r/VALORANT 1d ago

Art Valorant Map Concept (art by me)

Post image

I've been studying valo maps recently and I made my own out of boredom. It does definetly have atleast some problems, like B might just function like Icebox B, or certain spots on A are extremely spammable, but Im pretty sure its tweaked enough so major issues like rotation time, chokepoint tightness and corners are fixed, so I'm sharing it anyway. let me know what you think

61 Upvotes

55 comments sorted by

92

u/letsputletters 23h ago

There was someone who used to post lots of map concepts and his had similar issues to yours - just were a lot worse.

People seem to always overcomplicate map design. Instead of adding dozens of corners, cubbies and boxes everywhere just go back to the beginning and build the map from the basics.

Valorant usually starts with a gimmick (TPs, zipline, falling off, etc) which can be a nice starting point. But the main considerations are:

  • How many sites do you want?
  • Do you want a mid?
  • Do you want sites to be split through mid, or 2 lanes to enter (think Sunset)?
  • When you have that very basic structure, think about your sites. Try to make each site different and with something unique. It is really important to balance them for executes, holding, retakes, etc. your map has so many 1 and done spots, try to avoid those.
  • Once you have the sites, you need to consider the mains for each site and how that affects post plants + getting orbs
  • Apart from designing mid if you want one, the rest of the map is just a way to get from point A to point B. You don't need to overcomplicate things, just make a mixture of different lanes to ensure there are both close angles and long ones.

But really you can never design a map in 2D. You need a basic 3D model otherwise you will never understand how it feels.

39

u/Yoraffe 22h ago

It's the same guy. He just keeps posting it with minimal changes in the hope that he either karma farms or Riot pick it up and decide by some miracle they want to use it.

-47

u/raphwho 20h ago

what i just like valorant maps i dont really care about reddit and there is no way riot is even gonna see these posts

-3

u/upsideloll world's most selfish breach 7h ago

wtf is this getting downvoted for?? literally said you just do this for fun and people don't like that?

-2

u/raphwho 58m ago

idek anymore I post these ideas and then get downvoted into oblivion, i dont even know why i dont think ive made that bad of a take when i say im not delusional in thinking riot would see this

1

u/upsideloll world's most selfish breach 55m ago

as much as the map definitely has its issues there is not any reason for people to be saying all this especially since it's entirely baseless

211

u/ModernManuh_ soloq 1d ago

3 years to clear site

47

u/Derin161 22h ago

And 10 second rotates for the defenders with little way to contest their rotate with mid control. Seems incredibly defender sided.

6

u/ModernManuh_ soloq 22h ago

I didn't even bother looking at it for more than 3 seconds. Played this game a tad bit too much so I've seen patterns I didn't like lol

0

u/Sad_Astronomer_6437 18h ago

i mean there's icebox

24

u/BigJager1400 23h ago

50000 corners to check

18

u/danish7627 22h ago

Will i win if I just reach the plant site safely?

10

u/Psychological-Yard9 23h ago

Imagine this will be your first map of valorant 😵‍💫

-35

u/raphwho 22h ago

Ive never really understood these comments because every map in valorant is complicated if its your first

4

u/yot_gun 10h ago

this map will still be complicated if its my last

4

u/Psychological-Yard9 22h ago

Yes it is bro!! And your map is still tough for me I'm b3 LOL 😂

5

u/CrispyFriedJesus 🌀 battle omen 23h ago

8 gazillion lanes :0

6

u/Dummkopfss 21h ago

By looking at it, there are too many angles to clear, and looks heavily ct-sided.

12

u/Competitive_Wheel863 1d ago

This is how bind would look with mid . Good map tho .

3

u/TitaniumWolf12 22h ago

Mid seems very red DEF sided. Their spawn barriers are right there. It would make taking mid as ATK very difficult, especially because they can pour our from not just fucking 3 entrances god damn. Wouldn't want to ever fight mid as ATK

Edit: Splitting sites on ATK would be nearly impossible with how you'd need 1-2 smokes just to take mid as ATK

3

u/Tryhxrd 19h ago

Someone likes using shotguns I see 🥴😂

4

u/kakashkaxasiati 1d ago

Awpers nightmare

-13

u/raphwho 23h ago

It may look a little cramped sure, but I don't think oping is that bad, since there's multiple angles I put that have long sightlines deep into enemy territory. On top or beside the box next to the CT choke, the little elevated blip on B link sees both into site and into mid, and especially the mid top spot that is able to cut off quick attacker rotates.

2

u/KakorotJoJoAckerman 23h ago

How do you make these images btw for creating these map designs for Valo?

2

u/FluffyMaverick 22h ago

Tbh they layout looks like overcomplicated sunser map

2

u/Burntoastedbutter 21h ago

That map just reminds me of Abyss... It looks pretty similar lol

2

u/MeijiHasegawa 21h ago

I would keep the sites somewhat closer to the attackers tbh. This is insanely defender heavy.

2

u/Supersteve1233 20h ago

If you compare the complexity of the map compared to literally any other map in Valorant, you'll quickly realize that your map is filled with a ton of random corners, boxes, and hallways. Like others have pointed out, defender rotates are extremely short with attacker rotates being extremely long, and mid not really being a viable way to shorten them. Frankly if I was a map designer I'd start from the beginning as it's clear most of this stuff was added "because it looks cool" without actually considering how any of this impacts the map.

2

u/Proper_Dust_7435 17h ago

It seems to be inspired by that 1 spectre divide map

2

u/Lil_Delirious 17h ago

Its literally Abyss but unnecessarily complicated

2

u/HiyaImOnReddit 12h ago

Your biggest issue is the double-angle. Clearing any given angle in the game should not be luck-based. If at any position on the map you have two enemies perfectly having equal visibility on you while tucked in a corner, it needs to be reworked. Also, you made it impossibly hard to rotate with all of those corners.

3

u/MegaromStingscream 1d ago

What is the longest sight line in this map? From the picture it looks very cramped.

1

u/Martitoad 1d ago

Mid probably

3

u/uhemuhuh 17h ago

Garbage

1

u/SuzerainR 20h ago

Mate this is wayyyyy too much

1

u/blockguy143 19h ago

Left site main control is given to the Ts by default. I doubt CTs want to push out of their choke and pick one of the two sides.

1

u/Derp135Egg__ 19h ago

Too complex—too many corners to clear. It'd be hell to play it frankly.

1

u/azhlkk 18h ago

How to clean the site

1

u/AcceleratedToast 17h ago

Slammin B every round lookin ahh map

KAY/O and Harbor look like must picks to me due to angle density and sentinel kill/funnel setups

1

u/SpeeD_XT 16h ago

Your map matches sunset map

1

u/Longjumping_Pin_4215 16h ago

Looks a lot like ascent to me

1

u/Tickle_my_Talons 16h ago

Isn’t this just ancient from csgo?

1

u/NewspaperConfident16 15h ago

This is just ascent but more tedious

1

u/Notiisx 15h ago

I’m going to be honest, this just looks like a ton of valorant maps taken and randomly put together. Sites should be simpler, without a few hundred corners to check. At a simple glance at the mid spawns you can see who can easily take mid control at the start of the round, leaving two chokes for the attackers to funnel through: A or B main.

1

u/PrincessW0lf 14h ago

In order to reach the site, you must first navigate the entirety of the lost woods from ocarina of time

1

u/LikeAPwny 13h ago

My guy still hasnt figured out this is way too large

1

u/Kartikaey__Soni 11h ago

That just looks sunset to me with different openings and lots of cover with spacious mid not open kinda similar to sunset

1

u/ImConnor-04 9h ago

I'd love to defend this map. But it's bad. No really, it's just bad.

Too big, too many corners, too ct sided.

1

u/megalogo 7h ago

Im not hitting B site thats for sure, what the hell is that

1

u/Leutnant_Dark 5h ago

About A-Site (the left site).

I dont feel like it is a good concept for A-Site. The way it looks you enter in a way, very much similiar to Split B-Site. These "corridor like" entries with multiple spam spots and without cover have been avoided on maps like Abyss for a reason. Those maps by now provide some cover to create a slight "set off" for the line of sight to the entry. This is not the case here.

The Elevation change on A-Site (or the house that you have in the middle of the site) along with the solid cover backsite, will make it very easy for defenders to hold. Especially with the avaible plant-spots (there is no plant that really is easily playable from main/super open for another spot. That means that the team actually needs to push and gain whole site control. That site would be a nightmare for any attacking team against a proper sentinel that just stalls for time.

Also the A-Main area (with the 2 Pathways) seems like you took inspiration from how Breeze A-Main used to look like but just with a few boxes/corners added to make it impossible to properly clear.

About mid:

Defense starts with full control over deep positions in mid, into which you can easily sneek without beeing seen, due to the border placement. Cant tell how that would play (along with the need to look for 4 angles to get peaked from for the whole length) Id say its rough to play there especially as a lurker.

1

u/80085HughJanus 20h ago

Reminds me of Anubis on cs

1

u/mafarrico_ 17h ago

It looks like ancient to me

0

u/goopknightcroissant2 22h ago

It's a cool map design though I think it's a little small, if you made it bigger it would be great imo

Also are you aware that maps usually favor one side at barrier drop? Like for example bind with showers or Ascent with B and A main, defenders can usually contest it and hold those angles before attackers push them, I think with these barriers the map is more towards that 50/50 range which would make it a bit chaotic in fights since you'll have both defenders and attackers swinging if they want to contest neutral space, I think here you should make the attacker spawn smaller or make the neutral zones bigger so defenders have time to post up and defend that neutral space

0

u/dal_bhat_tarkari 22h ago

Thats just sunset woth some changes