![]() Just like every map in VALORANT, Haven is absolutely loaded with corners for players to hole up in and wait for attackers and rotators alike. Whether you’re making your way to C-site through Mid Doors or rotating to B-site after pushing A-short, the amount of flexibility that you have on Haven is unreal, and throughout the course of each game, you should definitely be taking advantage of all the options that Riot throws at you with this particular map.Īnother key feature of Haven is the presence of countless corners and angles. Each round, especially while on offense, you’re going to have to devise a strategy that takes advantage of the map’s maze-like structure, as well as its countless options for pushes and rotations. But, as far as Haven goes, its three sites are a key mechanic that promotes variation and intrigue. In all other VALORANT maps, as well as most traditional tactical shooter maps, two sites are plenty. The standout feature that Haven has to offer is most definitely its three spike sites. In this overview, we’ll break down Haven in its vast entirety and what makes the map stand out when compared to the typical landscape of tactical shooter maps. With an unmatched level of dynamic gameplay on Haven in comparison to any of the game’s other maps, you’re going to need to make sure that your decision-making ability is top-notch when playing here. Your success on this map is going to be determined completely by your team’s ability to execute pushing strategies and rotate effectively. With plenty of options on the board in terms of strategy, planning, and execution, Haven stands in an incredibly unique position. We already know, from experience, that no matter how much the games are presented in a specific way, users can manage the maps and methodologies in their own way to change their structures.Easily the most unique map in all of VALORANT, Haven and its three site spikes stand out as an extreme outlier in comparison to not only the other two maps available during the game’s beta, but to many traditional tactical shooter maps, as well. But to know that we will have to wait to see how the players create strategies. The defending side in any of the three cases seems easier to rotate. If the players manage to get point A through Yellow, it is more than evident that they will also have position B, so they can control the other front and side accesses of the pump, with the exception of of the ramp and the length. ![]() Position Aĭefenders will only have one point to cover, but with few protections and corners for tactical play. If B falls into the hands of the attackers, they can cut C’s retreat, and they just have to protect themselves from what could happen in A, their back is naturally protected during the time it takes players to move around the map. Point B can mainly fall down the Ramp and down the Alley. On the other hand, the area seems to be the farthest from A and B, especially in terms of connection points, so it may be the best option to attack and control the area. ![]() The truth is that it is a highly easy area to monitor, since the long corridor is easy for a sniper (or should be) and the rest of the team can focus on connector, which is rather a kind of bottleneck for the one that the players pass in a limited way. Position CĪccessible by a long corridor and the connector from the middle. The first thing that probably catches your attention the most is that the map has three key locations, and not two as we are used to: A, B and C. ![]()
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