![]() I actually explored having B site be more of a reasonable plant, or a normal plant site, and really try to have each site to be weighted equally. That helped shape the thinking of, "How do you build a 3-site map?" It's a five-hole map, but it's really 3.5. The way we think about it is that there are three main holes in the map, and then there's two half entrances, sewer and garage. Joe Lansford: The original design methodology, or goal for Haven, was to keep the sites and most of the approaches very simple, because there's three sites. How much Haven feedback went into Lotus' design? Was there a standout lesson the team learned from Haven? Haven didn't get too ambitious with the design, outside of being three sites, because that's already something very large to test. It's really just how your designer brain works. Some of our other designers will start very basic, and then maybe add a little bit of complexity as they go. I tend to design overly complex, and then I strip back. We want to let the agents and the team composition bring the complexity, and let the map be just a sandbox for them to bring the most of that expression. But while we have increased the complexity a little bit, that's something we're always fighting against. We're definitely thinking about that space. If you look at our original launch rosters, with Phoenix and whatnot, they feel a little bit more contained. The number of reveals that we have in the game and abilities with what we call footprints, or larger impact on a physical space, has increased over time. Agents definitely add a little bit of complexity, though, over time. We just generally want to make a good map. We're not trying to make a good map for a specific question that's not really something that we try to achieve. We definitely take all that into consideration and try to think about team compositions, and who might be strong on this map and why.īut at the end of the day, we're just trying to make a good map. What I mean by metrics is just that, "a smoke is this many units wide, so we need to make sure that a choke is roughly that many units wide, so the smoke fits in." It's stuff like that. We absolutely take agent design into consideration. Joe Lansford: Yes, there's a little bit of that. But we found that the gameplay that they presented was pretty interesting, and it fit within our attack framework. I think those are new feelings, where it's not just a hard edge to a 90-degree turn. Breeze has a little bit of it, but not to this degree. They're all shapes that are a little more natural, with rounded edges and things that we haven't explored very much. I think with Lotus, we definitely explored some new ideas, particularly within the geo-shapes of 3D assets. Some of our maps will skew a little bit towards one or the other, but we generally try to build maps that appeal to everybody. ![]() These maps exist not just for pro-players, they're for everyone, so there needs to be accessibility and depth within any of our maps. We want to build maps that can appeal to everybody. Joe Lansford: Accessibility is always something that's on our mind with any map. How do you balance the obvious complexity that goes into Lotus with trying to make it accessible to players who might not be as good at Valorant ? This is not necessarily the most beginner-friendly map in Valorant, with the rotating doors. ![]() There's lot of indicators of what players can do on the map, but there's also a lot that they can do in general. And this is the one where we take it to fantasy India.įrom a gameplay perspective, I feel like the visuals are equally complex in that setting. Fracture was pushing it a little bit with split biomes, and we stepped it up a little bit further with the geodome underwater in Portugal on Pearl. ![]() Then we went to Breeze, which is your standard tropical island with a Valorant twist, but nothing over the top. We had an Icebox, which is literally boxes in ice. Recently, we've had pretty grounded experiences. There's a city that got ripped out of the ground and is floating in the sky and it's really cool, and players wanted some more of that. They wanted to see our IP, or expressions of our IP, in the realm of a certain setting. One of the consistent pieces of feedback that we got was that players wanted to see more fantastic visuals. Whenever we put out a new map, we survey players and bring them in for player labs where we ask questions and get player data. Joe Lansford: The art was sort of in response to player feedback. Was that the intention of the design going in, because it feels like the visuals are a really big selling point of Lotus as a map? Screen Rant: Lotus feels like one of the more visually complex maps.
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