VALORANT All The Maps Explained: Ascent!
Welcome to our ‘VALORANT: All The Maps Explained!’ guide. In this guide we will give you brief overview of all the maps in Valorant.
Ascent is a newcomer. That fresh map fragrance aside, it’s already one of my favorites. With a wide-open courtyard in the middle and a catwalk for Short A that reminds me of Dust II from Counter-Strike.
The map’s playable area is a city block floating in the clouds. These are unavoidable. If you want Ascent, you’d best practice your sniping. The assaulting team must dominate the mid-lane. You may seize any location you choose if you can force the defenders back with a Sage wall or a few headshots. To reach the locations, your squad must first penetrate the strongly fortified defenses. Metal switches are installed to doors at each location. Persistent fire damages the door.
While there are some brick barriers and gates limiting some sightlines, Ascent’s mid-lane has among of the game’s longest sightlines. Attackers must descend down into B to plant, whereas A has a catwalk above the scene. You can’t simply sweep into the place with your crosshair at eye level. The ultimate orbs are in A and B Main. So if the assailants go for the goods first, they’ll be forced into a battle. As a defender, use the sound cue to slow down the attacking squad.
VALORANT All The Maps Explained: Bind
“Sandstone and palm trees” is Bind. Only the lack of a mid-line favors lengthy and short paths to A and B locations. Each location provides enough protection for the defenders. Agent ability-based tactical possibilities abound for the assault, while snipers on A Tower and foes flanking through teleporters must be avoided. They work for both teams.
On the offensive side, you’ll see the Sage rush at least once each game. It’s got to be in a contract. The goal is to quickly push out from A short, then drop a Sage wall between the vehicle and the wall to the right. In addition to requiring rotations between A Lamps and A Short, this essentially divides the site in two. Unless the defenders are stupid enough to shoot the wall. Every team has one.
They enable for fast rotations for either side at the modest expense of a loud sound cue. Bullets don’t appear to mind that the teleporter doors only open when exiting. The most dangerous Marco Polo game ever is hiding in a teleporter chamber. You may locate Ultimate Orbs in A Bath (commonly known as “Showers”) and B Long.
Snipers will like A Tower and B Window (nicknamed “Hookah” for its similarity to a hookah bar), while everyone else may enjoy mid-range action. Bring your Vandals and Phantoms out to play.
Haven is set in Asia, however there is no zen garden here. A third site, narrow passageways, and plenty of hiding spots. Riot chose to go big or go home in Haven. Despite having a third option, attackers frequently stick to the age-old “right or left” method.
The invaders on Haven have three options. The approach to C is unusually broad and clean for the map, making for good shooting. While there may be a limited opportunity to engage along A Long, the A and B sites are best served by an automatic rifle.
Due to the map’s restricted paths, area control skills like walls, slows, and smokes are quite useful. Toss the metal plates off the C Garage doors and deprive your foes of shelter. It’s difficult to retake B after the plant, so place a Sage or your best player there to keep them out.
The Ultimate Orbs are on A Long’s defender and C Long’s attacker sides. But if you can obtain either before someone else does, consider yourself fortunate.
Split, a map with long rotation times and plenty of mid-lane duels, is located in the city. The attackers will be within range of the defender’s hearing long before they push the A or B sites. Not to mention the ropes, which must be handled with care should they reveal your covert intentions, leaving you feeling trapped.
Both the A and B sites include towers and catwalks overlooking the places for the defenders to perch on. Like Batman, only they won’t hesitate to use fatal force. With a well-placed wall or flash, you may get access to the site as the attackers. And you’ll need to work hard.
Luckily, the only roads between sites are roundabouts. The shortest pathways are, of course, straight through the centre. And if you don’t start rotating quickly after noticing the spike on your minimap, you could not make it across the map before it explodes. Safely is the important word here, since there are lots of hiding places for cunning assailants.
A Main and B Main (sometimes called “Garage”) have Ultimate Orbs. Expect B Main to be caught by a Cypher in some form, and A Main to be in a sniper’s sight.
Now you know a little about VALORANT’s battles. That’s half the fight. No, the other part. No, I won’t. The other half is smart ability utilization and team communication. Agent, conquer!
Due to Fracture’s unique architecture, the map is divided into 4 neutral quadrants, 4 centre zones between the quadrants, and a central zone for Defenders. Defenders may visit the locations on both sides of the map on Round 1. Attackers spawn in one region, but may travel the map via ziplining below Defender Spawn. Defenders can’t hear Attackers utilising ziplines during the Buy Phase.
Fracture features four orbs instead of the normal two orbs seen on most other maps.
A Hall has an automated door that, like Bind’s teleporter departure room doors, opens instantaneously as a player approaches it, generating a loud auditory cue as it does so. However, this door on Fracture will likewise open for creatures on both sides.
Two one-way ziplines bisect Fracture. Like other ziplines on the map, they have unique restrictions for interaction.
Most of Breeze’s distinctive characteristics are on the A side of the map, near A Hall. A Hall has ropes to bring players in. To get onto Bridge and into Hall, defenders use the rope behind A Site, while attackers use the rope in A Lobby.
With switches on each side, A Site has an impenetrable, unbreakable mechanical door opening into A Hall. Each round begins with the door closed.
A one-way funnel (known as a’vent’) leads to Mid from the Attacker side of Hall.
The cold has engulfed a secret Kingdom excavation site. For the two snow- and metal-shielded plant locations, horizontal finesse Use the ziplines and they won’t notice you approaching.
The A Site is the first map to have horizontal ziplines. A complicated battle arena with abundance of cover and verticality, each Icebox location. That means skirmishes, quick aim, and adaptability.
It’s also the first map with varying plant elevations. Both locations include nests that players may enter via rope and then spike on the nest floor.
The Range is a practice zone where players may test their parkour skills, abilities, and weaponry.
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