Valorant

Valorant Dev Tracker




10 Sep

Comment

Originally posted by NoBlood800

what’s in paul’s shipment from icebox? :)

office transfer

Comment

Originally posted by c_otter17

Any hints on possible uses for the security card? I haven't gotten the chance to go very far in a private match by myself yet.

Unless you are Paul Delmann, I don't think that security card will offer much use to you.

Comment

Originally posted by Le6lindre

Did Sabine worked on Everett-Linde as a scientist in the scientist laboratory (tunnel) ? I'm referring to the Reyna vs. Viper

Prior to the formation of VALORANT (and Viper was one of its first agents) I don't believe that Everett-Linde was operating in the way we see it today. If it had existed at all it was probably as a more conventional secret base than this curious co-factional collaboration between 2 sides.

Comment

Originally posted by AlGamaty

Is the theory that Oran McEnoff we saw at the defender spawn of Fracture is actually Omen of the past correct?

From his photo, you can clearly see that Oran is not an octopus. Therefore...

Comment

Originally posted by Riot_KingKut

So actually all our maps are lore based and have elements of worldbuilding/storytelling.

Because our universe is on a timeline, each consecutive map we have released, reveals a little bit more about our universe, and is taking us in a certain direction.

In addition to that, the maps team is continually trying to improve/evolve and make each map better than the last. With each consecutive map we have been finding more ways to introduce lore in our environmental storytelling.

Comment

Originally posted by WedasX

How do you guys plan to workout the Omega and Alpha sectors relationship?

This is actually pretty critical in terms of as we start to reveal more about the VALORANT Universe and the origin of the 'mirror' agents. that are attacking our Earth.

Comment

Originally posted by WaddlingDuckILY

In designing new Valorant maps, is there more importance placed on general map flow, or the way hero utility will effect map flow?

Considering a lot of teams choose to forego Controller agents, is more importance placed on the way map flows with smokes or flashes?

designing new Valorant maps, is there more importance placed on general map flow, or the way hero utility will effe

They go hand in hand. All of that must be considered to have a cohesive map.

Comment

Originally posted by Marsroverr

Now that the map is live - What's surprised you the most about how people play on it? Are there any big differences from internal playtests? How do you expect that'll change once it makes its way to pro play?

Everything is about what we expected for now, but we'll see how the map evolves. Really excited to see what the pros come up with.

Comment

Originally posted by intellextar

Thank you for the AMA and y'alls work on the game.

1.What are the challenges of working on maps in a game with unique agent abilities?

  • Is there a dialogue between the maps and characters team?
  • In terms of future, what is the philosophy on creating new maps as the agent roster grows? How do you all navigate the complex relationship between agent utility and map interactions?
  1. I recognize Breeze was released in order to create new opportunities (open sight lines, bigger spaces). But sometimes it feels as though certain agents just feel too powerful compared to others (e.g. In my opinion for Breeze Viper is great, Brimstone not so great bc limited range of smokes). This is just one example and my central question is not just about Breeze specifically, but all the maps:
  • How does balance work in cases like these? Is the goal to allow every agent to work well in every map? O...
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erms of future, what is the philosophy on creating new maps as the agent roster grows? How do

We're always talking :) We work very closely together. Maps are basically just sandboxes for agents to play in. We want every agent to be able to find both ways to succeed and challenge them with new puzzles. New agents have and will continue to change strategies on old maps and inform how we things about future ones. Which we love! Keeps things fresh.

In terms of balance, we don't want any agents to ever feel useless on a map, but there will definitely be strengths and weaknesses. Again, we think that's good for the game. When a single dominant strategy takes over a map, that's when we might step in to make a change.

Comment

Originally posted by MisterLiro

Also, the beta had orange boxes

Something about KINGDOM also seems different based on what side no?

Comment

Originally posted by MisterLiro

Why is this the first map this much involved in lore? Is a big lore event coming soon or will it always be like a sideline kind of thing? P.S. Can I have a riot charm, I am active everywhere

So actually all our maps are lore based and have elements of worldbuilding/storytelling.

Because our universe is on a timeline, each consecutive map we have released, reveals a little bit more about our universe, and is taking us in a certain direction.

Comment

Originally posted by NoBlood800

What’s up with that announcement on fracture regarding if employees see themselves?

yeah what IS up with that? Like do they not have mirrors at this research facility? Or is it about something else?

Comment

Originally posted by Le6lindre

Would it be from Hugh Everett and Andrei Linde (2 US physicist who worked on multiple words and universe expansion ))?

curious

Comment

Originally posted by Johnnystinksreal

When designing fracture, did you have a specific goal in how you wanted gun fights to play that made the made unique from the others?

The map has a great mix of long and close quarters engagements and a lot of opportunities to isolate gunfights, combined with what feels like smaller bomb sites. It adds a really unique feeling to the gunfights that take place on Fracture.

What inspired the maps layout that creates such engaging gunfights no matter where they happen? The amount of subtle elevation increases and decreases and tight turns and corners and round satellite dish angles make the map feel really special so far

reases and decreases and tight turns and corners and round satellite dish angles make the map feel really special so far

Glad you're digging it! Because the strategy on this map is so unique, we wanted to keep the gun fights feeling pretty comfortable. We tried to setup natural feeling crossfires, default positions and a variety of ranges so every gun or playstyle can be effective.

Comment

Originally posted by dad_squad

d layout (no mid, mid is bombsite, mid is spawn). Not only that but in fracture there's no typical mid, as it doesn't connect CT and T. This is just like Bind but I feel like this one is way more op

For question number 2, lore does not impact map design. The design is all about gameplay, and we complement the design with art/lore.

yup what he said. Lore should never dictate map design. Lore, Visual design, everything is built up around and in support of the core design.

We DO work very closely on the integration of all this so its very collaborative.

Comment

Originally posted by ScraftMike

I love what you guys made in Fracture. Huge fan of HL but of course this was kind of a blind shot. I'm very excited about how the story develops from here! Thank you!

You're very welcome!

Comment

Originally posted by ManWolfAxeBoss

For design, it was the idea of attackers pinching defenders from both sides. I took some personal inspiration from the Siege of Helm's Deep in Two Towers though. As the orcs are breaking down the gates, Aragorn and Théoden (and the remaining squadzinho) ride out to meet them. “Now for wrath, now for ruin and the red dawn!” Gandalf and the Riders of Rohan storm down the mountain from the other side. When you’re on defense and both A and B players push out to flip the tables and pinch attackers instead, it always reminds me of this moment.

This map was first started a couple years ago actually. Took us a while to figure it out, so we put it on the backburner for a bit and finally came back to it for Fracture.

For visual development, we wanted to create a distinctive visual split for the two sides of the map to suggest that an accident occurred, which resulted in timeline a fracture caused by a rift. We wanted to create a unique visual that supported the narrative of a covert experiment gone wrong.

A site is distinguished by its arid desert environment with its abandoned facilities deteriorating. B site is contrasted by lush, overgrown foliage left to take over the science facility.

Comment

Originally posted by SudhuJ

Why does Cypher have to die in every trailer? Is it an actual running joke among the developers?

It may fast be becoming that. I don't think we even realized until you did but now we can't unsee it.

Comment

Originally posted by floatingfruitsnax

Will agents have voicelines when interacting with certain elements on the map?

Joe Killeen would be better placed than me to answer this but we locked him in the naughty basement today.

Currently I don't believe we have specific Agent callouts for this map. We do work on a schedule of refreshing and updating agent lines, and over time there lines will reflect and incorporate things like, the current lore timeline, new agents etc. So its conceivable there could be something in the future.

No promises for certain though otherwise Joe will lock me in the naughty basement next.

Comment

Originally posted by MisterLiro

What was the first map ever made? (Completely) Has it not realeased yet?

The first map was Ascent, which went through a whole lot of iteration as the design of the game was being figured out.