
Jade Lawrence

Valorant Map Prototype
Level Prototype (Unreal 2025)
My map is based on the game Valorant with an A site, B site and Mid. Like Valorant, I took inspiration from a real-world location. Its theme is inspired by Greece, specifically ancient sites that are still around today. A site is based on temples. B site is based on a bathhouse. Mid is based on a courtyard. My inspiration for the theme came from my trip last year to Greece where I saw lots of interesting architecture. As this could be recreated with simple polygons, I could use techniques such as cube grids and mesh tools to create the theme. I also took inspiration from Valorant’s maps, specifically elements from Ascent, Sunset, Breeze, Lotus and Haven. This map has been designed to reduce Line of Sight to discourage sniper advantage, which is usually a reason for a Valorant map’s unpopularity.

Watch a fly-through!
What I did
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Sketched a top down overview of my map concept including height.
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Knowledge that I applied:
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Real world inspiration of my trip to Greece and what I learnt of its culture and architecture
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My knowledge and research of Valorant maps and gameplay
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General level design
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White boxed, textured and decorated the map in Unreal using free Unreal assets.
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Performed basic playtesting with people who play Valorant to test heights, angles and placements.
What I learnt
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How to use Unreal Engine, specifically for level design.
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How to white box, and texture in Unreal Engine
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How to import assets into Unreal Engine
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How to make a level design for a competitive multiplayer shooter.
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How to apply real world architecture into a Valorant setting.
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How to replicate design concepts of Valorant map design.
Level Description
A Site
Theme and Concept
I wanted this site to have an area that was lower down like B site on Lotus and B site on Ascent where the attackers would plant. I found these sites to be more interesting to play on in terms of verticality, so I wanted to make my own. To have a thematic reason for there to be a lower area, I took inspiration of ancient Greek bathhouses. To make it look more like a bathhouse instead of a temple like B site, I used colours such as blue and decorative ivy to show the presence of water.
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Points of Interest (Chokepoint, Plant Area, Heaven)
The entrance to A site is a split chokepoint, with both entrances exposed to defenders with higher verticality like the one on A site in Haven. This height gives defenders the advantage however, as it is split, the defender in heaven cannot watch both entrances at once and will require another teammate to help hold both entrances. Heaven can also be easily smoked off by a controller to make it easier for attackers to enter site. Defenders can hide on site using cover from the boxes, hut and cubby. As the plant area is lower down, the attackers have some cover to plant. The hut above the bath blocks line of site from the defender spawn entrance, heaven and partially from mid to the bath. It is harder for attackers to defend the spike using the site entrance due to its lack of cover, so attackers are encouraged to take space on the site. They can use the cubby or space under heaven to hide, push up through the mid entrance or corner the defenders in the small heaven space.
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Mid Entrance
A site mid entrance is the closest entrance from attackers, although it is quite exposed, the attackers do not need to travel far to make it across. Strategic Sage walls and controller smokes can be placed to safely travel the short distance. Attackers are also given higher verticality to defenders in mid, so they have a slight advantage when it comes to direct fights. The mid entrance is linked to the defender’s link to spawn where defenders can hide to catch attackers moving from mid. Players in heaven cannot see players entering or leaving from mid link, so it is a safer option for players wanting to avoid potential snipers.
B site
Theme and Concept
Some direct inspirations are the Temple of Apollo in Delphi as the entrance to B site. I also used architecture from the Pantheon such as the beams going across the top. These temples would hold various statues for people to pray to with the main deity of the temple serving as the focal point.
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Points of Interest (Chokepoint, Plant Area, Heaven)
Like Ascent A site, there is a heaven area that has greater height for the defenders. It allows them to have an advantage over the choke point. However, for balancing, the site’s box layout in the planting space is reminiscent of Ascent A site, Breeze A site and Haven A site where they have different configurations of boxes (or pyramids on Breeze) for attackers to hide behind to plant the spike. With the figuration seen on heaven on the defenders side, attackers are hidden from both heaven and the link to the defender’s spawn. Attackers also have a lot of cover before the chokepoint area to use utility without exposing themselves to sightlines. Unlike A site, the entrance area can easily be used for post-plant tactics. If attackers can push up on site, they can hide underneath heaven or use the boxes to climb up onto heaven.
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Mid Entrance
There is an entrance to the site from Mid that attackers and defenders can go through. It is through a door like the one on Ascent that is closed by default. If attackers enter, the defenders on a higher verticality are exposed from a side-on angle. However, the attackers are exposed to the link to the defender’s spawn. If defenders go through, attackers are exposed from a side-on angle in the planting area as well as a diagonal angle from the chokepoint. There is a gap above the door where utility can be used through. The door is not breakable, but it can be open and closed with the button next to it.
Mid
Mid is based off open courtyards where there would be a point of interest in the centre. I have taken inspiration from mid in Ascent and Sunset where one side has a height advantage to the other. My inspiration from Ascent is an area known as catwalk where attackers must cross to get to A site from mid. Sunset has a focal point in mid where players can hide behind to cross. Although my current asset still would expose players, my intent with the design would be the same where a player could hide behind the structure.
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Additional Noteworthy Features
Boxes and Columns
Throughout the whole level I have placed boxes that both attackers and defenders can use to hide behind. There are smaller boxes that allow the player to jump onto other objects. There are also green cubes which represent the radianite crates, which are present on all Valorant sites as they are important to the lore of the game. There is a lack of columns as there is in standard ancient Greek architecture, but this is due to cylinders not being an advantageous shape for line of sight. Therefore, they were minimally used for theming purposes rather than for the design on the level.
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Olive trees, Houses and Brick walls
The trees decorating the level are supposed to be olive trees which have significance in ancient Greek mythology. The houses are coloured as I saw them in Greece, majority of them white with orange/brown roofing. Where brick walls are present, there would be and invisible barrier where players cannot jump off the map. I used the same material for these to keep it consistent.
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Blueprints and Plant site lines
There are three blueprints in this map: ult orb pickups, spawn barrier and the mid door. These disappear when the player collides with them. The lines on site showing where the attackers can plant are marked using white.
