TL;DR
- Valorant’s map design intentionally features numerous corners to balance agent abilities and prevent attacker dominance
- Deep corners serve as tactical counters to recon and flush utilities that would otherwise overwhelm defenders
- The ‘whiteboard test’ categorizes Valorant maps as intermediate while CSGO’s Cache ranks as advanced
- Map complexity evolves with player skill progression and ability mastery
- Future maps must balance tactical depth with ability integration for competitive viability

During Valorant’s closed beta phase, participants consistently voiced concerns about the tactical depth and structural complexity of the three available battlegrounds. The community’s feedback highlighted significant design elements that differed from established FPS expectations.
Veteran players transitioning from Counter-Strike: Global Offensive particularly noted the simplified architectural approach. These experienced tacticians observed that all three initial maps followed remarkably similar layout patterns, with corner density emerging as the primary point of contention.
The consensus among dedicated fans centered on the overwhelming number of angles requiring clearance. One community member described the navigation experience as “transitioning through interconnected corridors between objectives,” while another analysis suggested developers placed obstructive walls in pathways that appeared too advantageous for defensive positioning. This design philosophy led many to question the long-term competitive viability, fearing the maps lacked the intricate strategic layers characteristic of CSGO’s most celebrated arenas.
The issue extends beyond mere corner quantity to encompass their dimensional characteristics. The depth perception and concealment potential of these angles created unexpected tactical challenges.
“The corner depth creates unpredictable engagement scenarios where thorough clearance doesn’t guarantee safety,” shared one frustrated competitor. “I’ve experienced multiple eliminations after methodically checking angles, only to discover opponents positioned in recessed areas I hadn’t anticipated. The requirement to fully commit to checking each potential hiding spot transforms tactical play into probability-based gambling.”
Valorant map designer responds to criticism
As community discussions intensified, Riot Games’ senior level designer Sal “Volcano” Garozza addressed the mounting criticism during a development stream. The experienced designer clarified that the abundant cover elements were intentionally integrated to counterbalance the potent capabilities available to attacking teams. Without these structural defenses, assaulting squads could effortlessly displace defenders using ability combinations with minimal counterplay opportunities.
Valorant’s tactical ecosystem includes numerous reconnaissance and area-denial utilities that reveal enemy positions or force rotations. Abilities like Sova’s Recon Dart, Breach’s Fault Line, and Brimstone’s Incendiary can systematically clear positions when cover is limited. As players develop proficiency with these tools, the seemingly excessive corners transform into essential defensive assets.
“The design methodology accounts for the extensive flushing and scouting capabilities within our ability system,” Volcano elaborated. “When attacking teams master coordinated utility usage, these corner placements become crucial for maintaining defensive viability and creating counterplay opportunities.”
While the strategic justification appears sound, it raises fundamental questions about ability integration in precision-based tactical shooters. The balance between mechanical skill expression and strategic ability usage remains a central design challenge for the developing title.
April 2020 brought unauthorized revelations about Ascent, an unreleased map reportedly designed by Volcano. Featuring Venetian-inspired architecture with waterways and gondolas, this medium-scale arena contains two bomb sites with apparent emphasis on mid-map control and aggressive push strategies.

While this information originated from unofficial sources, the “whiteboard test” analysis suggests Ascent would become Valorant’s fourth map following the established design paradigm, validating concerns about repetitive architectural approaches.
The analytical framework known as the “whiteboard test” categorizes all four Valorant maps within the intermediate complexity tier. This classification indicates fundamental comprehension of design principles but literal application without advanced refinement. The resulting layouts feature rectangular spatial organization with predictable line-of-sight interruptions, creating the much-criticized “chamber-corridor-chamber” flow that offers limited challenge for competitive participants.

For contextual comparison, Cache represents another Volcano-designed map from his CSGO development period. Despite being considered relatively straightforward within Counter-Strike’s map pool, it still achieves advanced categorization compared to Valorant’s current offerings, highlighting the divergent design priorities between the two tactical shooters.




Action Checklist
- Practice ability combinations for corner clearance with agents like Sova and Breach
- Study common deep corner positions on each map through custom game exploration
- Develop systematic corner checking routines that minimize exposure time
- Coordinate with teammates for simultaneous multi-angle clearance using combined utilities
No reproduction without permission:Game Guides Online » Valorant designer responds to complaints over closed beta’s easy maps Valorant map design explained: Why corners matter and how abilities shape tactical gameplay
