Which VALORANT Map Is The Best?
The closed beta for VALORANT has been a blast so far. Players are now well-accustomed to the Agents and maps, but which of the three battlefields is considered the best? The answer can fall into a subjective realm of preference, so below we will explore the strengths and weaknesses of each.
We will start with Split, which is a great-looking map featuring high altitudes and a difficult learning curve. A common defensive strategy is to camp the callout points “Heaven” and “Hell” in order to cover the plant sites. While Split is a decent size overall, attackers can have a tough time dealing with the map’s three pigeonholes.
Regarding B site, both sides’ buy phase allows for close proximity, so it is common for a gunfight to break out immediately. This has been a bit polarizing in the beta due to the lack of coordination among players. If even one or two attackers decide to go running in, they might find some success, but more often they are eliminated quickly and leave the remainder of their team at a disadvantage.
Split is a decent map, but due to the current state of beta with new players charging in, the easy-to-defend pigeonholes, and the necessity of mid-control – it can feel like a frustrating experience when attacking.
Bind is the next map to feature two Spike plant sites; Its several small entryways make for dangerous approaches. These small bottlenecks can be a real pain for the unprepared and often lead to quick eliminations, for better or worse. Luckily, each plant site has two points of entry to balance things out.
This is also the only map to not contain a dedicated “mid” section, but to make up for this there are two one-way teleporters that can make matches far more interesting. The first is near B point and takes players all the way over to A through a series of doors (also one-way only) that can provide an opportunity for an unexpected flank, connected right behind the Shower area. The other teleporter can zip players from A to B in a snap. Although flashy and fun, their loud activation noise can give away its users easily.
The last map, and the one we consider to be best, is also the least traditional. It features three potential capture points and is larger than both Split and Bind. Eventually there may be a specific meta that favors a plant site above the two others, but for right now the inclusion of three potential sites gives Haven the most versatility and replayability. Each round is dynamic with the potential for new and interesting plays, whereas the other maps quickly start to feel repetitive. This also allows wildcard players to be less burdensome on their team, because there is a broad enough range of routes to navigate.
Another reason that we choose Haven as our favorite map is because of its similar design to Dust 2 from CS:GO; It is well balanced and provides players with the best environment to learn the basics of movement, jumping, fall damage, and flanking.
What Lies Ahead For Maps?
Once the game officially launches, we can be sure to see additional maps added into the game. We hope that Riot Games continues with map creativity to offer players more variety in their matches while minimizing repetitiveness. It would be equally beneficial for viewers too once the esports component of the game starts to build up!
Meanwhile, there is no doubt that traditional maps (like Split and Bind) will also be added in the future, though the latter’s use of teleporters is awesome at least. Otherwise the game might be trying to look a bit too much like CS:GO in design, which is a great game in its own right, but VALORANT is clearly aiming for its own unique identity.
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