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Level Analysis - Sunset in Valorant
Valorant is a first-person team shooter developed by Riot Games, where two teams of five players compete against each other. One team attacks by planting a bomb (Spike) at designated points, while the other defends by preventing its placement or defusing it. In addition to tactics and shooting skills, agents’ unique abilities add strategic elements to the game.
Why Do Games Use Secret Signs?
Each map in Valorant, including Sunset, is meticulously designed to balance attack and defense strategies, offering various routes, cover spots, and interaction zones between teams. The main aspects of map analysis include route composition, verticality, visibility control, and interaction zones, which define the pace and style of gameplay.

In this analysis, I want to pay special attention to the visual readability of the map. Using Sunset as an example, where the attacking team must plant the Spike and the defenders need to defuse it, we can see how well-thought-out design can impact team strategy and intuitive spatial awareness.
Zone Marking and Map Readability
Sunset immediately stands out with visually clear and readable zone composition. The map uses markers and slang designations, which help new players quickly adapt and easily understand the structure of locations. This decision clearly lowers the entry barrier for newcomers and simplifies the process of mastering the map, an essential factor for maintaining match dynamics.
Defender Side Spawn is an area where the map’s boundary is marked by a cliff and fences on both sides. An invisible wall prevents accidental falls beyond the map boundaries, remaining almost unnoticed. This provides players with a clear visual signal of the map’s limits without creating a “boxed-in” feeling. Clear boundaries and open space minimize the risk of losing orientation, which is critical for games in this genre. Unlike typical “boxed” maps in competitive shooters, the cliff creates a sense of a more open and natural space.
Attacker Side Spawn has boundaries marked by a fence with flower beds and benches. However, visually, the benches create a “ramp” that invites players to climb over the wall, generating unmet expectations. Increasing the wall’s height or adding small openings could eliminate this impression, giving the area a more cohesive and logical appearance. This would enhance the perception of boundaries, providing players with a clear understanding of accessible areas on the map.
Routes and Player Movement
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Corner Cutting is one of the frequently used design elements aimed at improving route readability. Rounded or straight corner cuts create more natural and smoother paths for movement, allowing players to move faster and navigate the map more easily. The example of using boxes or walls to create these cuts shows how simple elements can guide the player without overt indicators. These corners can also serve as ambush points, increasing tactical opportunities for both directions of movement.
One effective technique is to add a cube that blocks visibility and creates complex geometry. This approach not only cuts corners and makes the space more functional but also provides two ambush spots that can be used by either team. This adds tactical depth and increases the variety of gameplay scenarios.

These corners also serve as ambush points, enhancing tactical opportunities for movement in both directions.
B Boba Room — Geometry and Zone Control
The B Boba room is an example of a successful combination of geometry and tactical opportunities. Rounded walls remove sharp angles, improving movement. When transitioning to the next room, where the Spike may be planted, players can take cover behind a small ledge with a good line of sight for shooting. The center of the room, with three cubes of different heights, allows players to climb, creating layered tactical opportunities. These platforms of varying heights allow players to gain elevation for observation or surprise attacks but do not provide full advantage, maintaining balance. The room, located between the defenders’ base and the B bomb site, is suitable for situational ambushes but has limited visibility of two out of three exits. This creates a natural “choke point” that requires heightened attention from both sides.
Transition Corridors and Zones — Variability of Cover
The exit from the B Boba room to the corridor leading to Defender Side Spawn is designed with distances and sightlines in mind. As the corridor widens, it provides variability in cover. Players gain access to cover at different distances, creating dynamic situations and position choices. This approach allows players to use areas with varying degrees of cover, supporting diverse tactical approaches.
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B Bomb Site — Control and Maneuverability
The B bomb site, with a central cube blocking direct sightlines from corners, demonstrates how small elements can alter spatial interactions. The jagged structure of the room gives both teams equal opportunities for maneuvering, while the central obstacle forces players to move cautiously and control multiple angles. This supports the balance between attack and defense, especially in close-quarters engagements. The structure of this zone increases interaction density, making it one of the map’s key points.
Problem Areas and Visual Mistakes
  🞿 Balconies are another zone - аt first glance, they look like areas where enemies could hide. However, their location outside the playable area creates unmet expectations. Closing the balconies with windows, netting, or adding elements like boxes or debris would help indicate that this area is not playable.
  🞿 Wall with varying heights — in another part of the map, where the wall changes height, a player might think there is accessible space behind it. To fix this, the wall’s height could be slightly increased, and windows or decorative battlements added to indicate visually that this area is not accessible without disrupting the cohesiveness of the location.

  🞿 Platforms of different heights — in one part of the map, platforms of different heights are placed, reminiscent of other locations where players could climb them. However, here they are restricted by an invisible wall. This use of platforms creates false expectations. Rethinking their shape or placing other objects would help avoid confusion.
Conclusion
The Sunset map demonstrates a thoughtful balance between logic, readability, and gameplay opportunities. Designers clearly defined zones, creating natural boundaries and routes that help players orient themselves easily, even without knowing the map’s legend. Working with visual elements, such as corner cuts and smooth transitions, improves map perception and provides players with intuitive cues for movement.

However, some areas of the map create unmet expectations due to limitations and visual mistakes, such as inaccessible platforms and balconies, which can confuse players. Overall, Sunset is a successful example of applying open spaces and structures that support tactical variety and make the map convenient for perception and the application of various strategies.
Thanks for your attention!

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