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Valorant

13 Jul 22

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Rating Valorant’s Map Gimmicks

Valorant’s maps are designed with a unique gimmick attributed to each one. Some gimmicks greatly influence how the map is played, while others are not very useful. Let’s travel around the world map to map to see what each gimmick has to offer.

Since the introduction of Valorant’s first map, Ascent, every subsequent map has had its own gimmick. Gimmicks are something that attract attention to the map; something that screams, “Look at me! I’m so unique and different!”. These gimmicks set each map apart and keeps things fresh while playing through the map pool. Some gimmicks really alter gameplay, like Fracture’s gimmick, while others aren’t really utilized, like Pearl’s gimmick.

We’ll rate each gimmick on a scale of 1-5 wavy inflatable tube dudes (factually everyone’s favorite gimmick) and talk about how to effectively utilize each one.

Ascent’s Doors

Ascent’s gimmick are thin metal doors that are located on both A and B Site. This results in the possible temporary closure of additional entrances onto either site through Mid. Attackers can utilize this gimmick by flipping a switch to close these doors with a metal shutter to stop defenders who are rotating. Defenders can shoot the doors down to gain entry through the passageway in exchange for a few bullets and an audio queue identifying their location to enemies.

These doors cannot be utilized as effectively by Defenders (Pro Tip: Defenders can activate the doors a few seconds after round start and immediately shoot them down so that attackers cannot use them). They don’t greatly affect play, but they could come in handy from time to time.

One of the most meh gimmicks in the game, I rate it 2.5 wavy inflatable tube dudes out of 5.

Bind’s Teleporters

Bind features two one-way teleporters on the map. Each one grants a quick rotate onto the other site for any player who uses them. In exchange, an audio queue announces to other players that the teleporter was in use. As a result of the inclusion of teleporters, this map does not feature a traditional Mid area.

A player could use it as intended, evading danger and hopefully catching the enemies by surprise. Or you could use it for gimmick plays, like fakes. Throwing utility inside, triggering the audio queue could lead Defenders into thinking it was used to rotate, a ruse to capitalize off of.

I’m not a fan of the teleporters, because shortly after the audio queue of them being used, a huge sigh followed with “Ugh, rotate…” happens and retaking a site on Bind is not the most fun to be had in the game. It is also annoying when enemies camp in the teleporters with a shotgun or just hide in there in general. I also hate Bind in general.

I rate it a 1 wavy inflatable tube dude out of 5.

Haven’s Sites

Map from blitz.gg

The existence of players spamming, “Going to C” on a map that doesn't include a C Site exists because of Haven. Haven’s gimmick is an extra site! This results in Mid actually being a route to B Site. On Haven, A and C Site act like A and B Site of other maps. So, I would say B Site is the third Site, even though alphabetically, it's the second letter. Anyway, there is no way to “utilize” the gimmick, it is just another option for Attackers and another site to defend for Defenders.

I like this gimmick. The novelty of a third site is still fresh two years later. Haven has its problems, some of them because of its gimmick, but Haven’s identity is tied to this third site option, so I respect it for that. This gimmick should never be used on another map; I do not need more three site maps, please Riot don’t even think about it.

With that being said, 3.5 wavy inflatable tube dudes out of 5.

Split’s Split (Currently Out of the Map Pool)

Split’s gimmick is in the name. Mid splits into both A tower and B tower offering an elevated view of their respective site. Because of the elevation, the gimmick also features ropes players can move up and down on. This gimmick features an alternate route for attackers to enter (although they are much harder to execute than going through A or B Main).

The ropes are on choke points which allow for easier defense for the defending team. This is also one of the reasons why Split is heavily Defender sided.

I like that the gimmick is in the name, but they are very unfun to play on as an Attacker. The ropes do not offer that great utility for either side, they are more of a necessity because of the elevated split. The chokes that these ropes are featured in are not great to play around on Attack.

I rate this gimmick 2 wavy inflatable tube men out of 5.

Icebox’s Ropes and Verticality

Like Split, Icebox’s gimmick includes ropes. Icebox being a map with many different levels of verticality offers ropes to scale these levels. However, it also includes a rope through the horizontal plane. This gimmick results in uneven height engagements, while the horizontal rope offers speed upon entry in exchange for vulnerability.

The combination of height differences with off angles allows for multiple opportunities to surprise opponents with your positioning. The verticality aspect is also present with different Spike plant setups. Planting Spike on top of box A Site, allows for a safer post plant engagement.

Using the ropes on A site can result in some demon plays that combine speed and unorthodox movement.

There are so many places above the ground to go when both Defending and Attacking. With the addition of ropes that allow players who do not have great movement utility to get to some of these elevated areas, I think the gimmick works great.

I rate Icebox’s ropes and verticality gimmick a perfect 5 wavy inflatable tube men out of 5.

Breeze’s Chute and Door


Breeze’s gimmick is among the worst. The chute is not really utilized by anybody. It leaves a player in a vulnerable position when used, even though it is a quick way to get to Mid from A Hall. One way you can utilize it without using it, is to drop your pistol down there to fake it being used, similarly to Bind’s teleport. However, being down a pistol isn’t the best price to pay for such a dull ruse.

The only saving grace for Breeze is its second gimmick, the large metal door attached to A Hall. This door can be handy when an advancing Attacker uses it to gain entry onto A Site. It is not a great gimmick for Defenders, but it is a souped-up version of Ascent’s flimsy door as it could not be broken.

A bad gimmick and a meh gimmick calls for 1.5 wavy inflatable tube men out of 5.

Fracture’s Existence

Map from blitz.gg

Look at this. This map is a joke to traditional tactical shooter maps. The whole existence of Fracture is a gimmick. Defender Spawn is in the MIDDLE of the map. Attacker’s Spawn is both in its traditional space AND where Defender Spawn should be. There are entrances to sites both in the front and the back that Attackers have instant access to. There is no Mid. Mid is replaced by long one-way ropes that attach the two Attacker Spawns and Defender Spawn, which Defenders can use to rotate between sites. This map is inane and promotes unorthodox play because of it. I love it. It is unique, and I am glad there were risks taken in designing this map. It is ridiculous and could be frustrating at times, but this whole map is a gimmick and I applaud it for that.

4 wavy inflatable tube men out of 5.

Pearl’s Subaqueous Location

At first, I thought that Pearl’s gimmick was that there was no gimmick and that in it of itself is the gimmick. I still agree with that. Pearl does not really have anything crazy going for it. It is a very classic and traditional feeling map that plays out very well. It almost feels “pure” in a sense. It is the exact opposite of Fracture. And then I realized, “Hey, there’s water above me”. Pearl’s gimmick is simply aesthetic. There was no practical reason for submerging this map underwater, but it's cool and goes along with lore. I like that it does not affect gameplay negatively or positively. It is just for a e s t h e t i c s and I appreciate that. Mid is kind of shaped like an extra site, it's boxy, but other than that it’s all about aim duels, executes and outplaying the opponent.

I love this gimmick and I love the map.

4.5 wavy inflatable tube men out of 5.

Gimmicks are fun and should not negatively affect gameplay. I am glad each one has gameplay feeling fresh even through extensive gameplay. I wonder what Riot has in store for their next map. A scale of 1-5 wavy inflatable tube dudes (factually everyone’s favorite gimmick).

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