In Valorant's Episode 6, drastic changes came to the map pool with the removal of Breeze and Bind. In their place, we are getting the new map Lotus, and a revamped version of Split, which exited the map pool previously.
Prior to the rework, Split was very defender-sided, with many narrow chokepoints and angles for defenders to play. Additionally, the design of the map made it more execution heavy, since the rotation from A to B is quite difficult.
These new changes don’t change the basic flow of the map but aim to make several specific engagements more attacker-sided, with the intention to make both sides more balanced. We’ll showcase each specific area of the map changed and expand on their direct implications on gameplay.
Map Changes
A Main
Starting things off, there’s been some changes to make contesting A Main easier for attackers. The overall space has been widened, and there’s a ledge that players can walk on. Prior to this change, A Main was an important area that was relatively easy to hold by defenders. Being a relatively narrow area without any elevation change, defenders could hold a sightline with good crosshair placement, which is extremely deadly with an Operator. Since attackers need to cross through A Lobby to access A Site and Ramp, holding this single sightline was enough to maintain control of the entire side of the map.
![](https://cdn.sanity.io/images/ccckgjf9/production/9bff2e669299b0a420c214c213ac4b0aa3798a4c-2434x1080.png?max-h=1080&max-w=1920&q=50&fit=scale&auto=format)
With the new changes, the vertical difference created by the ledge adds some variability to where attackers can swing from, making the gunfight closer to a 50/50 situation. Additionally, attackers have the option to coordinate a double swing at both elevations, which is difficult to counter as a defender. Thus, this change will make defenders think twice before holding this angle without consequence.
A Lobby Box
There’s also been a slight change to a familiar box in A Lobby, cutting a portion out from its original size. Although this might not seem like a major change, the removed volume actually has a relatively large impact when taking A Site. Before the change, this box provided an option to peek at the site at an unexpected angle, particularly useful in holding the cross to site during post plants. Furthermore, this was a bit of a nuisance for attackers in the case of a failed rush, as they remained in either A Ramp's or A Site's sightline.
![](https://cdn.sanity.io/images/ccckgjf9/production/99360816ede7bbcc80f1dd3e01c6e56f1d0db69c-2434x1080.png?max-h=1080&max-w=1920&q=50&fit=scale&auto=format)
The change creates a “cubby” for attackers to remain safe from gunfire, at least temporarily. It’s especially useful due to a common strategy for defenders to spam into A Main for the chance of any damage or elimination. Additionally, this is a useful position for lurkers, who have a relatively safe position to stay in. Before the change, defenders could get sightlines on the entire A Lobby from a distance. Now, they have to push up a risky amount of distance to clear this cubby, increasing the chance for a successful lurk.
A Rafter
There’s been quite a significant change to the Rafter/Flowerpot area of A site. The portion of rafter immediately to the left of A Main has been removed, and the flowerpot has been increased in height. Prior to the change, coming out of A Main as attackers was unnecessarily difficult. Not only is A Main one of the narrowest chokepoints when entering a site, the left side was a complete 50/50 angle, where you would need to commit utility if you wanted to know whether a player was high or low.
The A Rafter on the old version of Split...
This new change simplifies which angles attackers need to worry about, without removing the defenders’ ability to oppress attackers using utility. The flowerpot change is more subtle; the old height of the flowerpot was just low enough to where a player’s head would be visible when observed from certain angles, particularly A Screens or A Main. A slight adjustment to the height removes this variability.
...has been changed to remove the 50/50 and protect a player from Main or Screens.
A Heaven
A Heaven used to be an area with a lot of uncertainty during gunfights due to its complicated geometry close to the defender spawn. The entire backside of the room has a ramp that connects defender spawn to the main elevation of the rest of A Heaven. When swinging an angle, the player with better crosshair placement is usually favored. However, the ramp made it so that there were “infinite” possible heights and locations that defenders could be sitting at. Additionally, there was also the option to play on the trashcan behind the box, adding another possible angle.
A Heaven before. Its many angles resulted in difficult crosshair placement for attackers.
The new change completely eliminates all of these concerns, making all of A Heaven one constant elevation, and removing the trash can. Now, the fight is much more straightforward, another positive change for attackers.
Mid
In addition to both sites, Split’s Mid had a minor change that is mainly meant for quality-of-life. The minor ledge near the edge of the upper section has been removed, and the boxes underneath have been adjusted to allow for silent drops.
In terms of the ledge, it removes the ability to perform the skill jump that allowed players to bypass poorly placed Sage Barrier Orbs. It also prevents any utility from getting stuck, which was an occasional inconvenience from players. The silent drop is a minor change but requires players to keep it in mind so that they don’t get caught off-guard.
The new Split removes the jump onto the box, and changes the pile.
B Heaven
Moving into B Heaven, there have been some minor changes to where defending players can play. An extremely straightforward change, the trash pile on the side closer to defender spawn has been removed. This removes the off-angle used by defenders to hold a push from Mid, and also makes retaking B Heaven slightly more difficult, as you can’t get on top of the box from the defending side.
B Under
The final change to Split is the alteration of the area under B Heaven. Instead of a right angle, the wall has been transformed into a slant, which changes the dynamic of the position. Before the change, the position was a safe spot for defenders that was difficult to clear unless a proper B split was executed. It served as a looming threat, where a defender could swing out at anything, and would be particularly difficult to deal with when crossing into the site without utility.
By changing the corner into a slant, the position can now be cleared by players coming from the site much earlier than before. Now, a defender playing in that position needs to worry about both the site and Heaven, compared to how the spot played prior to the changes.
Before the change, this position could only be cleared by moving towards Heaven.
After the change, the position can be cleared much earlier by attackers on the site
Conclusion
Overall, Riot’s goal with these changes is to maintain the same flow of the game as before while adjusting how individual locations are played. Because the majority of these changes are favored towards the attackers, the combination of all these changes should see a shift away from a defender-sided map.
Now that you understand what aspect of Split’s gameplay is reworked, you’ll get a head start in the new episode by taking advantage of new strategies, and punishing players who are unaware of what these changes mean.