Original Post — Direct link

Hi, Reddit!

With the latest Icebox changes coming out, the Maps team thought it would be a good time as any to catch up with you on our seven maps. We are here to answer any questions about the latest Icebox changes, the relatively recent Fracture changes, and anything else you might have for us.

FYI, we don’t handle Map rotations—so we might not have answers for you on this.

We’re still working on the next map and beyond—we can tease some, but you’ll get no spoilers from us! We’ll answer questions from now until 4:00pm Pacific Time, and we will edit this post to say when we log off!

Today's participants: Joe Lansford, Level Designer - u/ManWolfAxeBoss Joey Simas, Level Designer - u/Joeganaut George Sokol, Lead Environment Artist- u/dad_squad

The rest of the team is lurking!

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

Hi, Reddit!

With the latest Icebox changes coming out, the Maps team thought it would be a good time as any to catch up with you on our seven maps. We are here to answer any questions about the latest Icebox changes, the relatively recent Fracture changes, and anything else you might have for us.

FYI, we don’t handle Map rotations—so we might not have answers for you on this.

We’re still working on the next map and beyond—we can tease some, but you’ll get no spoilers from us! We’ll answer questions from now until 4:00pm Pacific Time, and we will edit this post to say when we log off!

Today's participants: Joe Lansford, Level Designer - u/ManWolfAxeBoss Joey Simas, Level Designer - u/Joeganaut George Sokol, Lead Environment Artist- u/dad_squad

The rest of the team is lurking!

EDIT: All wrapped up for today. Thanks for hanging out and talking maps!

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

Originally posted by tmac0409

Did you fix the glitched part of the map in the new icebox cubby where people kept dying to “fall damage”? There’s a clip of it on PROD twitter

Fixed :)

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

Originally posted by ashesnan

Will we ever see map variants from mirror earth?

Mirror maps like in Mario Kart. Break everyone's brain a little heh

Maybe though, but top secret for now.

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

Originally posted by uberchain

Thank you for all your work so far on the maps, greatly appreciated and the integration of gameplay and hearing out the community as well as weaving the storyline into the updates. For VALORANT fans it's given answers but there's still lots of questions now about how this will all fit into current plotlines e.g. blackmailing going on and Yoru's journey into finding out more about his past and his ancestry.

But what's the story behind the diet milk?

Thanks for the kind words! Glad you enjoy the maps :)

I don't believe there is a specific story behind diet milk, but I can say that the majority of the folks on the maps team are disturbed by diet milk, and I don't think any of us would willingly drink it.

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

Originally posted by sun_benny_sun

What comes first: map layout or theme. IE do you develop Icebox off the winter theme or do you lay out the map first and then pursue a theme

Other question: how do you guys come up with new "gimmicks" for each map (ropes on Fracture, TP on Bind)? is it inspiration from other games, just ideas you guys have that would be cool, or what is it?

Great question.

Our maps are "gameplay first," so the greybox definitely lead the way. That said, theme can often give shape (literally) to greybox maps and we are usually thinking about the two in tandem. Icebox is a great example, where the two were built side by side.

As for map hooks, sometimes they are solutions to a problem (like how to get from north to south for attackers on Fracture) and sometimes we build the map around the idea (like teleporters on Bind). As for inspiration, everywhere! Games, films, real life, etc.

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

Originally posted by pixel_5

Is there any hidden easter eggs we have yet to find? I've been playing since release and still run into those little bears.

Hard to say, as there are a lot of them, but I do know that folks do find the majority of them. Truthfully, even amongst the art team, folks are sneaky and put them in without saying where they are. I've been spooked by a few tacti bears creeping on me unexpectedly while working on the maps.

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

Originally posted by allen9628

What was your favourite map to work on, and why?

Ascent was the first map I worked on (back when we only had one map heh), so it will always have a special place in my heart. New team and game (I came from League) was super exciting. Learned a ton and had a blast.

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

Originally posted by allen9628

What was your favourite map to work on, and why?

Cheesy answer, but all of them! Each map has its own challenges and unique visual look. Truthfully, every new map we start is more exciting than the last!

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

Originally posted by Rabger_

Or even daytime/nighttime variants, or holiday-themed map changes.

As far as night time maps goes, maybe someday? Artists always love making stuff at night time, but its a tricky balancing act to make a map look like night but also have enough clear visibility for gameplay.

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

Originally posted by SMB-

How do you guys go about determining how deep certain angles and cubbies should be, and how does the team determine what angles can be seen from those spots? I've always wondered how maps change and the angles are changed slightly to allow for either less or more visibility of surrounding peeks.

Hours of fine tuning in the editor. Metrics are all determined by the needs of the space. Cubby in "green" on Icebox vs. cubby in A short on Bind. They each need to do different things, so the spaces get tuned accordingly. And then playtesting. "Is the space actually doing what we want it to do?" "If not, what needs to change?"

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

Originally posted by Dabears2240

Hey guys, thanks for answering questions! My biggest question is, with there now being 7 maps in the game, are you guys still working on new maps or is the priority going forward going to be focused on revamping the existing maps (like the Icebox changes)?

P.S: Fracture is actually one of the best maps in the game don't let the community trick you into thinking otherwise

he Iceb

We are definitely still working on new maps :)

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

Originally posted by MisterLiro

How many agents do you take into account when making maps? I imagine the agent teams is making agents 24/7 so how much do you connect with them with what agents are going into the game in the future? Question may be a little confusing but for example did you know viper might not be a strong pick on maps until breeze/fracture came out? How does that process work.

We're building all this stuff in tandem and playtest together everyday. We are all very connected.

We also take opportunities to further our lore and IP like the Fracture/Chamber storyline.

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

Originally posted by MEX_XIII

I know most maps we get are advancing the story forward, but are there any plans to visit other agents hometowns? I'd love a map in Bahia!

Who knows! We'll be making maps for a while, so lots of room to explore in the future.

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

Originally posted by twilshirre

Any more maps with three spike sites planned? Seems like Haven is the odd one out at the moment

Definitely on the table.

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

Originally posted by Festivetadpole

It’s clear to see maps such as Fracture and Breeze differ heavily from the starting maps that launched with the game. Are you aiming for every map to have some sort of new mechanic or attempt to push the players into a new play style? Curious of the thought behind this.

We aim to have a group of "core" maps and "unique" maps, so the pool feels broad. In the future, we'll be continuing this philosophy with more of both.

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

Originally posted by FoxicalOW

Hey, I built BIND in Minecraft a while ago, any one of the maps team got a recommendation what I should do next?

Also keep up the good work on the maps, can't wait to see what's coming next <3

Yo! I saw this not too long ago. This is really cool, can definitely tell a lot of work was put into it.

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

Originally posted by NoThrottleYT

Who decides what easter eggs to put and where? And, what goes into deciding those? Or am I overthinking this...

Its not really a planned thing. We just start sneaking this stuff in to see if other folks on the team notice them :P

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

Originally posted by Jellohorse

Hello! What map did you all have the most difficult time creating? What were the struggles you faced?

Ascent was our first map and probably the most difficult overall. We were building it as the team was exploring different IPs and the game itself was still being solidified. So many different things in flight made it hard to really lock it down.

For design, I'd say Fracture personally. There's not really any precedent for the layout, so we had to learn everything from scratch basically.

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

Originally posted by Pxrest

What map do you plan on changing next?

What map do you want to see changed next?

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

Originally posted by sun_benny_sun

an extension: are things like the watchtower on Icebox, the trees in Ascent B, the roof mechanics on Haven C, etc. made while designing the map or added in to fit the theme and unintentionally used during gameplay

A mix of the two. Sometimes we have them in greybox for specific gameplay and sometimes they come in with art.

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

Originally posted by cripplingaudition

Do you guys have names for the snowmen on Icebox? Or the bears on any of the maps?

For example, on attack side spawn there's one you can shoot on top of the storage crates, I've named him Henry.

Henry is canon now.

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

Originally posted by JPRshaid

From Icebox to Bind, all maps seem to have a distinct, specific location. Is using cultural enviroments and locations from around the world something that you consider important when developing a map? Does it affect the level design aspect?

Yes its definitely important!

It definitely affects the art and visual direction for a map, not so much the level design. Design is purely about gameplay.

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

Originally posted by Joeganaut

I'll see if the artists have any extras laying around :)

There are actually hundreds of them all camouflaged. You can't see them but they can see you!

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

Originally posted by Static_Satan

I know you can't say much about the new map but can you give us at least a couple words to tease? Thanks for your work btw

Re-read the Fracture emails. Can probably find some clues in there...

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

Originally posted by beingbeast2471

Does volcano still work on maps . I love his work

Yup. He's still around :)

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

Originally posted by ManWolfAxeBoss

Henry is canon now.

HENRYYYY

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

Originally posted by nookie_25

What is you guys favorite map from any game?

Raindance and Canyon Crusade from Tribes 1, Battle Creek in Halo, Fort from TF2 immediately come to mind. So many great ones though.

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

Originally posted by ProToxicGamer

Not OP but please Split, my 25% won rate is not happy.

Anything specific you'd like to see changed?

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

Originally posted by SnooBunnies9706

What's the step by step process of designing and building a map?

We actually had a nice writeup for Fracture that goes over a bit of our map creation process!

https://playvalorant.com/en-sg/news/dev/controlled-ruptures-making-valorant-s-fracture/

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

Originally posted by RealStarGazerFox

Have you thought of any other map mechanics like the teleportors on bind

Lots of them. Hopefully we'll get to share them with you all someday.

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

Originally posted by Heckatitis

He Iceb

He Iceb