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== Territory ==
== Territory ==
An important part of Deadlock is managing the clash of [[Troopers]] that occurs in each lane. Killing enemy troopers allowing allied troopers to move further into the lane extends the zip line available to your team on that lane.   The ziplines on the map will show how far a lane is "pushed" towards the enemy base, how far your zip line can take you, and if any lanes are in need of help with a quick glance.
An important part of Deadlock is managing the clash of [[Troopers]] that occurs in each lane. Killing enemy troopers allowing allied troopers to move further into the lane extends the zip line available to your team on that lane. The [[zip-lines]] on the map will show how far a lane is "pushed" towards the enemy base, how far your zip-line can take you, and if any lanes are in need of help with a quick glance.

Revision as of 11:42, 27 August 2024

Placeholder map image.

The map is the area where matches are contested. Each match features 6 players divided into 2 teams, positioned on opposing sides of the map. Players start at a base, where they can purchase items at the Shop. The map includes four lanes, colored in the mini-map as yellow (York St), orange (Orchard Blvd), blue (Broadway), and purple (Park Ave), as well as a jungle in the map's center. Each lane contains 4 objectives: Guardians and Walkers, who defend the Patron.

The Jungle

The jungle is home to many of the game's objectives, including monsters that grant buffs to a team when defeated. (Explain monsters here.) Additionally, there are secret shops (hyperlink) surrounding the jungle, where players can buy items.


Map Timings and Events

2:00

  • Small Creep Camps
    • Spawn: Yes
    • Respawn Time: 4 minutes after all camps are defeated.

3:00

  • Gold Urns
    • Spawn: Yes
    • Respawn Time: 3 minutes after being broken.
    • Buffs Granted:
      • 1.5% Fire Rate
      • 4% Ammo Capacity
      • 0.75% Cooldown Reduction
      • 3% Weapon Damage
      • +15 Health
      • +2 Spirit
  • Crates/Boxes
    • Spawn: Yes
    • Drops: Unsecured souls (50-100 on average).
    • Usage:
      • Unsecured souls can be spent immediately and will convert to reliable souls over time.
      • If you die with unsecured souls, they drop as a soul urn. Picking up the urn grants the unsecured souls.
      • Neutral creeps ("denizens") also drop unsecured souls.

7:00

  • Medium Creep Camps
    • Spawn: Yes
    • Respawn Time: 6 minutes after all camps are defeated.
  • Hard Creep Camps
    • Spawn: Yes
    • Respawn Time: 8 minutes after all camps are defeated.

10:00

  • Lane Creeps
    • Soul Rewards:
      • Lane creeps no longer grant souls when killed.
      • Souls are granted when the orb floating out of the lane creeps is destroyed.
      • Before 10 minutes, lane creeps gave half the souls, with the orb providing the other half. Denying lane creeps early grants 50% of the reward to your team and denies 50% to the opposition.
  • Runes/Temporary Buffs
    • Spawn and Respawn: Every 5 minutes thereafter.
    • Example: If picked up at 14:55, a new rune will appear at 15:00.
    • Note: Multiple runes can be present simultaneously, and their status can be checked via the mini-map icon.
  • Mid Boss
    • Spawn: Yes
    • Buff Granted: 3-minute Rejuvenator buff.
      • Effects:
        • Reduces respawn time (possibly by half) for the next death.
        • Grants additional health (and possibly damage and fire rate) to lane creeps.
        • If you are dead when your team obtains the Rejuvenator, your respawn time will be reduced.
      • Respawn Time: 7 minutes after being defeated.
  • Soul Urn
    • Descent: Begins at 10:00 and rotates to each side of the map.
    • Landing Time: Every 5 minutes after 10:00.
      • Example: 10:30, 15:30, 20:30, etc.

15:00

  • Gold Urn Buffs
    • Buffs Granted:
      • 2% Fire Rate
      • 6% Ammo Capacity
      • 1% Cooldown Reduction
      • 4% Weapon Damage
      • +20 Health
      • +3 Spirit

Territory

An important part of Deadlock is managing the clash of Troopers that occurs in each lane. Killing enemy troopers allowing allied troopers to move further into the lane extends the zip line available to your team on that lane. The zip-lines on the map will show how far a lane is "pushed" towards the enemy base, how far your zip-line can take you, and if any lanes are in need of help with a quick glance.