Object
Units try to move a puck into their opponent's goal while stopping the other team from doing the same.
Map
A small, outdoor ice rink.
Units
7 Jmen and 1 Jman Goalkeeper per side.
Unit Abilities
Units cannot attack each other. Both Jmen and Keepers can dribble the puck by clicking on it. All abilities can be taunt-cancelled.
Jmen
Control-click: Shoots/passes the puck. The closer you click to the puck, the more powerful the shot. This is a fairly short-ranged attack.
Special ability key: Produces a very powerful slap-shot (set up well or done with multiple Jmen, this special fires the puck lightning-fast and often produces ricochets) or checks an opponent (checking confuses nearby units briefly). Uses a full bar of mana. Must be right next to unit/puck.
These Jmen run much faster than normal ones.
Jmen Keepers
Keepers have the same abilities as Jmen, except their special ability does not check or use mana. Their control-click is also slightly stronger. They cannot be checked.
Puck
In a perfect map, the puck glides briskly above the ice and changes direction sharply when physics tells it to. It should not fly above the ground unless hit by a powerful shot. Dribbling should not send it off too far. Also, it should be big enough to see easily without taking up half the rink.
Scoring
Each goal begins on the out-of-bound line, just like a Fetchball goal (traditional Hockey goals, which you can skate behind, sound too difficult to implement). They should be no taller than a Journeyman and not too large or small. If the puck moves too slowly, the Keeper's job will be far too easy. Score is kept through scripting (an overhead map scoreboard like Fetchball, or a simple tally system of, say, pumpkins situated offsides).
Aesthetic
The colormap should consist mostly of shades of white, black, blue, orange, and brown. There should be blueish and whitish patches of ice, skate marks, and maybe some snow to make the rink exciting. Lines designating the goal area and halfway point would be nice as well (I am not trying to be Hitler here, I would play the map if it was pink).
Scripting
As far as I can tell, scripting should only be necessary for the following:
-Replacing the puck after it goes offsides or into a goal.
-Cuing spectators to do funny stuff.
-Keeping score.
Possible Issues
-If a Keeper did indeed need no mana for his slap-shot, players could substitute him for a Jman and use him as an unbalanced offensive unit. Since I would like players to be able to pull him out of the goal and into the attack in instances of low time and score deficit, slowing him down and/or weakening his slap-shot might be considered.
-A single line of units placed side by side could possibly put a monopoly on the territory of a narrow rink. However, the rink must be kept somewhat small and fast (to increase the scientific level of fun). I don't see this becoming a problem if slap-shots (when given time for aim) can be aimed over the head and into the waiting arms of an offensive fleet, but if not, it should be watched out for.
-An otherwise even matchup between attackers and defenders can turn into a breakaway or a broken attack based on who checks first. Too tired to finish writing about this issue (non-issue?).
Advantages over Fetchball
-Low-flying puck reduces out-of-bounds mishaps.
-No Ghol bug!