![]() 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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