Valorant

Valorant Dev Tracker




10 Sep

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.

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.