Why Tenz Hates Valorant's Map Design & How To FIX IT!

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I wish riot wasn't so afraid of making the maps angular, everything is so straight and boxy. All extended walls or boxes are always matched up to the map perfectly as if its Minecraft, and i mean tell me if I'm wrong but the only 2 sites that don't have perfectly 90 degree boxes are Haven A site and the one box on Sunset A. The only other example i can think of is if you count the round pillar on Breeze B site with its box.

lycanroctube
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The fact they put pearl back in rotation and made NO changes is insane.

TheLazyGardenr
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B side Ascent is probably the best example for future maps because of how separated it is from the actual site.

TheGoldenBoi
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Pro teams play for percentages and post plant spam has the best percentage to win the round so its really hard to fix this issue.

mehrajbari
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The default plant spot shouldn't be visible from more than one weak angle of main. Abyss B site is fixable with a simple column in the space to the left of the entrance and moving the corridor a little to the right if you want to be "bold". That's it.

agustincheong
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this is very true - i think over time the val map designers will be able to find solutions. but also having a few sites where spam is strong is fine. like maybe on abyss they decide that spam is fine on that b site but find some ways to allow defenders to aggress easier or smth. but I think on most sites the intent should be holding map control and fighting for the site.

WolfishMagic
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4:35 people can spam bomb perfectly fine in CS with no pings just off reference points alone. Maybe not if they're totally greyed out but here there's a tall pillar to align your aim with, which I assume is the case for every spam site.

kmr_tl
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You can also alter the sight lines from the attacker side such that they don't have a good view of any plant spots if they back off. So on that last site it _is_ hard to change up the site to fix it, but they could change up the attacker approach. Something more diagonal would help a ton. Through that space that's just empty wall space now. That's a much bigger change though and might take more time/effort to achieve.

SergeofBIBEK
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Changing how spike pinging work would hurt low/mid Elo more than any other tiers; higher levels of play and even higher elo games have somesort of comms where in lower pings are one of the few universally understood forms of comms and there is no way changing a simple and crucial form of comms is a good idea.

Ayakassforehead
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Abyss B is actually easily fixable by dwitching the big boxes with the smaller ones and inverting it.

Makes so it works kinda like reworked Breeze B (the good part of breeze) and to help it just take out the bridge and cut heaven shorter (make so you need to DROPDOWN from heaven instead)

It cuts a heavy angle backsite and it helps attackers stick to it. To help nore only reworking the wooden box and the small corridor to below the site.

Malam_NightYoru
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I think they fixed B site very well on Sunset, there are way more spots to play on site and sitting main is not the best option with that new plant spot cuz it's not directly in front of it

aizuni
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maps like ascent have spots where attackers playing post plant can take cover and potentially outplay defenders coming in for the retake, lots of maps where attackers can’t do that end up just retreating to main and shooting through smokes. the new sunset has some more cover but lots of them just feel like 1 and done/be better and kill lots whereas something like haven or ascent has boxes you can play around and move around in or change your position, even if slightly. too many of the newer maps just dont have anything favorable

Maxawa.
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for abyss B imagine this: u take the little bookshelf block on the right side of the sight (from tside pov) and u extend it like full to the left so when u come to site u kinda go around it and then u enter the actual bombsite it would like an extension of B main

mishkomensch
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Idea I've never seen that struck me while watching the video:

It would feel very weird at first, but what if you could only plant (successfully, at least) once per half on any given spot? I don't know how big the area you "exhaust" would be, but--like--once you've planted dice for main on Ascent A (and again, maybe it's only exhausted if it isn't defused), no more planting there for your team, this match. (I feel like it makes just enough sense narratively, too.)

So many maps have their "default" plant spot, which is often chosen for the ease with which you can spam post.

If you have to switch up where you plant, it not only diversifies the postplant action (both tactically and just simply for spectator variety, WRT VCT), but it would ultimately require teams to be more dynamic in how they take (as well as defend) space.

Because I think there is a problem at all levels of Valorant where the fundamental conflict of taking and defending space is just not playing out in the most interesting ways. And if you take away the option for, like, Gekko to just plant for main from main every round (with--theoretically--nobody on his team needing to take site), I think it could make the game more interesting from Iron all the way to VCT.

DevWil
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I think they just need things on the site which you can hide/fight behind. In Cs mirage, cache, dust 2 and inferno have so many spots on the site where an attacker can hide which makes holding a site for post plants so much easier. This is great for defender too because you can hide in those spots. Like giving more boxes or places to hide would legit just help both defender and attackers. Also knowing that there isn't just 1-2 places a person can be makes a person who enters a sites, forced to clear every angle.

Also if you notices on those maps, most of the site where a person plants on CSGO isn't directly in the path of where you entry. You can still plant for path of entry but you are literally forced to take site and stay there.

serenty
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Can we make spamming from behind smokes more dangerous? Maybe a question mark at the last place you heard gunfire if you are say within 30m. Go for the mini-map refrag. More prominent tracers, ect.
If someone shoots from behind a smoke for more than 2-3 bullets with no movement innaccuracy, something occurs so that people on the other side can locate and spam back. So the choice is to either fire 2-3 bullets bursts at the defuser, move then shoot again. Or spam and encounter counter-spam.
Maybe having a visual effect on the smokes where bullets exit to make it clear where the shots are originating from.

mantleg.
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Make the large platform in middle of b abyss like a fort with walls on top and proper stairs to go up to it

Boioioio
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I agree with the video as a whole, but limiting pings is an awful idea imo 4:50

bencaveny
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valo maps you either sit on bomb, sit in main or sit in CT. The safest place to sit is obviously main
Lets take CSGO mirrage. You can defend A plant from B side catwalk, from main, from apartments, from stairs, play boxes or CT. The CTs can push site from mid or CT.
You can defend B site in several places within the site, be it van, chair, aps, kitchen, pillars or cat. CTs can push B from kitchen or from mid. So much more places to play from, so many places you can fight in. in valo you cant do that, the closest to it is Lotus, but even then only post plant, unless T side first takes B control, then splits to take C, but they dont need to take C, cause they already got B.

DageLV
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Hot take, Abyss post plant is overrated. I've seen a lot more teams lose the post plant playing everyone in B main compared to sunset b for example. The bomb sites do need an overhaul though, neither the attackers nor defenders really have anywhere to play

spiritolaminato
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