1/30/2024 0 Comments Valorant map makerOne of those areas, the Dish, was actually an idea that came from some concept references I was looking at after we decided on the desert direction for A side. With the next few iterations, we wanted to make these areas a little more paced and desirable for defenders to take and hold-giving them an option to either push through and flank, or use as a retake position. As you can see in the minimap above, these areas were quite different. Once the defender area got sorted, the next big task to take on were all the neutral spaces. Not to mention some stand-in thematic development even as early as the greybox phase.Īt one point, we tried an additional set of ziplines (as seen in the below mini map image) linking Arcade and Dish areas as well as a second bridge cutting across the middle of the map for attackers. In the above image, you can see the defender structure start to take shape as well as both the sites looking much closer to what we have today. The previous version often ended in situations where post-plant attackers would have enough utility left to completely choke out defenders in their spawn. This was critical for giving defenders more options in how they could set up and move. This led us to our next big breakthrough: a safer rotation for defenders through their spawn (it seems so simple in hindsight). The team was sold on the core promise of the map, enough to work through the problems. Lots of differences-I think the tunnel under B is about the only thing that didn’t change!īut the “footprint” was there. There’s a very complex approach here through A Halls/Door area with an under-over (drop into A was also on this side), sites are completely different, there’s a path alongside ziplines, a wider map, etc. In this iteration, defenders only had a single rotation path through their spawn. We weren’t really sure what the H-shape was going to do and it required a lengthy iteration period to really lock it down. With the novel strategic layer, we didn’t want to do anything too far out there for the moment-to-moment gunplay though, so hopefully you’ve found all that feeling fairly familiar. You may have read by now that we started with the question, “what if attackers could pinch defenders from both sides of the map?” This exploration led to the “H-Shape” layout, ziplines, the four orbs, quadrants, and just about everything else that makes Fracture what it is. We proposed the same challenge with Fracture and today Brian Yam, one of the lead artists on the maps team, will join me to break it down for you. We build each map with a different hook that presents unique scenarios for you to problem solve. Now that Fracture has entered the fray, the maps team wanted to take a moment to talk about its creation.Īs a refresher, our maps design philosophy since day one on VALORANT is to push each map in a specific direction, instead of trying to accommodate ideal situations for each of the wild number of permutations that our weapons and abilities create. Hi, I’m Joe Lansford, one of the level designers on VALORANT.
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