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Yes would be worth looking at
No
Making this its own thread.
How would people feel about 3 and 4 team maps (3v3v3v3 5v5v5 something like that)
Credit goes to [F4LL]Sherwood for the 3 way pic
They are just quick drawings on paint but you get the idea, they would have to be evened out and give each lane some form of vantage. Maybe use the portals from grims crossing to make getting around a bit quicker but at a price, i dunno just some suggestions.
I think it would bring in some new and interesting stratagies as well as giving MOBA games something different and may be a new attracting point being the only one of the three that has this mode.
Anyway lets vote this in, with mid wars on the way it'll be a nice new project for S2 too consider.
EDIT
So some thoughts so far are a bunch of new worlds/teams
Steampunk/clockwork
ice/snow
pre-historic
alien/mutant
sky island/clouds
Say in the 4 team one team gets defeated, there land is destroyed and the other 3 maps link up due to the symetrical design of all the bases. you have 30 seconds to vacate the crumbling world or your heroes are killed but for only half the respawn timer of a normal death?
When a team is defeated all there assests wards and items are destroyed. the players can not see the game anymore because they may abuse there vision and help a side out unfairly.
edit
this was a suggested map, i like it so.
![]()
Last edited by bangatron; 06-29-2012 at 12:18 PM.
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Given that finally S2 are adding Mid Wars to HoN, it shows that they are interesting in developing this Game Genre into interesting ways.
Another game that had multi-way team based PvP was Guild Wars where some maps you had 3/4/5/6/7/8 teams of 8 fighting each other. It was hectic fun. You needed to be very sharp to react to the circumstances.
3 way/4 way maps offer room for new strategies that could only exist for that map type.
Do you go around trying to gank everyone and stop their farm?
Do you play like you would for a normal 2 way HoN match?
Do you turtle and hope your opposition destroy each other?
Do you strike a temporary alliance to assassinate key heroes from the other team to then stab each other in the back?
The building blocks are there. The only new thing would be UI and editing the assist system. Does everyone who assisted for the hero kill get assist credit, or do only players from the person who landed the killing blows gets them? Creep pathing and behaviour for the mid lane would need to looked at. What do the creeps do when they reach the middle and there's nothing to manipulate them? Do they split down each row. It would be interesting if say, you destroy a barracks, that the super creeps will favour lanes without a barracks. Or perhaps there's an object in your base where you can choose where you want to focus.
One problem that needs to be worked out is that some heroes might be more effective in the game modes. Heroes which offer a lot of aoe and scale well with items will be potentially very strong. Imagine a Behemoth PKing onto 10 enemy heroes. Then again, we have 3v3 maps that favour a more mobile-ganky approach to hero picks.
I think more radically different maps/game modes will be good. The traditional 5v5 Forests of Cavities does get weary.
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Suggestion: Assists for effective heals; Accursed solution: http://forums.heroesofnewerth.com/sh...ffective-Heals
Melee Agility Support Initiator: http://dream.heroesofnewerth.com/hero/Sherwood/Loki
Ranged Strength Support Initiator: http://dream.heroesofnewerth.com/hero/Sherwood/Drone
Pusher/Support with potential global presence: http://dream.heroesofnewerth.com/her...ood/Luminarium
4 base map would be easyer for creep manipulation they would just run straight, but have there aggro leash higher for other mid creeps so they will run up other lanes if they are near that wave.
Also 3 or 4 way mid wars would be pretty hectic.
Balance overall will always be out, so these modes may haveto be banning drafts, only because the game will always be balacnced around 5v5 forest of cav
One team stomping will change aswell since if some one gets strong the other teams will focus them down together.
I feel it would Have to be last team standing other wise it would be to hard to declare a winner
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[IMG]C:\Users\browncli\Pictures\HON.jpg[/IMG]
This is how I envison the mid lane working. Have also included where I would put the runes and konger
Last edited by brownbum; 05-04-2012 at 12:35 AM.
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Wow this is an awesome idea... I love custom game ideas just for fun sometimes
im currently re-drawing the 4 way map, been thinking about it all day at work and the new way will be more jungle and juke-able then the current lay out would allow.
Also thoughts for the 2 new area themes, currently we have legion (nature) vs hellbourne (hell/demon)
current ideas would be:
Steampunk/clockwork land
Ice/snow
pre-historic
alien
cloud/sky island
rain/water world
My current favourites are the steampunk vs snow or cloud
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The new map i created. everything would pushed to one side to create the short and long lanes like normal, and give the mid lane that slight angle that it runs off normally. thoughts?
Last edited by bangatron; 05-04-2012 at 11:29 AM.
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shouldn't this be tier 1 now?
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My ideas for the mid creep destination would be:
a) Straight ahead
b) Split into 3
c) Go down the lane controlled chosen. There will be an object in the team's base which point in the direction where you want the Mid creep waves to go to. Or a UI thing. Perhaps add a cool-down to switching destination for more tactical thinking.
a) would be the easiest but not the best way of doing it
b) would be the fairest but what happens when the creep wave isn't a factor of 3?
c) would require programming. But would add an extra layer of tactical play. Would make creep waves a more prominent resource to be used rather than passive existence.
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Suggestion: Assists for effective heals; Accursed solution: http://forums.heroesofnewerth.com/sh...ffective-Heals
Melee Agility Support Initiator: http://dream.heroesofnewerth.com/hero/Sherwood/Loki
Ranged Strength Support Initiator: http://dream.heroesofnewerth.com/hero/Sherwood/Drone
Pusher/Support with potential global presence: http://dream.heroesofnewerth.com/her...ood/Luminarium
What happens when a team loses, What happens to the heroes, the creeps, the wards, etc.
What do the players do when thier team is out?
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I like the being able to choose the creep lane destinations, splitting to 3 would take to long and the creep waves would be weak. The other way would have the creeps head to the lane that are pushing the furthest. When a team loses everything of there's is distroyed but they can spectate the game?
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When one team loses that land could collapse and the other sections join together so the map doesn't get too big near the end, and if the map is symmetrical it should be an easy join and not make it an awkward transition
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The map collapsing would be unnecessary and strange. It will just become a part of the map that is insignificant. It will more than likely be late game by this stage and heroes mucking around in a defeated based would be pointless.
More for the creeps to not have to go so far to push the lane, would take forever to go through a defeated base to push
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this idea is great.
love it to be implemented this would keep hon alive.
like te idea of the safer outer lanes, and the big battle in the middle where 4 lanes cross ^^
HoN is a great game,
deal with it.
"If you are sad, stop beeing sad and be awseome instead!"
You would level faster in the side lanes due to the exp being shared by 4 ppl in mid, but then again there are 3 waves to the side lanes 1. ganking mid would be fun tho![]()
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