From what I gathered, here's my possibly erroneous takes on why each map is up there in most hatedīreeze: breeze tops a lot of people's most hated for a few reasons. but from what I've seen on reddit and heard from radiant players, Breeze, fracture, and icebox are the top 3 most hated, with breeze I think slightly edging out fracture. So this begs the question, has the map development team run out of creative new ideas to drop into maps? Or the more obvious question, have I not noticed something being the dumbass I am.īefore y'all say it's underwater with a train system, please note that all the items listed above are part of gameplay, and not just map/off map decoration. The list is as follows(to the best of my knowledge)Īscent - Doors with switches (first time)īreeze - Dropdown chute / solid metal switch doorįracture - 4 Ult orbs / attackers access to opposing sides of the map / underground accessĪs far as I can tell, the tiny sewer crouch-entry to defense spawn is the only unique thing about this map, but can this really qualify as a gimmick given the competition it has in the other maps? (Fine the breeze chute was kinda lazy, sorry viper mains, have to include mandatory breeze hate) This differs from a map like Haven, where there aren't many options of where to play.I'm not sure if this was ever confirmed by a riot dev, but very early on I was led to believe that each new map would have some sort of gimmick or new feature of sorts that didn't exist in other/previously released maps. the hard part about a map like Dualsight is knowing the timing of when to use them, as again, the enemy had so many options of where to play. This would allow for all agents to flourish, unlike Breeze, as the map isn't too large.Įvery agent could find ways to use windows and cracks in the roof to find perfect lineups.īut, unlike other maps that have lineups in VALORANT. Having a large map with so many routes, small "choke points" or areas within the map, and finally adding "little windows" or "cracks in the roofs" allowed for the creation of pixel-perfect lineups from more creative players. you have these pixel-perfect lineups that were allowed to flourish. So on top of allowing flanks, elevation changes, and surprises. whereas, a map like Dualsight would allow 100% of agents to use their utility, and allow the more creative players to have an advantage.ĭualsight also facilitated the creation of amazing utility. Not enough small windows or other factors to allow for more precise, creative, and interesting pixel-perfect lineups.įurther, some maps like Breeze, only allow 25% of agents to even use their utility in a meaningful way. VALORANT maps allow for utility usage, but often are cut and dry. This meant that it wasn't easy to make lineups, but rather, it mean if you were creative enough you could find different ways to use every piece of utility in a new, unexpected, and strong way. Ways to play interesting off-angles, and ways to throw utility through little windows or other small cracks in the walls, roofs, and buildings. and you could jump on both the net and the tank to flank enemies, or just to change your head level elevation.ĭualsight B had paths in from B main, dropping from a ladder into B main, CT spawn, and a hallway from the CT-side entrance of A site.Īll through the map, there were tons of little ways to adjust your height by jumping on boxes. Not to mention that A site had both a top and bottom part of the site, an extra net outside the site, and an extra tank outside the site.
There were 3 entrance ways to go to A site in total, and 4 to B site. Having 2 layers doesn't just add more options for utility, rather, they just make the map a lot more complex and interesting.ĭualsight had so many routes to each bomb site. This is best done sort of like Dualsight from AVA. But in such a way to not favor either attacker or defender too much I think could prove a difficulty for this idea I can’t picture how it would work exactly such that it is viable, but I imagine some open lines of sight to prevent camping could be an option. Almost like doors in ascent/breeze, but be able to be triggered from farther or other action conditions.Īlternatively, since they are removing the teleport map of bind, they instead create some 2w teleports that could really make interesting strategies. though I understand any randomness might hurt competitive integrity, so maybe somehow affected by in game events would be appropriate. It would just be a unique gimmicky thing that people have to learn to play around. Either triggered via something (damage or sound) or just be a random timer for open/close. They bloom or shrivel or something along those lines as far as lore goes. I’m imagining the flower map to have some large vines/flower things that can help you to cross common choke line of sites.