over 2 years ago - /u/ManWolfAxeBoss - Direct link

Hello!

A combo of the VALORANT Map and Lore team are here to answer your questions on Pearl for an hour. We also like to always share this basic refresher on what map development is like. Also, we imagine you might have Split questions, so please read our write up on the topic, which should help focus your questions.

Today let’s cover Pearl gameplay, lore, and art. We’ll try to answer your questions about other maps but we’re generally trying to keep some early work to ourselves and some surprises.

We’ll answer your questions from now until about 12pm Pacific Time, and update this post when we head out.

Your buddies:

/u/ManWolfAxeBoss - Joe "Pearl Hogbash" Lansford, Level Designer

/u/Joeganaut - Joey Simas, Level Designer

/u/Riot_ParmCheesy - Joe Killeen, Narrative Writer

/u/Riot_Echo - Sabrina Echouafni, Environment Artist

Some of the team is also lurking!

EDIT: All wrapped up for today. Thanks for coming everyone!

External link →
over 2 years ago - /u/ManWolfAxeBoss - Direct link

Hello!

A combo of the VALORANT Map and Lore team are here to answer your questions on Pearl for an hour. We also like to always share this basic refresher on what map development is like. Also, we imagine you might have Split questions, so please read our write up on the topic, which should help focus your questions.

Today let’s cover Pearl gameplay, lore, and art. We’ll try to answer your questions about other maps but we’re generally trying to keep some early work to ourselves and some surprises.

We’ll answer your questions from now until about 12pm Pacific Time, and update this post when we head out.

Your buddies:

/u/ManWolfAxeBoss - Joe "Pearl Hogbash" Lansford, Level Designer

/u/Joeganaut - Joey Simas, Level Designer

/u/Riot_ParmCheesy - Joe Killeen, Narrative Writer

/u/Riot_Echo - Sabrina Echouafni, Environment Artist

Some of the team is also lurking!

EDIT: All wrapped up for today. Thanks for coming everyone!

External link →
over 2 years ago - /u/ManWolfAxeBoss - Direct link

Originally posted by KangaRogue

What made you end up deciding against the idea of a giant hole in mid on Pearl?

Two reasons. 1) It didn't quite match our goals of a more straightforward map 2) It made mid feel really small and sort of frustrating to move around

over 2 years ago - /u/ManWolfAxeBoss - Direct link

Originally posted by SW4GALISK

Thanks for making such a great map!

What are some mistakes/learnings from previous map design that you wanted to improve upon for Pearl?

And what are some takeaways from Pearl?

We learn stuff from all our maps so it's hard to pinpoint any one thing, but I will say we used very few 50-50s in Pearl. Only a couple deep in team territories.

As for takeaways, we need some more soak time (especially now that it's in ranked) before we really understand how the map plays in the wild.

over 2 years ago - /u/ManWolfAxeBoss - Direct link

Originally posted by Unt4medGumyBear

Thanks a lot for doing this AMA I have really enjoyed my time with Pearl so far. I'd like to ask how, if at all have maps had to be designed around upcoming agents? Were agents like Chamber or Fade considered during the development of Icebox? Did any agent mechanics in specific make the design of Pearl difficult?

We work very closely with the agents team, testing agents and maps in tandem. We test our agents on both new and old maps so try to consider all of those things too. Agents definitely end up weaker/stronger on certain maps, but we think that's a good thing! It encourages unique team comps and play styles across our map pool. No particular ability made Pearl design difficult, but we did find wall smokes strong on B and Fade reveal power on the map pretty quickly.

over 2 years ago - /u/ManWolfAxeBoss - Direct link

Originally posted by cattableabby

What are the top priorities when making and designing a new map?

Gameplay!

We pick a goal and design a map around it. It gives us something to point back to and act as a litmus test for any decision we're making. After that comes art and theme, which are much the same. Set a goal, deliver.

So for Pearl, top priority was a traditional 3 lane map.

over 2 years ago - /u/ManWolfAxeBoss - Direct link

Originally posted by NotToDisturb

Hello there!! Thank you for hosting this QnA! Let me hit you with some questions real quick ^

  • Is Atlas limited to Pearl, or are they present throughout Omega Earth?

  • Are we going to see more about Omega Paul? I'm so happy to know he has an Omega variant, and he seems to be even more important than in Alpha.

  • We had some hints in Fracture towards Chamber being in contact with Oran before the collapse of the LRC. Are going to see more of this narrative in the coming Acts?

Thank you for your time!

  1. We've just met ATLAS. We'll see more of them soon...
  2. Paul, Interdimensional Man of Mystery. Where will we find him next?
  3. No spoilers, but have you looked around Pearl? There are a few clues to Oran and Ruben's current whereabouts.
over 2 years ago - /u/ManWolfAxeBoss - Direct link

Originally posted by SDPants

what are your thoughts on having water inside a dome under water 🤔

The water inside is desalinated and this is where the city grows its crops. The rings you see in the vista are aquaponics stations.

over 2 years ago - /u/ManWolfAxeBoss - Direct link

Originally posted by Haiimmecu

What’s one detail that you’ve put on pearl that you’re most proud of but nobody has noticed?

I'm sure someone has noticed, but design-wise I'm really happy with how the "Attackers descending into Defender territory" worked out.

over 2 years ago - /u/ManWolfAxeBoss - Direct link

Originally posted by raspbeariie

Where is the heart rock on Pearl? 😳

Attacker spawn

over 2 years ago - /u/ManWolfAxeBoss - Direct link

Originally posted by godyoonmin

How long ago did you guys start thinking about Pearl and making the map etc.

A life cycle of a map is about a year long. So, about a year ago heh

over 2 years ago - /u/ManWolfAxeBoss - Direct link

Originally posted by everdoejinx

Are the shops in Pearl inspired by any real shops?

We tried to theme each shop to make sense within the context of the map. We asked ourselves, "What would a submerged city in Portugal have/need?" and built those.

over 2 years ago - /u/ManWolfAxeBoss - Direct link

Originally posted by shkgurin

What is the purpose of the large ball held up by the statue in mid?

It's representative of Kingdom Industries "holding up the world," saving the city.

over 2 years ago - /u/ManWolfAxeBoss - Direct link

Originally posted by xW4RP

Hi team!! First of all, I’m a huge fan of nearly every aspect of Pearl as are my friends I play with. Even two new players who are just learning quite like it.

With one exception: B long

Does the team have any plans to adjust the geometry on B long? It feels like a constant game of chicken between attackers who manage take the high ground headshot angle and any defenders brave enough to hold pillar or nook. Even agents like Jett are hard pressed to escape from an offensive push on B long which just doesn’t feel right to me.

If you DON’T have any intentions of changing B long, run me through the idea behind how it was designed so I can better understand how it’s supposed to play.

Thanks for doing this AMA, keep the sweet maps coming :)

No plans to change anything at the moment as the map just launched and everyone is still learning. Long B is a "bend not break" engagement. As a Defender, you can take a forward position and push to control headshot box even. You can play pillar and/or nook if you have an escape tool (Chamber is great here). Or just take the first fight from site. Try using utility to slow down Attackers and buy time for a rotate rather than re-peeking. Defenders have a handful of fallback options.