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Counter-Strike has no stomach for spawnable items that can turn the tides of war. An analogy from Overwatch would be the medkits tucked away in dusty corners. These can become ad-hoc hotspots where both teams brawl for the prize. Rotating’s not the only risky play - VALORANT scatters ultimate orbs around the map, which can be captured by an Agent for a slight boost toward their top-tier ability. Every map, every game, every time - when and how you rotate makes or breaks rounds. Not to mention you’re often moving through contested territory as you go. Rotating across the map from one site to another takes time. The sites are often located far enough apart that the defending team is forced to split up for adequate coverage. Maps in VALORANT are designed with trade-offs built into the bare geometry. I would not be surprised to see more three-site maps crop up in the future. While there’s only one map in rotation that consists of this three-site design, it’s a major statement as far as competitive tactical shooters are concerned. VALORANT ups the ante by including a third site on occasion, labeled C. Sometimes a lane will be split in two, offering a “short” route and a “long” route. Generally, there’s a lane running from the attackers’ spawn point to each site, and a middle path which offers a high-risk, high-reward choice as far as map control and rotation time. The two main sites are usually referred to as A and B. Notice I didn’t say “two sites” - we’ll get to that in a minute. The attackers are trying to plant a spike at one of them while the defenders try to stop them. In VALORANT, like its predecessor Counter-Strike, maps are designed around multiple sites. Let’s take a look at the commonalities for VALORANT and what to expect regardless of what map you end up on. And that’s what keeps millions of us coming back for more, match after match.Įach game has its own standard map design elements designed to supplement and take advantage of the core mechanics. They’re as likely to test your tactical flexibility as they are your fundamental skills. Whether you see it as a blessing or a curse is beside the point - eSports demand dynamic play. An eSports competitor must often learn a half-dozen or so maps for each game. Whereas with traditional sports the field-of-play is generally static, in eSports we can change it up on a match by match basis. Players learn them like their backs of their own hands - or at least they do if they want to win.Īiming to be the best at VALORANT? First, you have to learn the maps. With tournaments that have millions of dollars on the line watched by millions of fans, the “fields of play” (known in eSports as “maps” or “levels”) have become as visually synonymous with their respective games as the baseball diamond or the football pitch. The rise of eSports in the mid-2000s elevated games like Counter-Strike, League of Legends, and Call of Duty each to the role of cultural phenomenon. Today the games we play are a bit more sophisticated, but the spirit of competition lives on. From the earliest days of video games - Pong is the first that comes to mind - they were often engineered for competitive play. But we live in the digital age, a time where we’re testing the limits of what we can do using the internet. What do the words “field-of-play” mean to you? They likely conjure images of grassy expanses, painted with chalk lines or marked with bases and populated by teams wearing color-coded jerseys.
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