# Borg's Area


*Towers on the right are missing*
### Concept:
This map is meant to be a close representation of the classic moba maps of dota, lol, and other games but fine tuned for mud.xyz. My main intention is to create a map that will be balanced and modular allowing for constant iteration dictated by the community. Lets break down some of the things that make this map unique.
I've put the spawn room above the lord of light and below the lord of darkness. This room is meant to be completely safe for the side its on. It should also have the healing/regen buff. I believe the best way to ensure player safety is to have a permanent enemy that is impossible to kill and will severely damage heroes that enter. This enemy is called crusher and is detailed in the enemy section below. There may be some better way to deal with this vs having an enemy though. Perhaps a glyph of protection?
There are only 2 lanes on this map. I did this because 3 lanes seemed to be too much. With 3 lanes it was difficult to make the lanes balanced in regard to the towers. The towers are placed in such a way that you are not fired on by the first enemy tower until you cross the center line of the map. The central room is completely neutral. If you try to dive the towers you will be hit by multiple as you travel through them. There are 2 sets of knights guarding the lord, which can trap the player by attacking them, both of which are in range of 2 towers. This is my attempt to force the players to level up so they can fight the towers vs diving the boss. As players get to level 3 they may still be able to run past everything, but it is a risky proposition with the two final towers standing.
Leveling up can be done by killing each other, or by farming mobs in the jungle. The jungle has 4 mini-bosses, 2 on each side. These bosses are meant to represent the mobs that drop buffs in the jungle of other moba games. The best way I can think of to give buffs is to have the bosses drop relics. These relics can have static buffs such as +dmg, +xp, +stam/mana, etc that persist for the rest of the game. The bosses should re-spawn every 10 minutes which will give players the opportunity to kit out their whole team by the time the game ends. I believe these bosses will be hotly contested as the relics can offer a significant buff. If a team were to get all 4 buffs on the initial spawn they will have a significant advantage.
Also in the jungle are the mudmen. I have a few ideas for these guys.
1. The spring/mudpit in the middle of the room is where the mudmen spawn. They then rise out of the pit and walk to their final resting place at the m's on the map. The mudmen should respawn 5 minutes after they die and follow the same behavior. Bonus content: We can add a 3rd jungle boss that spawns in the pit itself. MudMomma.
2. The mudmen simply spawn at their starting points on the m's. Once killed they respawn in 5 minutes.
I added a ton of bushes/trees to the jungle. I think this will allow for players to hide and ambush each other. I'm on the fence with this feature. It could make for some really fun encounters, but it could also cause some issues. We can try it out and see how it feels.
One last thing concerning the jungle. I left an opening near the lord. The towers are laid out in such a way that any players who try to dive this opening will be bombarded. That said it may still be a problem. It also may be too quick of an escape route for those who are running away. If these things become a problem new entrances can be placed between the first and second tower that lead into the jungle just before the mini-bosses.
Another way to level is by killing enemy creeps. Creeps should re-spawn immediately after they die and should come in waves of 3 small creeps plus 1 large creep. The creeps I designed are very weak in terms of hp but do significant damage. They also award very little xp. This way players are forced into pvp fights or jungle fights to gain xp. Killing the creeps should still be beneficial for defense, but they should not be farmable for large amounts of xp.
Towers and knights offer good xp as well and can be the catalyst to get that next crucial level. I think the towers will be one of the main ways to balance this map moving forward. The knights are mainly there to trap players who try to sneak past which can be very deadly if they get caught up and hit by the towers or the possibly the lord if he gains a ranged attack in the future.
That brings me to my final point regarding this map. I tried to design everything in a modular fashion. Allowing us to play it now, but refine it later. If something cannot be implemented we can simply table it for another day. I want this to be a living breathing map with iterative change.
### Enemies
I took some liberties here as I do not know the back end of enemy design. I tested some enemies on the basilisk map and based the stats of my enemies on those. For reference here are the stat blocks I built from basilisk.
- **Slime Mold**:
500HP 100XP@lvl1 50@lvl2
Attack: acid 5-20dmg
- **Spider**
1000HP 300XP@lvl1
Attack: bite 20-50dmg
- **Obsidian Spire**
6400HP 411xp@lvl3
Attack: shot 60-125dmg
- **Warrior**
3000HP 274XP@lvl3
Attack: slash 40-90dmg
**Lord**
10000HP 548XP@lvl3
Attack: punch 90-160 (estimate, didn't really verify)
Here are the enemies for the map:
- **Dretch** (small dark creeps)
Room: A putrid smelling dretch stumbles through the room.
LOOK: You see a stout creature with rubbery gray skin, it's maw hangs agape as it stumbles forward. It is trailed by a cloud of yellow gas, you catch a whiff of rotting flesh as it gets closer.
300HP 50XP@lvl1
Attack: bite 15-45dmg
*Attacks immediately on entry

- **Ogre Skeleton** (large dark creep)
Room: A hefty ogre skeleton menacingly marches forward.
LOOK: You see a large humanoid skeleton. It is carrying a giant club covered in blood.
500HP 100XP@lvl1
Attack: club 25-75dmg
*Attacks immediately on entry

- **Sprite** (small light creeps)
Room: A tiny pixie warrior fly's about the room.
LOOK: You see a tiny flying person. It appears to be dressed in a tiny suit of armor and is weilding a spear. As they approach you hear their tiny, but terrifying battle cry.
250HP 50XP@lvl1
Attack: stab 15-45dmg
*Attacks immediately on entry

- **Dryad** (large light creeps)
Room: A gorgeous dryad walks confidently through the room.
LOOK: You see a beautiful woman with hair of leaves and green skin. As your eyes meet hers she seems to stare into your soul.
500HP 100XP@lvl1
Attack: thorn whip 25-75dmg
*Attacks immediately on entry

- **Mudman**
Room: A mudman slowly approaches you.
LOOK: The creature appears to be covered in mud. Mud sloughs off of them as they wander aimlessly. As you look down, you see that their feet meld into a puddle of mud.
1200HP 300XP@lvl1
Attack: mudball 25-75dmg
*Attacks immediately on entry

- **Felidar**
Room: A felidar stands guard here.
LOOK: You see a stout feline beast with large horns and fangs. Its hide is adorned with a reflective pattern. It rears its head back and roars as you approach.
3600HP 600XP@lvl1
Attack: gore 50-100dmg
*Only attacks when provoked

- **Manticore**
Room: A manticore stands guard here.
LOOK: This beast has the face of a human, the body of a lion, and the wings of a dragon. As you get closer it raises its tail and snarls at you.
3600HP 600XP@lvl1
Attack: tail spike 50-100dmg
*Only attacks when provoked

- **Mudmomma**
Room: MudMomma gurgles in the center of the room.
LOOK: It just looks like a mound of mud. Bubbles rise to the surface of the mound and pop.
5000HP 1000XP@lvl1
Attack: acid 60-120dmg
*Only attacks when provoked

- Towers, knights, and lord should just be standard. Ranged attack on lord would be cool. All of these should attack on sight.
### Rooms
These are descriptions of the various rooms on the map.
- **Shrine of Hope (light spawn)**: The shrine is awash with light from an ornate opening in the ceiling. A large cut stone is suspended above the entrance. A steady stream of sprites gracefully fly in through the opening. On the back wall stands a fountain, the water glistens reflecting the bright light in the room. As you drink the water you feel invigorated, ready to vanquish the evil of the world.
LOOK opening: You look up through the opening and see that it is a beautiful day outside. Not a cloud in the sky.
LOOK fountain: This fountain has ornate dwavish carvings. It is flanked by statues of moon and star elf warriors. The water seems to emit a faint yellow glow. You feel thirsty and take a drink.
- **Temple of despair (dark spawn)**: The temple is faintly lit by the purple and red glow in the minerals of the rock. A large cut stone is suspended above the entrance. In the center of the room is a large pit lined with a spiral staircase. Countless dretch amble up the staircase. Two large eye shaped holes on the back wall spill blood into a basin below. Drinking the blood you begin to feel hate consuming your thoughts.
LOOK pit: The pit is so deep you cannot see the bottom. As you peak your head over you can faintly hear the wails from the demons below. The glow of the stone illuminates the haze of dretch gas which rises up the pit.
LOOK eyes (basin, fountain): Blood steadily flows from the holes in the wall into a large basin cut into the stone floor. The overwhelming smell of rust fills your nostrils as you bend down to quench your thirst.
- **Lord**: Behind the figure you see a staircase leading up (down) to a large doorway.
- **Knight rooms**: Four knights stand guard over the gates. Behind them you see a dark (bright) looming figure pacing back and forth.
- **Lanes**: The stone ceiling has a narrow channel cut through it allowing the daylight to spill in. The walls and floor are made of large stone blocks marked by centuries of inscriptions and ornate carvings. The sounds of glorious battle echo off the barren stone.
- **Middle of lanes (center)**: As you step forward you hear a splash. Looking down you see that water is trickling out from an opening in the walls. Glancing through you see it leads outside where you can see a brook and a thick forest.
- **Jungle Trees**: The trees here are dense. You can hear the babbling of a brook nearby. The eerie feeling of being watched washes over you.
- **Felidar Room**: The alcove is adorned with etchings depicting the gods of light sealing the gate to the realm of evil with a glyph. The glyph appears to faintly glow.
LOOK glyph: The glyph displays the symbol of the gods of light and has a faint yellow glow.
- **Manticore Room**: The alcove is adorned with etchings depicting the gods of darkness presiding over a vast crowd of slaves. They appear to be building a monument to the gods of darkness.
LOOK monument: The monument towers over the masses of slaves below it. Looking closely the monument has a faint red glow.
- **Brook**: At your feet is a stream of murky water about ankle deep. You are surrounded by dense forest.
- **Spring**: A spring slowly flows from the ground to the north and south. As you step closer to the spring you realize that the ground is very muddy and you start to sink in.
- **Mud Pit**: You swim downward through the muck and break through, falling into a large pit lined with mud. In the center is a large mound of mud. Watching the mound you see it moving and a mudman emerges from it with loud slurp.