![]() ![]() They won’t all be good, and they won’t all be ready to be played on the first test.īut we’re the ones who get screwed over by it.įracture is a blight on one of the greatest games ever created, and Riot’s refusal to acknowledge it will ruin the game faster than anything else possibly could. We over at VALORANT have eight maps, all created by the same company and tested internally before they’re unloaded on us. Other games have big communities around creating maps, testing them and finding the good ones. suffers from similar funneling issues that Fracture has, but at least you can take control of mid and crush that Cypher b*stard from above. Riot’s refusal to let the playerbase create maps and have sole influence over map creation is going to lead to some terrible maps – and it’s imperative that they’re able to admit mistakes. It’s not a good map, but it’s at least a tactical FPS map. As it should be.Įverything about this map is miles better than that hellhole Fracture. Oh, and flanks are deadly but tough to pull off in a timely fashion. It’s claustrophobic, sure, but in pro play it creates hype moments and some really interesting plays. 22nd Nov 2020 19:00 With the release of Icebox, VALORANT has now officially increased its map pool to five, but some of the community aren’t exactly thrilled about this, and the debate on how VALORANT maps can be improved has been one of the most prevalent ones since the beta. It suffers from similar funneling issues that Fracture has, but at least you can take control of mid and crush that Cypher b*stard from above. We all know that Split isn’t a great map if you were going to remove one of the early maps, it’d have to be that one. You play the map once, and you’ve done everything you can do on it. It removes so much of what makes tactical shooters ‘tactical’. The lack of a proper mid means that slower plays where you take control and strangle Defenders don’t really exist. You always feel funneled through chokepoints as an Attacker, and as a Defender you always feel like you’re flanking through those chokepoints. Hi, I’m Joe Lansford, one of the level designers on VALORANT. It’s very claustrophobic, and yet incredibly chaotic. Controlled Ruptures - Making VALORANT’s Fracture. It was made for you to do every single peek you can do, it’s so sterile. It suffers from the problem that most VALORANT maps have it was designed with all of the plays you could make in mind. I haven’t seen a single person who genuinely likes the map. You can’t do a powerful, unseen flank because, well, everyone is ready for it. ![]() Map control as Defenders isn’t all that useful, because all it does is let you flank – but the whole map is designed around flanking, so it’s obvious. The Defenders spawn in the middle, the Attackers can come from anywhere – really cool idea. That sums up our top 5 most-hated Valorant maps.I, just like Riot, thought Fracture was a super cool idea for a map. We can only hope for Riot to salvage this map soon! For most players, it's confusing and a lump of unbalanced angles. While it's understandable that Riot wants to give the attacking side all of their chances to flank, the opportunity makes the map biased towards them.īut even attackers are having a hard time on Fracture! Yes, it gives them plenty of outmaneuvering gameplays, but the execution is a different story. ![]() The only time players play Fracture is when they don't want to dodge another Fracture-that would end up in a penalty.įracture is problematic for both sides, thanks to the presence of a huge zipline in the middle. Ask anyone, and they'd agree: it's arguably the worst map in Valorant. ![]()
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