As well as the Broadcasting HUD / Banner / Arena. I must also make sure that I can design a radar looking like mao that follows the codes of the actual MOBA standards. To clear up confusion around the keywords I will also make this statement. Arena is the actual Venue design that I will create. The map is a small blueprint version not in full detail. Not creating this ecxtra part as well allows me to still create it in a way and also gives me more time to add extre detail into my characters.
codes of a moba map
MOBAs have had different takes on how to progress to the enemy’s base. Some require pushing a objective down a lane all the way to the end with constant protecting and ambushing by opponents. However, one thing that has never changed since the first embers of the MOBA style was forged, is the three lane design.

As we can see with League of Legends, the three lane system works in the way the roles are created. This style gives lanes for every role to excel. The single fighters in Top and Mid, the Support/ADC in bottom and finally the mid spaces for the Jungler. This is something that I must take into account when it comes to creating the radar for the audience to understand the ‘shape’ of the field in which they fighter, this radar will also include icons to give a feel for what the audience would use to see where hidden players are.

This small creation by a member of the R6S community shows something that I intend to create. A simple blueprint image that has info to where pieces of the map is, small hidden places that players could use. Essentially a infographic map, this will allow me to create my own map while adding my own personal piece into the world.
In the article ‘The Geography of the MOBA Map’ goes into how the economy of the game is based around the creeps that allow players to farm and gain more gold leading to more items. This is a base for MOBAs that focus on tactical play. The three lanes funnel this economy meaning no one player gets more than the other, the Jungle parts of the maps even take into account those that don’t fit into that world. The one issue is that my game does not have creeps, and you gain power throughout playing enemies and defeating them. This is why I must argue against this theory. The way of the three lanes does more than funneling creeps. It funnels team play and forces players to go at it alone forcing communication to succeed and beat the other team. The top planning with your jungler to ambush players to help others build power, The support working together with the ADC to feed them up in power which pulls them along. These are plays that miss the economy of the game. It forces skillful plays and point perfect choices that could win or lose you the game. This is why I believe that the three lane is more to push people into situations of teamwork rather than the regulation of the economy of the game.
Having this blogged down will not only clear my aim but will allow me to move onto asking the opinions of my target audience about the other choices to then move on to research these pieces more. With this in mind, I will remember to catch this all up in the later on Idea development blog that acts as my own checkpoint.