![]() There are standard widths applied everywhere in VALORANT maps. The longest sight paths in VALORANT maps, where you fight players far away, are around 2/3rds what you would see in the CS Map Dust2, and around the same as what you would get in the CS Map Inferno.Ĭhoke Point Widths Are Standardized to a Fault All of these philosophies are very Inferno-like. These drastically limit how maps flow and feel. Three main things are applied everywhere on the maps: less maximum distance between players, choke point widths are standardized to a fault, and higher density of angles and corners to check. You don’t fool me.- summit1g Ascent came out after this, but despite having a four-choke-point-intersecting middle (which I love), the same constraints apply heavily. Overly Constrained & Condensed Map FormulaĮvery map on Valorant is just Inferno in disguise. Here are a couple problems I've identified. This is just the beginning of live service. The Not So Perfect Changesĭespite VALORANT being in R&D for a long time, there a lot of great room for VALORANT map design to grow positively. Unique mechanics per map on VALORANT gives players a unique reason to hate or love it, and allows the map to give it's fresh angle to the game for the test of time like champions in League of Legends do. This leads to pains where great level designers like FMPONE can work for years on a map like Subzero and ultimately not garner enough playtime to stay in rotation. There are so many maps are created with the same mechanics that it is difficult to know when to care about a new map. This solves the commodity maps problem Counter-Strike has. Ascent has buttons that close metal doors. Split has vertical zip wires (and man are they better than ladders). An example of the 'default' plant spot on Haven B site that doesn't work well Each Map Has a Unique Mechanicīind has one way teleporters. I predict the typical plant spots will change a lot in higher ranks as new agents and strategies form. You can plant near the C or A rotations and have it fully in view and only hold one side. You can plant near middle ( 1 on diagram), and just watch the bomb from the middle area. In reality, you don't actually have to even protect the site. As of now, most players are planting in the default safe-to-plant-but-not-to-hold spots ( D on the diagram), which is why most players hate trying to execute B on Haven. It's a very hard site to protect with 3 big entries in the middle of the map. My favorite example for strategic planting is Haven's B site. D is the common 'default' plants, but 1 2 3 4 can be easier to defend. Yellow is the area you can plant the spike. While this is similar to the CS map Inferno, VALORANT takes it further with how well it resonates with agent abilities and bombsite designs to create strategic choices. This increases the strategy and freshness of where you plant the spike and how you hold against retakes. ![]() In Valorant, the bombsites can be even 5x larger and sprawl most of the area. In Counter-Strike, the bombsites are typically very specific areas only a few meters wide. "Just click on their heads" - your teammate sometime probably The Areas to Plant Are Larger and More Strategic Most windows, doorways, and walls are bullet penetrable in VALORANT Not the case in CSGO. I love this change, as it makes it much easier to balance the advantage of defending vs attacking. Making these covered spots less advantageous appears it is a design tenet in VALORANT maps. It also can be frustrating when people annoyingly duck in and out of cover. This raises the skill floor for fighting on the maps (knowledge burden to know the spots + very small targets). In Counter-Strike: Global Offensive most of the popular maps have 'headshot-only' spots where you are only revealing your head, and the material of the cover is not penetrable by bullets. You can shoot through protective coverĬounter-Strike 1.6 had this, but has since become a lost art. To kick things off, VALORANT added some great fantastic changes to the formula. Let's take a design dive on how VALORANT's map design challenges Counter-Strike's decades of shared philosophy. I've played thousands of hours of competitive Counter-Strike, worked on competitive multiplayer game design and I've been playing VALORANT since Closed Beta. And they're doing it with iconic Counter-Strike map makers like Volcano, the creator of the map Cache. Riot is making fundamental changes to a decades old formula. Part of these changes are from the fact that agents have unique abilities, but it goes much deeper than that. One of the most fascinating things VALORANT is changing in the tactical shooter genre is map design. Design Dive #1: How VALORANT Map Design Differs From Counter-Strike
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