

The options for mid pathing are interesting and different, even if teams don’t always use them.

Icebox - love the verticality of the map, gives a sense of variety to playing defense. B site is a little too difficult to take/retake, but otherwise feels balanced. Deathmatch on Ascent also sucks.Īscent - feels incredibly balanced in PUGs, lends itself to rotations so teams of randoms don’t autopilot 5-man as often on offense, feels like the most agents are viableīind - similar to ascent in that it encourages rotations on offense with the small map and TPs, leads to less stale play.
#VALORANT MAPS PLUS#
Ascent is the one map that I hate sooooo much because there’s only a limited amount of agents that I’m good at on that map, plus it’s really hard to attack and try to get a plant off and it’s just so exhausting to play on. Haven is meh, 3 sites is cool ig but it’s just a pain when you’re at A and they plant at C and you gotta run all the way over there and you probably won’t get the bomb defused in time and vise versa. Plus deathmatch on Breeze is a nightmare. Breeze is fun for me bc it’s so wide open that it can be fun sometimes, tho sometimes that becomes a disadvantage. Split is like an average map, doesn’t have big very open areas like Breeze or Icebox, so it’s fun to try and get lots of frags. Usually people hate icebox, but I honestly really like it because I do really well on it and I love playing Omen when I can on Icebox. Bind is my favorite, because I always have the most fun playing on it and there’s so many cool plays I can do with the portals, and deathmatch on here is actually fun. Ziegler also mentions that community designs might not align with the Valorant world and lore as closely as the team would like.I’ll explain my reasoning for my favorites from 1 to 6. This would take years and a lot of resources that he believes are better spent elsewhere. Riot would need to create a scalable system with a set of map-making tools to allow players to create their own designs. However, Ziegler says that this isn’t going to happen for Valorant. Some of Counter-Strike: Global Offensive’s most popular maps began as community designs. He believes that Valorant still needs a couple more maps before the team will be comfortable with the number of options available for competitive and casual players.Īn idea that often gets thrown around is opening map design to the community. Ziegler went on to explain how this impacts the plan to release more Valorant maps down the line. The push to release Icebox early has thrown the planned Valorant cadence off. But he, along with the Valorant team, think it was worth it for the increase in gameplay variety. Valorant Game Director Joe Ziegler explained in the latest Dev Diary that the map and design teams had to put in a tough shift to get it done. In response to this ever-growing demand for more maps, Valorant released the latest map, Icebox, nearly three months earlier than intended. From an esports point of view, it also means more variety for viewers. In a way, it increases the tactical skill ceiling, if not the mechanical one. It keeps gameplay fresh and requires more tactical knowledge for diehard fans. However, the developer quickly realized that, more than anything else, players want map diversity. A new Valorant map would be released at the beginning of every Episode, while a new agent would be added with every Act. Riot Games established a cadence for hero and map releases early on in Valorant’s life.
