge, a large structure storing the souls. If allied minions step into the soul forge, the enemy team loses souls. Once the soul count reaches 0, the team loses.

    Map Layout:
    Map coloring, symbols and effects done by mojobechi.
    Last edited by Aurasai; 03-30-2014 at 12:54 PM.


    Other stuff: Supremacy game mode and item suggestions


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    Forum Moderator Prestigious Aurasai's Avatar
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    Detailed Gameplay Explanation:
    Map layout:

    • There are 2 lanes (left and right), they are more open then the lanes on Conquest
    • There are 3 obelisks on each lane, and each of them has a Sentry
    • There is a boss at the center of the map


    Obelisks:

    • Capturing an Obelisk rewards gold and XP for the entire team
    • They start off neutral and need to be captured, they work the same way Sand Guardians work on Domination – there is no particular order on how to capture them
    • Obelisks are easy to destroy if left alone, yet they regenerate health quickly when not in combat – they heal out of combat so gods can switch lanes/gank/jungle easier
    • When an obelisk is destroyed it can’t be recaptured by the team previously holding it for 1 minute – that means if creeps destroy your obelisk while you ware jungling, its lost.
    • When an obelisk is destroyed all minions in its proximity die - both ally and enemy! this is to avoid a single creepwave from taking a whole lane if left alone or using your low health obelisks to "push" those of the enemy
    • Upon destruction obelisks drop 2 souls - if not picked up quickly they fade away (see below)
    • Next to each Obelisk there is a neutral creep camp. It has a single creep, named Sentry. It respawns every 2nd wave. The Sentry joins your minion weave once your Warlord (see below) passes the Obelisk, otherwise it stays at the Obelisk for additional defence. Sentries are very strong, 2 of them are able to take a whole minon weave on their own.

    Guardians:

    • There is a Guardian at the begining and end of each lane
    • They act the same way as Phoenixes with a faster respawn timer and lower total health
    • Upon destruction, the guardians get active again 30 seconds after not having any enemies in their attack range
    • Guardians "revive" at full health
    • Untill destroyed, the guardians will be attacked by minions
    • The guardians cannot be captured and have team alignment


    Souls and Creeps:

    • Each god can pick up a soul when walking though it – in all cases the souls are dropped the same way Cupid drops his hearts in the “Share the Love” abillity, you can use gods who are less likely to die to carry the souls
    • Each god can carry no more then 4 souls
    • Carrying 3 or 4 souls grants the enemy team vision over a god (gives no vision on stealthed gods!)
    • Gods carrying souls can’t recall – so you can’t just pick up a few souls and safely and quickly recall back to base to keep them safe
    • When killed, a god drops all of the souls he/she is carrying
    • Each minion wave consists of 4 melee, 4 range and a large minion, named a Warlord
    • When the large minion is killed he drops 1 soul, clearing all 4 melee minions rewards 1 soul and all 4 range minions 1 soul as well – effectively 3 souls per creepwave
    • Minions killed in the explosion of an Obelisk drop no souls!
    • Every second jungle camp rewards with a soul - as 50% may be "too random"
    • If not taken after 20 seconds a soul fades away – be quick!
    • Gods carrying 4 souls gain a "Haunted by Greed" debuff making them lose 5% of their current health per second and slowing them for 20%. Upon returning those souls, 50% of the health lost is returned. The debuff looks like a ghost attacking the god each second.
    • Gods can drop souls by pressing a key (X for example), for each time pressed a God drops 1 soul. Holding the button drops all souls
    • On each god's death, their team loses 4 souls. This doesn't apply for the first 5 minutes of the game!
    • On each Obelisk's destruction, their team loses 5 souls.


    Soul Forge:

    • The Soul Forge acts as a Tower that cannot be destroyed
    • The Soul Forge has a huge attack range (the entire room) and its attacks have a small splash effect
    • Both teams start at 10 souls
    • The Soul Forge has a portal in front of it, for every small minion that enters it, a soul is lost. For every large minion 2 souls are lost. You can lose 10 souls per lane.
    • Souls can be stored in the Soul Forge either by standing next to it or to any of your team’s altars, you can store up to a maximum of 100 souls.


    Altars and Relics:

    • An altar is holding up to 15 souls, each time it is hit it loses a soul untill all souls are lost.
    • In the begining of the game, altars are empty
    • Altars have a team alignment
    • Every time a god carrying souls walks next to the altar, all souls he/she is carrying are stored
    • Every time a god stores souls into the altar, he/she will gain 7,5% health and 10% mana for each soul (up to 30% health and 40% mana for 4 souls)
    • Every soul in every altar provides 0,10 bonus gold each second (up to 1,5 gold per second)
    • Storing souls gives gold to the whole team. The more souls you store at once the bigger the gold bonus is: 10/25/50/95 (for 1/2/3/4 souls)
    • Allied altars give no vision


    The boss:

    • Killing the boss on the center of the map instantly gives 5 souls to your Soul Forge, a large amount of Gold to everyone on your team and gives all of your creeps a temporary “fire weapon” buff that lasts for the next 3 waves – this can both be used defensively as a last resort or offensively


    Vision:

    • There is a fog of war across the whole map, the fog of war sight range is bigger then in Conquest's jungle
    • Upon capturing an Obelisk, you gain a very large area of vision on the respective section of the lane


    UI:

    • You have an indicator showing the soul count of yours and yours enemy Soul Forge soul counts
    • When your god holds souls there is a "buff" that shows how much
    • If your god is holding 3 or more souls there is a large eye on top of him/her indicating that the enemy gods have vision of you
    Last edited by Aurasai; 07-27-2014 at 02:20 PM.


    Other stuff: Supremacy game mode and item suggestions


    Disclaimer: I am a volunteer moderator. I work on best judgement and do not speak on behalf of Hi-Rez Studios. Also I will not be able to contest your in-game ban.

  3. #3
    Junior Member Cupidhead Grendert's Avatar
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    your idea is awesome! I really like it and I would love tha they make a game mode of this but In my opinion it could be better if you place some more walls around the lanes. According to your draw of the map, if one player is farming in the lane, he has a complete view of all the jungle zone, he can see and avoid ganks easily since there are not enough walls around the lane to stop the vision, so you actually don't need to place wards on the sides when you are farming, and you can use them to place it in jungle camps, with some more walls you improve the strategy of warding and positioning.

    As I was saying, just my opinion, awesome job

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    Forum Moderator Prestigious Aurasai's Avatar
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    Quote Originally Posted by Grendert View Post
    your idea is awesome! I really like it and I would love tha they make a game mode of this but In my opinion it could be better if you place some more walls around the lanes. According to your draw of the map, if one player is farming in the lane, he has a complete view of all the jungle zone, he can see and avoid ganks easily since there are not enough walls around the lane to stop the vision, so you actually don't need to place wards on the sides when you are farming, and you can use them to place it in jungle camps, with some more walls you improve the strategy of warding and positioning.

    As I was saying, just my opinion, awesome job
    Thanks!

    About the vision, there is a fog of war, across the entire map. When you capture an Obelisk you gain a huge vision buff in that area.


    Other stuff: Supremacy game mode and item suggestions


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    Member Follower brintenius's Avatar
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    It seems a little too complex, but I think your ideas roughly translate to Siege.
    And the Siege mode needs work.
    I think you should really just be the one controlling the development of the Siege mode. You have some really good ideas that could really benefit the game.
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    Senior Member Chosen XXVII's Avatar
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    This could bring a revolution to the maps. For me it will be the best map. Great job! :3

    Hope that it will be added somewhen
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    Senior Member Chosen Tokiko's Avatar
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    that is like a super crazy capture the flag kind of mode o,o
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    Forum Moderator Prestigious Aurasai's Avatar
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    Quote Originally Posted by Tokiko View Post
    that is like a super crazy capture the flag kind of mode o,o
    The initial concept was much more complicated, and it included 4 lanes and sort of a "buff capture" objectives, with games aimed towards 30+ minutes. I have some new ideas for the map, but it will require a full map redesign and I can't draw the map coloring and effects myself.
    Last edited by Aurasai; 07-10-2014 at 03:36 PM.


    Other stuff: Supremacy game mode and item suggestions


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    New Member Cupidhead xlOptimuSlx's Avatar
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    Nice job!

    i like it!

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    Member Worshipper Demystificator's Avatar
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    The jungle would break the game : it is too big and too safe.

    What's the point to autoclean the creeps waves ?

    Giving vision on ennemy gods is imbalanced.

    5% health loss /s + slow = impossible to reach anything as you die in 20s and get slowed already by 20%. What if you encounter Bastet or Osiris ? Btw, jumping skills would be OP.

    20s is a real real long time in an action game.

    It is way too complicated. I think you need to make it more intuitive.

    All you've written makes me think I would play Bastet, staying in a lateral jungle; ninja the souls by slowing soul carriers and use the jump ability + the combat flash to bring soul back.

    It seems to have no point to stay in a lane in this mode making Mages and Guardians useless.

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