Valorant: Decoding the Fracture map

Along with that is the long pulley system connecting the routes below. Like the previous maps, there will be clues related to the story of Valorant in this map, including the targets of interactive in plot for the first time.

The main characteristics

● H -shaped layout, the defensive revival point is right in the middle of the map.

● The pulley system below will connect the front and back of the map.

● The first map has interactive goals.

● The parallel Earth's clues of Kingdom, the map of expansion in the world reflected and both Kingdom.

Valorant: Decoding the Fracture map - Photo 1

FAQs with development team

– What is the goal of the group when designing fracture?

Joe Lansford game designer: The idea for this map comes from a simple question: “What if …?” Specifically, what if the attack starts on the sides of the map, and the defensive side will be in the middle of that pincer? We want to motivate players to change some inherent comments, and ask them new questions to answer. For example, whom is the neutral zone really for? Since then, all goals are to support this “what” question. The shape of H -shaped of the map, neutral area, pulley wiring system, all to strengthen the core idea.

Valorant: Decoding the Fracture map - Photo 2

– Where was the group inspired and wanted to convey any special message through Fracture?

Joe Lansford game designer: In terms of gameplay, (a bit strange?) I was quite inspired by the battle at Helm's Deep in the Lords of the Rings series. When the Orc troops were destroying the city gate, Aragorn and Théoden (with the remaining teammates) rushed out to confront them. “Because of the wrath, because of the rubble and the red dawn!” Gandalf and the Rohan cavalry crash down from the other side of the mountain. When you are in a defensive position, both players A and players B rushed out to overturn the flag and form a pincer that I remember that moment.

Leader of Design Artist Brian Yam: In terms of image design, we want to create a separate image on both sides of the map, to suggest that there was an incident that caused the time to crack the time to the fault. The goal is to build a unique image to support the story of a secret test.

Area A is characterized by arid desert environment and deserted research facilities. Zone B is contrasted with luxuriant and lush trees that grow up to scientific research facilities. The middle building is the place where the fighting takes place, below is the place where players can swing. From the design perspective, Fracture is a special map, but we also use unique solutions in terms of visual. Creating two separate areas will allow us to apply interesting visual narrative, encouraging players to be curious about what happened in the past and causing terrible consequences in the present. This map also offers a clear position and instructions for the player.

Valorant: Decoding the Fracture map - Photo 3

Creative Director David Nottnigham: In terms of core, our intentions are to create a context to help players better understand the conflict that is taking place in Valorant. After a short film revealed the existence of a parallel earth, we planned to introduce more carefully to the player about the fierce conflict between these two worlds. And with Fracture, you will find that there are aspects of that war that is not clear white – black as at first.

Like the previous maps, we also integrate a lot of details into the fracture to evoke players the question that “what happened here”.

– Can the group share interesting challenges or stories when designing fracture?

General in charge of designing the Brandon Martynowicz scene: Canyon is a test of efficiency, in which we take advantage of some of the textures and content available from other maps, and then only build new content for the typical parts of this map. This is aimed at helping the map design to accelerate Canyon building. But due to the technical challenges for the modeling/structure of Kingdom style on the whole map, we have spent more time with Canyon than expected. However, we have found some interesting ways for Kingdom corridors to look more eye -catching.

Joe Lansford game designer: Perhaps this is the map that has undergone the most tests among our maps. The core design frame of the map (H -shaped) is kept throughout the development process, but almost everything else has changed at some point. The scale, line, structure, mechanical elements (such as pulley wires) … The unique layout of the map requires us to test many times to understand how H -shaped layout will affect the basic strategy.

Valorant: Decoding the Fracture map - Photo 4

George Sokol: There are two sides to attack/defend in each area is always a challenge right from the first test. Therefore, we decide to give each corner of the map a characteristic sign that players can understand the direction and receive clear instructions.

– Is there anything else that the group wants to share with the player?

General in charge of designing the Brandon Martynowicz scene: There are 10 tactical bears hidden throughout the map. Wish you find a happy bear.

Creative Director David Nottnigham: This map plays an important role in the linear time of the conflict that takes place between our Earth and the “mysterious Earth” is sending agents to them. Therefore, we have focused on telling stories through images and details in the map to help curious players better understand the occurrence of the mysterious conflict.

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