Valorant's Map Design NEEDS TO CHANGE!

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#Valorant #Tips&Tricks #Analysis
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You can kill pearl b site but you can never kill the idea of pearl b site

Pndb
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Riot was not happy with the awful mid from icebox and pearl, and decided to create an even worse version with abyss

mateusb
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You should make a Valorant map tier list to show what maps do right/wrong.

Zackery
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abyss looks like it wasn't designed for this game

Rime_
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This looks like a "ranked" map. It makes attacking easier as there's no need for comms or anything. You just silently group up at the entrance of a site and giggle when someone falls of the map.

agustincheong
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also the other thing is the paper thin walls which are becoming a common theme in maps along with post plant spams.

heetsoneji
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riot saw vertigo and somehow made it worse

chibileisure
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Abyss is wide. Which doesn't sound too different than it being simply big, but you can go into the enemies spawn so fast on this map. There's not a ton of multi-man flanking in higher levels of Valorant, but herding the attackers like this will probably become the norm on Abyss, especially to counter passive post plants. This is also a reason why attackers would want to show presence mid, because the defense can push it so quickly, sometimes even before the spike is down.

somestatik
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I don't know why but my two cents on this debauchery is that this massive of a flaw in abyss' design cannot be just a plain oversight. The more I think about it, the more intentional the design of the map appears to me. Knowing riot, they surely cannot be this naive and ignorant to design such an awful map and have ZERO purpose or reasoning behind it (prolly wishful thinking I know but still I believe). All the problems you've listed: mid providing little to no value, rotations that feel like walking on sage slows, exec-heavy and 5-stacking sites, playing stupid postplant, etc... those are arguably the recipe to an IRON-LOBBY RANKED game. So perhaps, they're pushing the boundaries of pro play for it to simulate lower ranked antics? I honestly don't know what they were smoking but one thing's for sure: there has to be a reason. Maybe they're trying to make barrier sentinels meta, or they're looking for a more chaotic and less strategic gameplay overall like where the defending team literally becomes the attacking team and floods main after the spike gets planted or whatever. Only time can tell.

pjjustice
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Pretty sure they laid off all their map designers. There’s no way people with a CS background would design a map like this. It’s literally a map to prove they’re not good at their job, they can’t think of creative ways to implement sites. Worst map yet, worse than Breeze or Icebox.

dziugazz
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i like making valorant minimaps for a hobby and im pretty sure by now that its not that difficult making a map not have main pointing straight to 70% percent of a site, or even better just make main not have alot of 50/50s when being pushed from site

gglife
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Valorant has a really weird aversion from 3 lane maps. For some reason I feel like in their heads, they think that they're played out even though there are so many unexplored designs, and they provenly work. Four lane maps are cool but are notoriously hard to balance.

yukijudai
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I think the problem comes from a mix of things, one of which being that defensive util has gotten nerfed pretty hard. There's not the same stopping power available that was present during the astra viper meta or a chamber with an insane get out of jail free card. Trying to hold onto a site against a hit is often times worse than just leaving and playing retake because you get util dumped and your util just isn't enough the majority of the time

chives
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Its interesting for the "Post plant spam" i think would just be fixed if they made the plant site just...further in the site. Like it doesn't seem THAT crazy to think of you know...making the attack really have to work to get the optimal plant lol and like I think Abyss's mid is so interesting but the way the sites themselves are do have little reason to explore it (though I think the A side does warrant pushing it a bit more than B).

funkycrawler
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I think the biggest failure is too much experimentation with a map design. The first three maps( Bind, Split, Haven) all had a small twist. Most of these weren't game changing, so they worked. Riot likely assumed that larger twist could work, but they don't work. Lotus doesn't work as a three site map because B is a full site where Haven's b is more of a mid that you can plant. Riot just needs to drop a standard 4-sqaure map design. The main reason I don't like Abyss is because it is a map designed for one-trick ponies. the fact that you can launch people off the edge is only cool for the first week. Afterwards, it is an annoying play. The wingman parkour is only funny the first 5 times. larger twist could work, but it is a gamble official maps shouldn't take.

Eskaloan
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I quit Valorant about a year ago and map design was by far the biggest reason why. Riot is incapable of making a good mid on a map.

kalieden
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Going on a rant?...




A Valo-rant? 😎

apricot
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4:30 luckily, this postplant spam meta is really easy to fix, just make the walls unbangable

skyfeelan
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its on every map no matter how big or small. You should sunset as an example and you can even do this on split if you plant the bomb right, tbh I think you can do it on every map. tbh its giving when gekko came out and everyone was saying gekko is a bad design and breaks the game cause wingman can plant bomb

heartbreak
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The counter to the sit back and spam post-plant is multi-person flanks, so you pinch on the area they are spamming from. This is easy to do on sunset, lotus, and abyss, but very difficult on pearl. Mid is useful on this map for the defenders to push up and flank. If the attackers plant A, the b defenders use mid to wrap around. I think that they made mid intentionally hard to push to encourage defenders to take the space.

duckling