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LOOK: ‘Valorant’ to Fix Map Bugs After Releasing its Recent Patch 4.04

LOOK: ‘Valorant’ to Fix Map Bugs After Releasing its Recent Patch 4.04
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(Photo : Screen grabbed from ProGuides Valorant Tips, Tricks and Guides at YouTube)

Valorant, in addition to its recent 4.04 patch note, vowed to develop a "deterministic map system" to fix the repetition of maps in matches.

Apparently, the deterministic map system is Riot Games' resolution to Valorant's tendency of repeating maps every single time a game had concluded; this resolving method will greatly affect how tilt-easy players and those who have little knowledge of all maps in the game get back on their winning track.

In an article by Wanzi Koh for One Esports, it has been noted that the solution is now being tested in Latin America's servers and, if deemed bug-free, it will soon be mended on all servers.

Moreover, Koh talked about the things done in this system Riot Games have created.

The system will first consolidate the information about the players en route to a match; intrinsically knowing the past maps, they have played upon; the system will then remove the maps every player has played upon twice in the past five games.

The remaining maps retained in the equation will be the pool to be chosen; for instance, if all the maps have been played by all the players twice, it will be a reset, bringing all of them back into the choices and the map that has been played the least will be chosen.

Valorant Maps: A quick peek

Unlike any other games that let their respective players choose the map they would love to shoot from, Valorant has omitted this aspect of freedom from its players. And so, referenced from Mobalytics.gg, here are the Valorant Maps and the things you need to know about them.

Bind

Bind is the usual type of maps players can play within any FPS game - it is a two-site map. In the same introduction of Mobalytics.gg, the A site can be traveled to what Valorant called "short A" - a way located in the middle of the map.

This map also has its unique portals, one from site A to site B, located between the attacking and defending side, while the other portal is from site B to A, located nearer the attacking side's base.

Keep in mind that these portals are one way and can be a trap as it has this sort of landing place that emits sound signals if used.

Haven

It is an unconventional map for FPS games since this map has three sites to plant the spike.

The real trick here is the connection between sites B and C since several routes rotate from the respective sites; however, in site A, only from both attacking and defending bases are the openings leading to the geographically isolated site.

Split

It is also a two-site map that has highly elevated buildings, and so, the trick in this map is the ropes scattered around the map that can be either a trap or an advantage depending on your take.

Ascent

This map is so vast, having the common two sites; the catch in this map is the vastness and angles needed to check upon while rushing whatever place in the map - a blunder-filled map.

Icebox

Hence its name, this map is on an icy climate, but that does not, in any way, affect the game. The catch in this other two-site map is the placement of the spike itself - it can be planted at the high or low ground.

Breeze

Bringing back your summer getaways, this map caters to a wide middle part and tucked sites on both ends. It also has ropes and a door that can be triggered to check planting spots.

Fracture

This map is a two-sided, two-site map; It is the most unique in comparison with the others as the defending side will be spawned in the middle part, and the attacking side can either choose to go site A or B from two different routes; the catch in this map is its zipline.

Written by: Jhon Paul Salazar

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