For those who have read my other suggestions here is another. For those who haven't here are two more of my ideas:
Gate
Knot
Now for my new idea. Basic idea was to (again) create a map that allowed grunts to switch paths so that there is more strategic element to the game involving big team communication. With this in mind I came up with an idea for "destructible" features in the map so that grunts are redirected to and fro. Than map is called Canyon
Map: Canyon
Canyon is a relatively large map, probably big enough to support 5v5 match ups, but the core idea might be able to transpire into smaller maps as well. The basic layout is this:
Environment
Basic description would be a map in a sort of Grand Canyon environment... lots of boulders and pretty sunset looking backgrounds with one large canyon cutting the map n half. Each side will have it citadel in one of the half circles in the centre and grunts will spawn and run up and around and into the enemy. Between these two is a large canyon (like mention before) and to cross this canyon there are bridges (the brown things). These bridges are destructible but I will talk about that more in a bit.
Structures
As you can see below the towers are in basic formation; protecting the portals and lanes. There are four portals: two by the citadel and two in each corner just above. Flags can be placed by the portals to allow for enemy capture and maybe some strategic flags placed around the bridges (but not on, like I’ll explain in a bit).
Grunts
Grunts will run in a pretty basic fashion. Out the portal, around the curve, over the bridge and into the enemy. In the picture below I’ve got the default route for the grunts provided all the bridges are intact. Ideally I would like to see the portals times so that grunts all cross the bridge at the same time. This means that the two on the corners would have to be spaced ahead so the grunts can get a head start.
(Make sure to note that the portals in the corners: the grunts will cross over to the opposite side before crossing the bridge)
The Bridges
This is where the bulk of the map is made. basically the bridges are destructible... being with enough AoE damage to the are the bridge will collapse causing DG's and grunts to take another route before crossing. Obviously this isn't that simple so I’ll go over the ground rules I’ve made up.
Rules:
- Only AoE damage can affect the bridges, they cannot be targeted directly (eg. Rook's Hammer Slam does damage)
- After reaching a certain amount of damage the bridge will begin to "bleed out" taking 10- 30 hp in damage a sec until it collapse.
- When the bridge collapses all grunts and DG's on the bridge at the time will fall to their deaths.
- Once collapsed the bridge will remain unusable for around 10 min at which point it will regenerate.
- The total hp in a bridge is affected by the number of remaining bridges on the map (eg. 3 bridges remain each with 150% HP, 2 Bridges remain each with 300% HP). When only one bridge remains it becomes invulnerable until one bridge regenerates.
The Bridge: Damage
As mentioned above the bridge will take damage and eventually collapse so I’ve made up this little diagram to show the damage:
For this example I chose the total HP to be 10 000 and the critical limit to be 5 000. So the idea is that the bridge will start to take noticeable physical damage as the game progresses with cracks and piece missing here and there. Once it gets to the critical point it will begin to shake periodically, with crumbling and creeks coming every now and then. Once it gets near death a final large CRACK will signal DG's to GTFO followed by a final collapse.
With the bridge gone nothing can travel across it until it regenerates. For this some magical piece of graphical effect can show the bridge magically rebuild itself with full HP, ready for another beating.
The Bridge: Grunts
Since the bridges are key to the grunts patching a simple change of course is needed for the grunts to continue to the other side. To help with this I have an example. Say two bridges have been taken out. Grunt from those lanes will simply turn around and follow another path across the canyon. Here is a piece to help:
As you can see the runts will imply join up with another group and continue across. Simple.
Conclusion
So this is just an idea... and the main part of the idea is the bridge part. Let me know what you think and of any changes that would make this more stable.