Valorant has released its latest map “Sunset” in Patch v.7.04. Located in Boyle Heights, Los Angeles, CA, Alpha Earth, Sunset is the tenth map in the game, while it is the 7th map in the current map pool rotation. Being the 10th map, it is clear that Riot has really honed in their map styling and design language. Instead of giving players a repeat map dressed in a new environment, they have combined aspects that work well from previously released maps. Sunset shares characteristics that players are familiar with and combines that with a somewhat traditional map layout. In doing so, players can feel right at home on this new map. However, this does not take away from the fact that the clashing characteristics offer a fresh playing experience.
Map Overview
Maps provided by: valoplant.gg
Sunset’s layout looks to be traditional. It has two sites, a mid, and alternate routes to both sites. What is not traditional is that when split in half down the middle you can see the stark differences in routes that Attackers can take to either site.
Here we see the two routes through B and the two routes through A that Attackers can choose to go through. Starting with B Site, we see a traditional route through B Lobby, B Main, to B Site. The alternate route goes through Mid, which is very traditional and very normal. B Lobby, Mid, Market, to B Site.
On the right side of the map, it becomes a bit more unorthodox. The two routes to A Site are split into an A Short and an A Long. One goes from A Lobby, A Main, to A Site. The other goes from A Lobby, to Elbow, to A Site. There is no route towards A that goes through Mid. If Attackers go through Mid, their only option is to go to B. Otherwise, it would look like this:
Going Mid to A would be dangerously close to Defender’s Spawn and, in most cases, an unnecessary trek Attackers shouldn’t be making.
Splitting the map down the middle is where the two layout types clash and makes for an interesting map overall. Each section has something shared from another map in the game, so the combination of all of these maps into one aesthetically pleasing environment catapults this map into one of the more interesting and fun maps to play.
Here is Sunset split:
The more traditional layout shares its B Site setup with Split. B Main is similar in layout to Split’s B Garage. Both maps share a giant structure in the middle of the site that offers cover. An alley in the back of the site acts as a point of entry to Defenders on both sites as well. It plays very similarly to Split’s B Site in its Attack and Defense.
Splitting the two sites is Mid which is very similar to Ascent’s Mid. Mid control is important for both teams on this map, so smoking Mid Top (as you would on Ascent) is important to do every round on Attack and smoking Mid Bottom is important to do on Defense. There is a grassy layout and “Market” in both Ascent and Sunset. Instead of “Catwalk”, Sunset features “Tiles” (another shared name) that offers a route going up Mid. “Tiles” is protected by a wall, whereas Ascent’s “Catwalk” is not.
Sunset’s A Site is reminiscent of Bind’s unorthodox map layout. Bind does not include a traditional Mid, so its routes to B Site are through a Short and a Long route. This is similar to Sunset’s A routes where there is no connection to Mid, so its routes feature a short route to the bottom left of site or a longer route to the top right of site. There is not the direct middle chokepoint onto site that a lot of other maps have.
These differences offer Attackers to choose whether they’d like to focus on the more traditional side of the map or the more unorthodox one, which adds an interesting element of gameplay. At the same time, the map feels very small like Riot’s 9th map in the game, Lotus. Lotus’ size coaxed gameplay into close-range, fast-paced combat. Sunset’s size offers a similar type of gameplay.
Every map in Valorant has a gimmick (I rated them here.) This map’s gimmick is shared with Ascent as it also has the same breakable doors that Ascent does. However, I feel like this map’s gimmick doesn’t stop there. I truly believe that this “gimmick” is that it is a combination of so many different previous maps and at times it doesn’t feel like Riot is trying to hide it.
Is there a Sunset meta, yet?
It takes time for pros and amateurs to get a feel for the map, so there is not a set me yet, but there are agents that excel on Sunset. The best agents, so far, are Skye and Fade. The ability to flash or use Haunt over low roofs make them both appealing picks. Since Mid control is so important, agents like Omen and Brimstone are great picks for Controller agents. Raze is still a great pick on any map and Sunset is no different. Sage, Killjoy, and Harbor also seem like they can get useful playing time on a team composition.
Look out for a lot of “rat” plays in the early days of this map as well as a lot of shotgun action as there are a lot of corners. Players are still trying to get a feel for the map, so sometimes enemy positioning can be unexpected.
Conclusion
Sunset is a great addition to the Valorant map pool. Riot was able to take features that feel familiar, but lay them out throughout the map to create a new experience that will be interesting to see being played by the pros. It offers familiarity while still feeling fresh.