Valorant

Valorant Dev Tracker




10 Sep

Comment

Originally posted by tony111222

How was the layout originally, and what changes did you make to improve it ? Are there other changes you are considering for it in the near future?

The original layout still had the H-shape, but basically everything else changed over the course of development. Defender spawn was only a single path, A Halls was elevated and the door path to rope actually went underneath a bridge, no radar dish, etc. So many things changed and the map is a lot better for it.

For the future, we've got some improvements and bug fixes coming next patch, but no major plans at the moment.

Comment

Originally posted by itstef_

What was the main idea behind fracture, the map definitely feels unique and the angles/positions feel like no other map. Do good agents or weapon preferences from other maps have anything to do with the design of new maps?

Hello! The main idea from a art standpoint was to convey a narrative of a secret facility run by Kingdom. We wanted to tell the story of an accident that occurred visually by creating a "rift" which divided the map into two very different biomes. B side is being overtaken by overgrown foliage and A side is a being engulfed by the desert climate. Essentially, this visual direction gave an interesting narrative and also gives players a clear distinction on which side they are attacking or defending.

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?

that is an interesting theory but you won't get anything from me.

Comment

Originally posted by Amynamy

Are we going to be getting more lore drops anytime soon? I really like the animated vids that have been released so far, will we be getting on for fracture?

We did release a short cinematic for Fracture leading up to launch. I don't believe there are other cinematics that are specifically Fracture focused.

Comment

Originally posted by theoreminegaming

Now that there are 7 maps in rotation AND maps are becoming more radical in nature... do you have any plans to let users limit what maps they que for?

Nothing we're ready to share yet, but we are thinking about this space.

Comment

Originally posted by BloodyThumbtack

Heyoooo!

First of all, INCREDIBLE work on Fracture! The map has exceeded my expectations on all fronts. Narrative, design, art, the teams really brought it all together.

I have one question, and this is primarily regarding narrative and art:

David, you announced that Fracture's narrative elements are going to be updated with each patch. Are those updates exclusive to the interactive elements, or will we see the map art evolve in parallel with the narrative developments? (Not implying art updates with each patch, but possibly with key moments.)

Thanks for your time!

IBLE work on Fracture! The map has exceeded my expectations on all fronts. Narrative, design, art, the teams really brought it all together.

I have one question, and this is primarily regarding narrative and art:

David, you announced that Fracture's narrative elements are going to be updated with each patch. Are those updates exclusive to the interactive

Not necessarily exclusive to the interactive elements. This is a space we are exploring and we are going to keep trying some new things.

Comment

Originally posted by datarioniboii

What inspired Fracture's design? Lore or a reference of a real world location? And also, for how much time was the map in the works?

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.

Comment

Originally posted by Narwhals64

Do you guys think we’ll ever see a map with physical moving parts? I don’t mean just a door or a hatch - I’m thinking something like a ship that sways left and right, so the cargo boxes on the ship would sway with it and move around throughout the round.

Anything is on the table, so maybe someday!

We want to keep pushing the boundaries of what can be done in map design in a tac shooter.

Comment

Originally posted by MrHypelol

How come you guys made a new map 2 acts in a row? If I remember correctly the plan was new agent each act and new map each episode. Not complaining but am wandering if it has anything to do with the backlash of breeze and icebox.

Breeze and Fracture weren't quite that close together. Breeze was Ep2 Act3, and Fracture was Ep3 Act2. We have been working hard to get maps out a little quicker as players have been asking for more maps, and more maps will give us a healthier map pool.

Comment

Originally posted by ElyseanMoon

  1. I've noticed you play a lot with mid 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 open in terms of opportunities, do you see this as an improvement on the no mid idea or just a consequence of exploring a concept?

  2. Has lore impacted map design in some way?

e this as an improvement on the no mid idea or just a consequence of exploring a concept?

Great question! Fracture's lack of a mid is mostly just a result of the H-shape layout. We had an older version with a lane that felt a lot like a mid, but ended up moving away from that to support other things. In another "mirrorverse" though, there's probably a version of Fracture that has a mid.

Comment

Originally posted by illuminati_ginge

does omen have any connection to fracture and the disaster that occurred there?

I'm not aware of any connection. I don't think he would be either.

Comment

Originally posted by Straiteis

Are you able to reveal what caused the land to become dual-biome? Was it already like this before the lab was built by the two Kingdoms or did this form sometime between its creation and the fracture?

Are you able to reveal what caused the land to become dual-biome? Was it already like this before the lab was built or did this form sometime between its creation and the fracture?

This was as a result of the 'event' that took place that has also drawn our VALORANT agent to the site.

Comment

Originally posted by itstef_

What was the main idea behind fracture, the map definitely feels unique and the angles/positions feel like no other map. Do good agents or weapon preferences from other maps have anything to do with the design of new maps?

Main idea was "attackers pinching from both sides." All the angles, areas, paths, everything are built to just support that.

For agents and weapons, we want every map to present new puzzles for different agents and compositions. We don't build for any specific agent or comp really, but we do want different ones to shine on different maps.

Comment

Originally posted by ElyseanMoon

  1. I've noticed you play a lot with mid 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 open in terms of opportunities, do you see this as an improvement on the no mid idea or just a consequence of exploring a concept?

  2. Has lore impacted map design in some way?

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.

Comment

Originally posted by ZakkyZu

The Radian collider is both beautiful and fascinating. I'm expecting that something interesting might happen around this area of the map later this Act but I could be wrong.

Any further info on the Radian collider's purpose -- and KINGDOM Alpha and KINGDOM Omega's hopes for it?

Amazing work on the map!!!

hey Zakky! So all we can say here is keep watching out for those patch updates, and look for clues that help piece together the story of 'what happened here'.

Comment

Originally posted by akaTakaB

Is the Everett-Linde research lab named after someone specific?

maybe...

Comment

Originally posted by leiferikson__

Hey! I've been loving Fracture so far, it's pretty cool! Also guys, can you tell us when does the Fracture "accident" happens? Is it after or before Duality?

It is after. It is on our current universe timeline (the events of the Duality trailer were a kind of flashback when we released the cinematic, harking back to the day after the release of Ascent)

Comment

Originally posted by aplsed

Why is the radianite orange on the A side of the map?

hmm interesting. Why do you think that is? What aspects of that side seem different from the other? :p

Comment

Originally posted by SupehCookie

How was it to make this map? How did you got the idea to let the defense side start in the middle?

This one was tricky. We probably iterated on this map more than any others because it was so different from anything else we've built. Was a lot of work, but we're super excited to see what you all come up with on it!

As for positions, we knew we wanted attackers starting on both sides, so defenders in the middle just made sense :)

Comment

Originally posted by ScraftMike

This has been in the back of my head since my first match on Fracture... was the Half Life universe taken as inspiration for the map? The location, both halves being either overgrown or desert themed, a reactor gone kaboom... so many similarities!

Hi! From a visual perspective, we wanted to create a distinctive visual distinction on both sides and we wanted to have a clear contrast doing so. Tying into the lore, the overgrown foliage and the desert landscape tone made sense to what we were going for. Half Life universe was not an inspiration. :)