The Ascent Map in Valorant: A Comprehensive Guide
The Ascent map in Valorant is a testament to the Valorant Protocol's failure to prevent a lethal Spike detonation in Venice, resulting in a significant portion of the city floating and becoming one of the most popular maps in the FPS title. As a Valorant map, Ascent is known for its dual-site structure, a decently sized mid-area, and numerous corners ripe for creative execution.
Ascent: A Core Mechanic Mastery Map
Players aiming to master core Valorant mechanics are encouraged to play on Ascent. Its vertical and horizontal elements incentivize the full utilization of any Agent's abilities. Those who learn to sync their Agent’s skills with tight corners, unsuspecting rooftops, and bounceable walls can create lineups that pave the way for incredible wins—and frustrating defeats for opponents. With all maps now available in Unrated and Swiftplay in version 8.11, this guide details how players can achieve mastery on Ascent.
Ascent: Strategy Over Messy Gunplay
Situated in Venice, Ascent is one of the maps that hint at the existence of a parallel reality—Omega Earth—that the Valorant Protocol eventually investigates. In-game, Ascent is a standard two-site map with engaging corners and a relatively open but contained mid-area. This particular area rewards players who properly check corners and pre-fire contested angles, and even more so for those who can outwit foes through counter-strategies.
Predictable Yet Strategic
Due to its straightforward nature, many players find Ascent’s gameplay predictable, often favoring gunplay at popular locations. However, this predictability challenges players to add strategic layers through proper skill usage to outwit and outmaneuver opponents regardless of their position. Key aspects of the map include:
- Closing Bomb Doors: Both A-Site and B-Site have Bomb Doors near B-Market and A-Tree, adding an extra wall for enemies to shoot through, giving away their location.
- Split-Push Incentives: Both sites have a common entrance and a mid-area entrance, encouraging attackers to split-push and defenders to focus on site security.
- Mid-Area Contest: The relative accessibility of sites from mid makes it a battleground for extra security. Whether attackers go for a hard push or a split-push, clearing mid is crucial for flanking.
Mid-Area: A Fair Game for Gunfights
Ascent’s mid-area facilitates relatively fair fights for both sides. Access to common peek zones from B-going-Mid and A-going-Mid makes it a fair game for gunfighters, with utility usage and area control often determining mid control.
Key Mid-Area Spots
- Mid-Top: A well-protected corner for counter-peeks from defenders at Mid-Bottom or Mid-Cubby.
- Mid-Courtyard: Destructible doors separating Mid-Courtyard from Mid-Top and Mid-Cubby allow attackers pushing B-Site to secure mid-area defense efficiently.
- Mid-Catwalk: Can become a sneaky pathway to flank A-Site attackers or catch A-Site defenders off guard.
Offensive Strategies
- Secure Mid for Alternate Push: Contesting mid can provide an emergency alternate route to either A-Site or B-Site. Locations of interest include Mid-Top, Mid-Catwalk, and Mid-Courtyard.
Defensive Strategies
- Mid Attackers Reveal Site Preference: Spotting a mid-area attacker often indicates the team’s site preference. Key defensive positions include Mid-Cubby, Mid-Bottom, and Mid-Plaza.
A-Site: Demanding Area Control
Entering A-Site gives the impression of a standard FPS bomb site with a few corners, an open planting area, and a height advantage for defenders. Aggressive attackers can easily secure A-Site, but equally aggressive defenders can lure attackers to B-Site for a harsh mid-area punishment.
Key A-Site Spots
- A-Hell: Below A-Rafters, offering protection but vulnerable from above.
- A-Tree: Location of the A-Site Bomb Doors, usually closed by attackers.
- A-Generator: Popular spike planting zone due to its large structure.
- A-Wine: A corner offering a good view of A-Main and A-Site.
B-Site: Downward Site Requiring Mastery
B-Site’s straightforward nature with cramped corners is ideal for trapping specialists. Key areas include:
- B-Main: Entry can be challenging due to common hiding spots and traps.
- Mid-Courtyard: Useful for clearing spotters and securing mid-area defense.
- B-Boat House: Must-check area for attackers, offering defensible positions post-plant.
Best Agents for Ascent
Agents who can utilize Ascent’s physical features, such as tight corners and verticality, excel here:
- Omen: Ideal for exploiting vertical spaces and tight corners.
- Sova: Perfect for bouncing arrows off Ascent’s many corners.
- Jett: Master of movement, can quickly secure corners and contest locations.
- Killjoy: Utilizes deployables to secure key areas.
- KAY/O: Uses abilities to detect and counter enemies behind corners and entrances.
Ascent’s straightforward yet strategic design makes it an excellent map for mastering Valorant’s core mechanics while providing ample opportunities for creative plays and strategic depth.
Comentarios