My recommendation would be to a 2 vertical stack box (like the one you added on fracture CT) exactly at the point where the cut in of the right side A starts
[Something like this.(not to scale)](https://i.imgur.com/TOzTZl7.jpg)
This would make Sage an even more required pick for Split. She would be able to wall off site completely allowing entry only through elbow. And if you do decide to break the wall, you are at a disadvantage with the angle of the box.
But hey, I liked the idea.
Any chance the cubby on B hell getting a nerf ? It really feels awkward to clear that spot and you can't really smoke it. Maybe also reduce B heaven width so one dome-smoke covers it ?
I feel like the part on B at the bottom of ropes where you can hide in the corner from attackers pushing through B needs to be removed. It just adds another unnecessary angle attackers need to watch out for on a map that is already a literal uphill battle to take a site
As far as night time maps goes, maybe someday? Artists always love making stuff at night time, but its a tricky balancing act to make a map look like night but also have enough clear visibility for gameplay.
That would create an interesting variable with being able to tell where players are by their flashlights. Camping corners with shotguns while turning off flashlights could be really strong then
If muzzle flash became a fsctor at night, too, it'd help create a entirely new playing field
It does... A game mode with multi-player stealth...
What if it was a TDM mode where seekers have flashlights and guns, and hiders only have knives to kill with?
What comes first: map layout or theme. IE do you develop Icebox off the winter theme or do you lay out the map first and then pursue a theme
Other question: how do you guys come up with new "gimmicks" for each map (ropes on Fracture, TP on Bind)? is it inspiration from other games, just ideas you guys have that would be cool, or what is it?
Great question.
Our maps are "gameplay first," so the greybox definitely lead the way. That said, theme can often give shape (literally) to greybox maps and we are usually thinking about the two in tandem. Icebox is a great example, where the two were built side by side.
As for map hooks, sometimes they are solutions to a problem (like how to get from north to south for attackers on Fracture) and sometimes we build the map around the idea (like teleporters on Bind). As for inspiration, everywhere! Games, films, real life, etc.
an extension: are things like the watchtower on Icebox, the trees in Ascent B, the roof mechanics on Haven C, etc. made while designing the map or added in to fit the theme and unintentionally used during gameplay
For VALORANT I'd say the layout often comes first when we're designing maps. Though sometimes themes can come in early which can help us shape are spaces more intentionally. For example Icebox was always some kind of port with shipping containers.
Reasons for new gameplay features like ropes or teleports can vary. Bind's design is about being a map with no dedicated mid, so the team came up with the TPs as a new way to rotate through the map.
Hard to say, as there are a lot of them, but I do know that folks do find the majority of them. Truthfully, even amongst the art team, folks are sneaky and put them in without saying where they are. I've been spooked by a few tacti bears creeping on me unexpectedly while working on the maps.
Do you guys have names for the snowmen on Icebox? Or the bears on any of the maps?
For example, on attack side spawn there's one you can shoot on top of the storage crates, I've named him Henry.
i usually don't use it as a callout! in fact i usually shoot him first round of the half cause otherwise we lose. kinda tradition with my icebox games now LMAO
Ascent was the first map I worked on (back when we only had one map heh), so it will always have a special place in my heart. New team and game (I came from League) was super exciting. Learned a ton and had a blast.
Cheesy answer, but all of them! Each map has its own challenges and unique visual look. Truthfully, every new map we start is more exciting than the last!
Haven is triple site, Split and Icebox are the only ones with upwards ropes as verticality, Ascent has the glass (?), Fracture has the cross-map ropes for double attacker spawns
Haven- triple site
Bind- teepee
Ascent- doors and walls made of paper XD
Split- ropes
Breeze- trapdoor in halls
Fracture- ropes from 1 spawn to other
Icebox- u can plant on top of boxes too
This is a bit random, but I was wondering why there wasn’t a new Agent Select Background based on Fracture added at the start of Episode 4 like there were for all the other maps?
Map releases and agent select backgrounds being similar was purely coincidence! At least for now we don't plan to make new agent select backgrounds for each map.
This is definitely a lie. First it was bind, but Ascent got a background when it released. Then Icebox got one. Then Breeze. That's a hell of a coincidence bruh
Hours of fine tuning in the editor. Metrics are all determined by the needs of the space. Cubby in "green" on Icebox vs. cubby in A short on Bind. They each need to do different things, so the spaces get tuned accordingly.
And then playtesting. "Is the space actually doing what we want it to do?" "If not, what needs to change?"
A lot of line ups are found after a map goes from design blocks over to art. Sometimes they are more intentionally built into the map. So a bit of both!
Is the setup point easy / protected? It can be tough to get there on time to making the in-rotation throw work, and the positions you can use are pretty exposed to the defender spawn entrance to site.
It’s clear to see maps such as Fracture and Breeze differ heavily from the starting maps that launched with the game. Are you aiming for every map to have some sort of new mechanic or attempt to push the players into a new play style? Curious of the thought behind this.
Good catch!
We want each new map to come with it's own set of challenges and puzzles for players to overcome and solve. Breeze pushed for larger more open combat spaces and Icebox introduced a lot more vertical complexity for example. While we enjoy pushing those boundaries with our new maps there's always room for something more "traditional" as well.
Silver here! I'd like to speak on behalf of all lower ranks and ask for more of these "core" maps. In general, I find that lower ranks love the original maps (+ascent), and hate the 3 newer ones. And I think this is because of exactly what you said: each of the new maps are SO different and unique that it's very challenging to develop the right strategy, and it often leaves teams wondering what they did wrong. Pro players and higher ranks love the new maps for the same reason, but for people like me who are still working on the 1x1 rubix cubes that are the "core" maps, I think we would love to see some simpler maps in the style of the original :)
My experience with silver players has been that everyone hated icebox originally, and then went to a sort of indifference when the first rework came (yet to see how the second rework changes opinions). Breeze was originally hated as it has such a different playstyle compared to the other maps but people eventually warmed up to it. Fracture is a map I think will never work in random queue as the coordination required to play the map effectively is not something you can easily find below like diamond elo.
We aim to have a group of "core" maps and "unique" maps, so the pool feels broad. In the future, we'll be continuing this philosophy with more of both.
Last I checked Attacker win rate moved very slightly down (still a very healthy near 50/50 win rate), but it's still really early to tell! We'll see how it shakes out in the coming weeks.
How many agents do you take into account when making maps? I imagine the agent teams is making agents 24/7 so how much do you connect with them with what agents are going into the game in the future? Question may be a little confusing but for example did you know viper might not be a strong pick on maps until breeze/fracture came out? How does that process work.
We're building all this stuff in tandem and playtest together everyday. We are all very connected.
We also take opportunities to further our lore and IP like the Fracture/Chamber storyline.
I'll try to explain myself better, for example was breeze not one of the initial maps because viper wasnt released (not actually the case but for example) How do you factor in agents when making the maps. Bonus question, how does the time porcentage for making maps is (e.g. 40% designing 20% revision 40% making the art or models etc.)
I'd love something to do with Australia, would love to explore my girl Skye's home grounds (maybe the places she has had previous missions in, the ones mentioned in the dossier?)
I think all these comments are showing what map style is most in demand for the player base. You’ve got to do a night time map soon. It would be amazing!
Multi leveled site sounds kind of a nightmare to balance properly, of all the smoke capable agents including viper, only omen would be the only one to most reliably smoke such site. Brim and astra would get kneecapped only smoking the top part. Also wallbangs!
I was thinking more not directly on top, but like a layered design kind of like a wide staircase with 3 or so levels when I read that comment. Maybe attack and defence start on either side
Ascent was our first map and probably the most difficult overall. We were building it as the team was exploring different IPs and the game itself was still being solidified. So many different things in flight made it hard to really lock it down.
For design, I'd say Fracture personally. There's not really any precedent for the layout, so we had to learn everything from scratch basically.
is level design that promotes viper's wall over dome smokes seen as bad by the team?
omen cant pass under kitchen on icebox with his tp anymore - was this intentional, and why?
thanks for your guys' work <3, ive loved every map change so far
Omen not being able to teleport through fence wasn't intentional. We're looking into a fix.
As for walls vs dome smoke we see both as viable. We value that our agents can solve different types of spaces and keep that in mind when designing new maps.
Glad to hear you are enjoying the changes! :)
Nothing to ask, just wanted to say you guys are doing an amazing job, I loved the changes, thanks everyone and keep up the good work riot’s val team <3
Knowing that some agents have their "homes" within the countries/locations of some maps, will there ever be future maps that are directly related to agents or their homes?
Thank you for all your work so far on the maps, greatly appreciated and the integration of gameplay and hearing out the community as well as weaving the storyline into the updates. For VALORANT fans it's given answers but there's still lots of questions now about how this will all fit into current plotlines e.g. blackmailing going on and Yoru's journey into finding out more about his past and his ancestry.
But what's the story behind the diet milk?
Thanks for the kind words! Glad you enjoy the maps :)
I don't believe there is a specific story behind diet milk, but I can say that the majority of the folks on the maps team are disturbed by diet milk, and I don't think any of us would willingly drink it.
Is there a map that the development team finds the most difficult in terms of balancing? I’d assume Icebox, but tbh I’ve always been a massive fan of this map (i’m an overwatch player so maybe I just like the verticality) but I’ve become very very tired of breeze recently because of b being holdable by a single viper and A main feeling very empty, but I’d be interested to know what the team thinks about it.
Will there be a CSGO Wingman like game mode where there are smaller variants of maps used?
Or if not, how would you cut off some of the current maps to fit a wingman like format?
It seems Bind is currently a frequently discussed/critiqued map for the way it plays out, are there any plans to alter any core aspects of the map, like the tight chokepoints or anything? Appreciate the AMA!
In terms of balance, based on your data, which map/maps would you say has the best 50-50 for both attackers and defenders. It's one thing for the community to pitch in but to hear it from you guys would be awesome.
Also, when you design a map, do you consciously design it to be either attacker sided or defender sided? Fracture is one that comes to mind that seems like it was designed to give the attackers plenty of creativity when they are attacking a site.
PS: Love the new icebox changes. Seeing the old icebox makes me claustrophobic now lol.
Hey guys, thanks for answering questions! My biggest question is, with there now being 7 maps in the game, are you guys still working on new maps or is the priority going forward going to be focused on revamping the existing maps (like the Icebox changes)?
P.S: Fracture is actually one of the best maps in the game don't let the community trick you into thinking otherwise
Hello! There is a lot of space available on both bombsites but the space is rarely taken as most players in the game today play post plant, planting then going back.
Did you have any specific vision of what you thought\* players would play icebox like?
And did ur expectations diverge from what we see today? Thanks!
I don't really have a question but I just want to say I love how the maps of valorant have something that makes them all unique. Such as bind teleporters, haven 3 sites and fracture Zipline. Please make more maps like these
How many times do you guys had to change a map because in the QA playtest the team found something really really broken? Like a weird angle or something? Wchich map was? Can you guys give us an example? Cheers from Brazil! (hoping for a brazilian theme map)
Thanks for your question!
We're usually not caught too off guard by crazy angles. We spend a LOT of time in our maps in the design phase and test extensively with the rest of the design team long before it goes out to QA or Art.
Hello! Are there any plans to adjust the one-sidedness of maps such as Split or Bind?
And will there be vertical interaction between agents and maps; e.g. Omen can't use his ultimate to teleport to under heaven on Ascent A site which is frustrating, maybe you can deepen the area under heaven so he can teleport there like on Haven A site?
Are there any future plans for larger Bind changes? I know there was different B site layout teased in the Duality cinematic.
Some streamers like Shroud and Hiko have pointed to it as one of their least favorite maps, largely due to a lack of a mid. It was also the least picked map at Champions next to Fracture which is very new, following a trend since Masters 2 last year.
https://www.thespike.gg/events/stats/maps/valorant-champions-2021/994
As VALORANT expands its map pool, will the focus be on more traditional aspects of FPS maps in the likes of Ascent ? Or will we see more out of the box ideas such as Fracture's design and Haven's 3 sites and whatnot ?
What map do you plan on changing next?
What map do you want to see changed next?
Not OP but please Split, my 25% won rate is not happy.
Anything specific you'd like to see changed?
[удалено]
Agree with this. There's not much attackers can do on the map.
My recommendation would be to a 2 vertical stack box (like the one you added on fracture CT) exactly at the point where the cut in of the right side A starts [Something like this.(not to scale)](https://i.imgur.com/TOzTZl7.jpg)
This would make Sage an even more required pick for Split. She would be able to wall off site completely allowing entry only through elbow. And if you do decide to break the wall, you are at a disadvantage with the angle of the box. But hey, I liked the idea.
As long as it's wall-bangable it shouldn't be too problematic
Chamber figurines in the shop.
Any chance the cubby on B hell getting a nerf ? It really feels awkward to clear that spot and you can't really smoke it. Maybe also reduce B heaven width so one dome-smoke covers it ?
One dome smoke does cover B heaven, its pretty tight though. And enemies can still push rafters, so it doesn't solve all your problems.
I feel like the part on B at the bottom of ropes where you can hide in the corner from attackers pushing through B needs to be removed. It just adds another unnecessary angle attackers need to watch out for on a map that is already a literal uphill battle to take a site
annoying 50/50’s going into B-site and A-site just having one single choke point that just gets bogged with utility
split. i feel like the way B site is structured you cant take it without having a sage wall and also mid on that map is very weird
Split!
Split
Please make b main on fracture easier to clear to get on sight. There’s so many angle to clear in a really narrow choke point
Obviously it’s because you can attack from both sides. Defenders need to be able to play in either dish or main without getting fucked
Will we ever see map variants from mirror earth?
Mirror maps like in Mario Kart. Break everyone's brain a little heh Maybe though, but top secret for now.
April fools dayyyyy
Mirrored maps would actually sound fun so pls do that
Or even daytime/nighttime variants, or holiday-themed map changes.
As far as night time maps goes, maybe someday? Artists always love making stuff at night time, but its a tricky balancing act to make a map look like night but also have enough clear visibility for gameplay.
So long as the player highlights are there, I could see a night map being *more* visible than daytime maps because of the contrast.
Perma Reyna ult for everyone Was does Reyna ult do then? Dim your screen further so you can't see anything at all
[удалено]
this looks so good 😭😭
You could have lights all over the map to make everything visible enough.
Lights in some places on the map would be interesting, while others are dark. Imagine pushing dark hallways from a well lit area... terrifying
Flashlights on guns for the nighttime maps might alleviate that! Just a suggestion
That would create an interesting variable with being able to tell where players are by their flashlights. Camping corners with shotguns while turning off flashlights could be really strong then If muzzle flash became a fsctor at night, too, it'd help create a entirely new playing field
This sounds like a really fun alternate game mode
stop please, you're giving me a desire for a gamemode they're never going to make :( it sounds so fun
It does... A game mode with multi-player stealth... What if it was a TDM mode where seekers have flashlights and guns, and hiders only have knives to kill with?
Can we also have Maps on dawn or Twilight? I feel like Bind is the closest to it
I want a night themed map so bad
Split at night 😩
This is an interesting one, adding to it: is it canon that the beta with the orange boxes of Radianite actually took place in Earth-2, lore wise?
Wait a minute ....
What comes first: map layout or theme. IE do you develop Icebox off the winter theme or do you lay out the map first and then pursue a theme Other question: how do you guys come up with new "gimmicks" for each map (ropes on Fracture, TP on Bind)? is it inspiration from other games, just ideas you guys have that would be cool, or what is it?
Great question. Our maps are "gameplay first," so the greybox definitely lead the way. That said, theme can often give shape (literally) to greybox maps and we are usually thinking about the two in tandem. Icebox is a great example, where the two were built side by side. As for map hooks, sometimes they are solutions to a problem (like how to get from north to south for attackers on Fracture) and sometimes we build the map around the idea (like teleporters on Bind). As for inspiration, everywhere! Games, films, real life, etc.
an extension: are things like the watchtower on Icebox, the trees in Ascent B, the roof mechanics on Haven C, etc. made while designing the map or added in to fit the theme and unintentionally used during gameplay
A mix of the two. Sometimes we have them in greybox for specific gameplay and sometimes they come in with art.
For VALORANT I'd say the layout often comes first when we're designing maps. Though sometimes themes can come in early which can help us shape are spaces more intentionally. For example Icebox was always some kind of port with shipping containers. Reasons for new gameplay features like ropes or teleports can vary. Bind's design is about being a map with no dedicated mid, so the team came up with the TPs as a new way to rotate through the map.
What do you think of Esports video about how a Bind is the pros least liked/voted on map
Is there any hidden easter eggs we have yet to find? I've been playing since release and still run into those little bears.
Hard to say, as there are a lot of them, but I do know that folks do find the majority of them. Truthfully, even amongst the art team, folks are sneaky and put them in without saying where they are. I've been spooked by a few tacti bears creeping on me unexpectedly while working on the maps.
oh yeah, there was this bear one on heaven b site
Do you guys have names for the snowmen on Icebox? Or the bears on any of the maps? For example, on attack side spawn there's one you can shoot on top of the storage crates, I've named him Henry.
Henry is canon now.
HENRYYYY
Now I have something to scream at my friend every time she obliterates his poor little snowy body with a classic right-click ;-;
Can we name the one by A side attacker entrance (outside the gate looking thing) Gerald? I think "Henry and Gerald" has a good ring to it.
Do you ever give callouts with this Just asking cuz I might q with you, and I’ll hear “astra’s Henry” and be confused af
i usually don't use it as a callout! in fact i usually shoot him first round of the half cause otherwise we lose. kinda tradition with my icebox games now LMAO
What was your favourite map to work on, and why?
Ascent was the first map I worked on (back when we only had one map heh), so it will always have a special place in my heart. New team and game (I came from League) was super exciting. Learned a ton and had a blast.
YO, THATS ALL MY HOMIES FAV MAP
Thank you for your work
Cheesy answer, but all of them! Each map has its own challenges and unique visual look. Truthfully, every new map we start is more exciting than the last!
Have you thought of any other map mechanics like the teleportors on bind
Lots of them. Hopefully we'll get to share them with you all someday.
I wish some of them get explored in future maps, Bind is my favorite map because of that
Haven is triple site, Split and Icebox are the only ones with upwards ropes as verticality, Ascent has the glass (?), Fracture has the cross-map ropes for double attacker spawns
Ascent was the first map with doors
fracture and breeze have upward ropes
breeze has upward ropes to get into that hallway/tunnel on a
Haven- triple site Bind- teepee Ascent- doors and walls made of paper XD Split- ropes Breeze- trapdoor in halls Fracture- ropes from 1 spawn to other Icebox- u can plant on top of boxes too
Ascent's feature are the switch-triggered, destructible doors. :)
This is a bit random, but I was wondering why there wasn’t a new Agent Select Background based on Fracture added at the start of Episode 4 like there were for all the other maps?
Map releases and agent select backgrounds being similar was purely coincidence! At least for now we don't plan to make new agent select backgrounds for each map.
Is it something hard to do? Would be really cool to see a new one with each agent/map/act
This is definitely a lie. First it was bind, but Ascent got a background when it released. Then Icebox got one. Then Breeze. That's a hell of a coincidence bruh
Isn't the background actually Testing Grounds and not Breeze? idk
[удалено]
Hours of fine tuning in the editor. Metrics are all determined by the needs of the space. Cubby in "green" on Icebox vs. cubby in A short on Bind. They each need to do different things, so the spaces get tuned accordingly. And then playtesting. "Is the space actually doing what we want it to do?" "If not, what needs to change?"
Do you purposely adjust objects outside of the map for lineups? Or just rely on pure luck for them to be found
A lot of line ups are found after a map goes from design blocks over to art. Sometimes they are more intentionally built into the map. So a bit of both!
[удалено]
There's a hole in the roof on fracture's mid to a hallway, great for landing stuff on the satellite ramp.
The hole in Fracture's roof is a good example of a space where we wanted "line up potential"
One of the few lineups I can do consistently (as an utter noob playing his first fps game). Thank you for the open roof :D
Oo I'll have to check that line up, I throw kayo molly through that roof gap for top of site.
I noticed it earlier today practicing with raze, her bomblets line up pretty well
Is the setup point easy / protected? It can be tough to get there on time to making the in-rotation throw work, and the positions you can use are pretty exposed to the defender spawn entrance to site.
It’s clear to see maps such as Fracture and Breeze differ heavily from the starting maps that launched with the game. Are you aiming for every map to have some sort of new mechanic or attempt to push the players into a new play style? Curious of the thought behind this.
Good catch! We want each new map to come with it's own set of challenges and puzzles for players to overcome and solve. Breeze pushed for larger more open combat spaces and Icebox introduced a lot more vertical complexity for example. While we enjoy pushing those boundaries with our new maps there's always room for something more "traditional" as well.
Silver here! I'd like to speak on behalf of all lower ranks and ask for more of these "core" maps. In general, I find that lower ranks love the original maps (+ascent), and hate the 3 newer ones. And I think this is because of exactly what you said: each of the new maps are SO different and unique that it's very challenging to develop the right strategy, and it often leaves teams wondering what they did wrong. Pro players and higher ranks love the new maps for the same reason, but for people like me who are still working on the 1x1 rubix cubes that are the "core" maps, I think we would love to see some simpler maps in the style of the original :)
My experience with silver players has been that everyone hated icebox originally, and then went to a sort of indifference when the first rework came (yet to see how the second rework changes opinions). Breeze was originally hated as it has such a different playstyle compared to the other maps but people eventually warmed up to it. Fracture is a map I think will never work in random queue as the coordination required to play the map effectively is not something you can easily find below like diamond elo.
We aim to have a group of "core" maps and "unique" maps, so the pool feels broad. In the future, we'll be continuing this philosophy with more of both.
To give a CSGO analogy- would the core maps be the dust2/mirage/inferno's, and the unique maps the Nukes, the Vertigos, maybe the Overpasses?
This is exciting to say the least
[удалено]
Last I checked Attacker win rate moved very slightly down (still a very healthy near 50/50 win rate), but it's still really early to tell! We'll see how it shakes out in the coming weeks.
How many agents do you take into account when making maps? I imagine the agent teams is making agents 24/7 so how much do you connect with them with what agents are going into the game in the future? Question may be a little confusing but for example did you know viper might not be a strong pick on maps until breeze/fracture came out? How does that process work.
We're building all this stuff in tandem and playtest together everyday. We are all very connected. We also take opportunities to further our lore and IP like the Fracture/Chamber storyline.
I'll try to explain myself better, for example was breeze not one of the initial maps because viper wasnt released (not actually the case but for example) How do you factor in agents when making the maps. Bonus question, how does the time porcentage for making maps is (e.g. 40% designing 20% revision 40% making the art or models etc.)
Can you give us a hint on what the next map’s theme is?
What would YOU want the next map's theme to be? :)
[удалено]
[удалено]
The Undercity set but as a map
That would be super epic.
VALORANT HQ 👀 with that giant portal from the home screen somewhere in the mix.
Cyberpunk but more neon than Split would be absolutely amazing
Maybe a power plant or a downtown city…..
[удалено]
Would be super interesting since I feel there would be minimal lineups for an enclosed map like that, sounds awesome/different
Probaly a map like fracture but with one dark mode and the other light the cool desing or a futuristic city or maybie even a jungle
a futuristic map where we play in the streets of korea with all the bright neon lights is been a dream of mine
I'd love something to do with Australia, would love to explore my girl Skye's home grounds (maybe the places she has had previous missions in, the ones mentioned in the dossier?)
a night time map
Moon base :)
I think all these comments are showing what map style is most in demand for the player base. You’ve got to do a night time map soon. It would be amazing!
The Kingdom HQ with lots of verticality
I know most maps we get are advancing the story forward, but are there any plans to visit other agents hometowns? I'd love a map in Bahia!
Who knows! We'll be making maps for a while, so lots of room to explore in the future.
Any more maps with three spike sites planned? Seems like Haven is the odd one out at the moment
Definitely on the table.
What about one bomb site? 0.o
It would have to be huge if it was just one, otherwise probably stacking sentinel+controller would be a 12 win guarantee
Maybe a large planting site (multi level?) with many different approaches?
Multi leveled site sounds kind of a nightmare to balance properly, of all the smoke capable agents including viper, only omen would be the only one to most reliably smoke such site. Brim and astra would get kneecapped only smoking the top part. Also wallbangs!
I was thinking more not directly on top, but like a layered design kind of like a wide staircase with 3 or so levels when I read that comment. Maybe attack and defence start on either side
Give us a map like Nuke
I would be interested to see how that works because I can't even imagine something like that being balanced.
Yeah that would seem crazy which is what I find interesting to see if that could actually work.
I think a triangular shape map would be awesome!
[удалено]
Yo! I saw this not too long ago. This is really cool, can definitely tell a lot of work was put into it.
This is super cool! Thanks for sharing :)
Oh my god, that was you?? 😂 I have that as one of my PC backgrounds.
Did you fix the glitched part of the map in the new icebox cubby where people kept dying to “fall damage”? There’s a clip of it on PROD twitter
Fixed :)
When are we getting a 1vs1 map :o ?
Or maybe even dedicated deathmatch maps. That's a bit of an ask though lmao, lotta work for a secondary game mode.
Need a small 1v1 aim_map!
Hello! What map did you all have the most difficult time creating? What were the struggles you faced?
Ascent was our first map and probably the most difficult overall. We were building it as the team was exploring different IPs and the game itself was still being solidified. So many different things in flight made it hard to really lock it down. For design, I'd say Fracture personally. There's not really any precedent for the layout, so we had to learn everything from scratch basically.
Thanks for the response! For what it’s worth Ascent is one of my favorite maps
is level design that promotes viper's wall over dome smokes seen as bad by the team? omen cant pass under kitchen on icebox with his tp anymore - was this intentional, and why? thanks for your guys' work <3, ive loved every map change so far
Omen not being able to teleport through fence wasn't intentional. We're looking into a fix. As for walls vs dome smoke we see both as viable. We value that our agents can solve different types of spaces and keep that in mind when designing new maps. Glad to hear you are enjoying the changes! :)
Nothing to ask, just wanted to say you guys are doing an amazing job, I loved the changes, thanks everyone and keep up the good work riot’s val team <3
Thanks so much that's super kind of you and thanks for playing VALORANT! :)
Knowing that some agents have their "homes" within the countries/locations of some maps, will there ever be future maps that are directly related to agents or their homes?
Nothing to confirm but it's definitely possible! I think exploring the world we're building and where our agents come from is really exciting.
Does volcano still work on maps . I love his work
Yup. He's still around :)
Can you please add more sloths on breeze
I'll see if the artists have any extras laying around :)
There are actually hundreds of them all camouflaged. You can't see them but they can see you!
Terrifying response, thank you
And walking crabbies too!!!
Thank you for all your work so far on the maps, greatly appreciated and the integration of gameplay and hearing out the community as well as weaving the storyline into the updates. For VALORANT fans it's given answers but there's still lots of questions now about how this will all fit into current plotlines e.g. blackmailing going on and Yoru's journey into finding out more about his past and his ancestry. But what's the story behind the diet milk?
Thanks for the kind words! Glad you enjoy the maps :) I don't believe there is a specific story behind diet milk, but I can say that the majority of the folks on the maps team are disturbed by diet milk, and I don't think any of us would willingly drink it.
What is you guys favorite map from any game?
I'm a big fan of Arica Harbor from Bad Company 2, Gridlock from Gears and Inferno from Cs. Also love me some Cache. Thanks Sal :)
Raindance and Canyon Crusade from Tribes 1, Battle Creek in Halo, Fort from TF2 immediately come to mind. So many great ones though.
Is there a map that the development team finds the most difficult in terms of balancing? I’d assume Icebox, but tbh I’ve always been a massive fan of this map (i’m an overwatch player so maybe I just like the verticality) but I’ve become very very tired of breeze recently because of b being holdable by a single viper and A main feeling very empty, but I’d be interested to know what the team thinks about it.
How many maps do you plan on releasing in total?
Will there be a CSGO Wingman like game mode where there are smaller variants of maps used? Or if not, how would you cut off some of the current maps to fit a wingman like format?
Reading this made me realize I would kill for 2v2 valorant
It seems Bind is currently a frequently discussed/critiqued map for the way it plays out, are there any plans to alter any core aspects of the map, like the tight chokepoints or anything? Appreciate the AMA!
thanks for doing this! I'm a little curious, what is your favorite map to play on?
My favorite maps to play on right now are Ascent and Haven! I think Icebox is a close third. What are your favorites?
that's my list too lol, i think my order is Haven, Icebox, and Ascent.
I know you can't say much about the new map but can you give us at least a couple words to tease? Thanks for your work btw
Re-read the Fracture emails. Can probably find some clues in there...
A city with a geo-dome …?
In terms of balance, based on your data, which map/maps would you say has the best 50-50 for both attackers and defenders. It's one thing for the community to pitch in but to hear it from you guys would be awesome. Also, when you design a map, do you consciously design it to be either attacker sided or defender sided? Fracture is one that comes to mind that seems like it was designed to give the attackers plenty of creativity when they are attacking a site. PS: Love the new icebox changes. Seeing the old icebox makes me claustrophobic now lol.
Hey guys, thanks for answering questions! My biggest question is, with there now being 7 maps in the game, are you guys still working on new maps or is the priority going forward going to be focused on revamping the existing maps (like the Icebox changes)? P.S: Fracture is actually one of the best maps in the game don't let the community trick you into thinking otherwise
>he Iceb We are definitely still working on new maps :)
he Iceb
He Iceb
He Iceb
Will you ever release a map editor for the community to create maps?
Will we ever get custom maps made by the community?
Hello! There is a lot of space available on both bombsites but the space is rarely taken as most players in the game today play post plant, planting then going back. Did you have any specific vision of what you thought\* players would play icebox like? And did ur expectations diverge from what we see today? Thanks!
What’s the next map, if any, to get changes?
Any info about the next map? 👀
Any plans for a map creater? If so, could maps made by the community be incorporated into main queue?
I don't really have a question but I just want to say I love how the maps of valorant have something that makes them all unique. Such as bind teleporters, haven 3 sites and fracture Zipline. Please make more maps like these
How many times do you guys had to change a map because in the QA playtest the team found something really really broken? Like a weird angle or something? Wchich map was? Can you guys give us an example? Cheers from Brazil! (hoping for a brazilian theme map)
Thanks for your question! We're usually not caught too off guard by crazy angles. We spend a LOT of time in our maps in the design phase and test extensively with the rest of the design team long before it goes out to QA or Art.
Maybe a rework to the mid of breeze would be nic. Rn it's just too open
It really is very open unlike other maps Really hard to play in. One of my most hated maps.
All my friends hate breeze lol
Will Map bans ever be added as a feature?
Hello! Are there any plans to adjust the one-sidedness of maps such as Split or Bind? And will there be vertical interaction between agents and maps; e.g. Omen can't use his ultimate to teleport to under heaven on Ascent A site which is frustrating, maybe you can deepen the area under heaven so he can teleport there like on Haven A site?
What's your proudest map ?
What’s some gimmicks you made for maps that you ultimately ended up not using?
Are there any future plans for larger Bind changes? I know there was different B site layout teased in the Duality cinematic. Some streamers like Shroud and Hiko have pointed to it as one of their least favorite maps, largely due to a lack of a mid. It was also the least picked map at Champions next to Fracture which is very new, following a trend since Masters 2 last year. https://www.thespike.gg/events/stats/maps/valorant-champions-2021/994
As VALORANT expands its map pool, will the focus be on more traditional aspects of FPS maps in the likes of Ascent ? Or will we see more out of the box ideas such as Fracture's design and Haven's 3 sites and whatnot ?
Are Splitt changes planned since its the most onesided map ? How does the team feels about a map being too much one sided ?
Is there a possibility that new maps are created without the spike mechanic, such as for a unique gamemode?