Valorant Wiki
Valorant Wiki

Each match of VALORANT takes place on a map. Four maps were available at launch, and annually a new standard map is released[1]. Overall, there are currently 18 playable maps: 12 for standard play, 5 for Team Deathmatch, and one made for practice and training new players.

List of Maps[]

A downloadable folder containing all the map theme audio files can be found here.

Standard[]

For more information on map rotations, see this section.

Standard play maps feature a spawn area for each team, barriers that limit accessible areas during the Buy Phase for Plant/Defuse game modes, and objective sites where the spike is to be planted. These maps are also for Deathmatch-class modes, such as Escalation and Deathmatch.

Name & Image Minimap Location Release Patch Theme

Bind
Rabat, Morocco, Alpha Earth Beta   

Haven
Thimphu, Bhutan, Alpha Earth   

Split
Tokyo, Japan, Alpha Earth   

Ascent
Venice, Italy, Alpha Earth 1.0   

Icebox
Bennett Island, Russia, Alpha Earth 1.10   

Breeze
Bermuda Triangle, Atlantic Ocean, Alpha Earth 2.08   

Fracture
Santa Fe County, New Mexico, USA, Alpha Earth 3.05   

Pearl
Lisbon, Portugal, Omega Earth 5.0   

Lotus
Western Ghats, India, Omega Earth 6.0   

Sunset
Los Angeles, California, USA, Alpha Earth 7.04   

Abyss
Sør-Jan, Jan Mayen, Norway, Alpha Earth 8.11   

Corrode
Mont-Saint-Michel, France, Omega Earth 11.00   

Team Deathmatch[]

Team Deathmatch is played on maps created specifically for the mode. Though most of their designs reflect the appearance of other standard maps, they are not based on physical locations (hence the missing coordinates), instead being simulated environments created by Max Bot as part of his revenge program against the agents of the VALORANT Protocol. Max Bot himself is also used as the game mode's announcer and has a visible presence in the maps' spawn rooms.

Name & Image Minimap Map or
country origin
Release Patch Theme

District
Split 7.0   

Kasbah
Bind

Piazza
Ascent

Drift
Thailand 7.12

Glitch
9.08   

Skirmish[]

Skirmish is played on maps created specifically for the mode. There is only one map, but with three variations of the obstacle placement.

Name & Image Minimap Release Patch Theme

Skirmish

Skirmish A
11.07   

Skirmish B

Skirmish C

Practice[]

Name & Image Minimap Location Release Patch Theme

The Range
Venice, Italy, Alpha Earth Beta   

Map rotations[]

Map rotations are used in Competitive, Premier and Deathmatch, keeping seven maps in the pool at once and disabling all other maps from appearing. Factors that can influence which maps are rotated out of the pool include player sentiment, time since release, planned updates, and the strategic variance of current and newly-released maps[2].

The map rotation was introduced in Episode 05 with the arrival of VALORANT's eighth map, Pearl. Keeping the map pool limited to seven was seen as the sweet spot in order to ensure there is enough variety whilst not overwhelming players with having to learn and understand too many maps at once, and also allowing them to go deeper on those that are in the pool. A seven-map pool is also ideal for pro play, allowing both best-of-three and best-of-five formats to give both teams an equal number of bans without needing to play the same map twice in a series. Starting from v10.00 of Season 2025: Act 1, the map rotation updates every Act. Whilst pro play is also affected by these map rotations, changes to the map pool may only come into effect for the scene at later dates in order to give teams enough time to adjust to changes.

On release till patch v7.12, the map rotation was only utilized by Unrated and Competitive. From patches v8.0 till v8.10, it was expanded to include all game modes utilizing Standard maps. From patch v8.11 onwards, it is now only applied to Competitive, Premier and Deathmatch.

Current[]

To ensure the day count is up to date, purge this page. The data shown is accurate as of Nov 13 2025, 18:54 UTC.
Current rotation as of v11.08 (V25 Act 6)
Rotated out as of v11.08 (V25 Act 6)

History[]

Maps Release
Patch
Starting Patch
5.0 6.0 6.08 7.04 8.0 8.11 9.08 10.00 10.04 10.08 11.00 11.04 11.08
Abyss 8.11 Added[ro 1] 266 days Removed 168 days Added
Ascent 1.0 930 days* Removed 56 days Added 224 days Removed
Bind Beta 202 days* Removed Added 679 days Removed 112 days Added
Breeze 2.08 202 days* Removed 231 days Added 287 days Removed
Corrode 11.00 Added
Fracture 3.05 433 days* Removed 497 days Added 112 days Removed
Haven Beta 566 days* Removed 154 days Added
Icebox 1.10 307 days* Removed 259 days Added 287 days[ro 2] Removed 133 days Added [ro 3] 168 days Removed
Lotus 6.0 Added[ro 4] 651 days[ro 2] Removed 77 days Added 280 days Removed
Pearl 5.0 Added[ro 5] 433 days Removed 420 days Added 245 days Removed 112 days Added
Split Beta Removed 202 days* Added 518 days[ro 6] Removed 133 days Added 245 days Removed 112 days Added
Sunset 7.04 Added[ro 7] 497 days Removed 112 days Added
Notes:
 current patch
 map in rotation •  map out of rotation •  map unavailable
* Day calculation starting from the day map rotation was introduced (i.e. patch v5.0)
  1. Abyss was only added to Competitive map pool in v9.0 and Premier in v9.02.
  2. 2.0 2.1 Icebox and Lotus were added to Competitive and Deathmatch map pool on Console in v9.01 and v9.02 respectively.
  3. Icebox was removed from the Deathmatch map pool in v10.09 (mentioned in v10.10) due to spawn-related issues. It was added back in v11.00.
  4. Lotus was only added to Unrated and Competitive map pool in v6.01.
  5. Pearl was only available in Unrated. Added to Competitive map pool 2 weeks later.
  6. Split was removed from the map pool mid-v8.07 due to an exploit. It was added back in v8.08. The day calculation does not exclude the amount of days it was removed.
  7. Sunset was only available in Unrated. Added to Competitive map pool in v7.05.

Map Coordinates[]

Each map in VALORANT has a real-life location, with its coordinates shown on the loading screen when entering a game on that map. The coordinates are listed as latitude and longitude using degrees, minutes, and seconds. The seconds values are shown as letters instead, with each letter representing a digit[3]:

Latitude letters (N/S) Longitude letters (E/W) Digit
A Z 0
B Y 1
C X 2
D W 3
E V 4
F U 5
G T 6
H S 7
I R 8
J Q 9

The real-life locations given by these coordinates are shown here:

Maps are not currently compatible with mobile view. To see the map and interact with its markers, switch to desktop view.

Loading map...

Determining map selection[]

VALORANT uses a deterministic map system in order to increase the variety of maps players will encounter and vastly reduce the possibility of playing on the same map multiple times in a row. Once 10 players have been selected for a match, the system looks at all maps those players have played over the last 5 maps for the mode they have queued into. Any maps that a player has played twice in the past 5 maps are removed, before the system then picks the least played map from those remaining. If all maps have been removed due to the “Twice Played” rule, then this restriction will be ignored and the least played out of all the maps will be picked instead.[4]

Previous system iterations[]

Initial Map Systems Data

Data for map streaks during previous systems

From launch, VALORANT used a completely random map selection system that gave all maps an equal chance of being selected. For the duration of this system there were only 4 maps available (Icebox was not released until 1.10), meaning each map had a 25% chance of being selected with no other factors taken into account. The small map pool and equal chance meant streaks of the same map were very common, resulting in 72% of players getting the same map multiple times over the course of 5 games, 26% of which would get a map streak for 3-5 of those games.[5]

Patch 1.08 changed this system to be pseudo-random instead. This system would favor maps that were, on aggregate, not seen by the 10 players selected for a match, heavily punishing maps that any player had gotten a recent streak of. With the map pool still at only 4 with the introduction of this update, many players would still get map streaks at first, but as more maps were added to the pool the chances of these streaks got much lower. Once Fracture (VALORANT's 7th map) was released, only 28% of players were getting the same map multiple times over the course of 5 games, with only 3% of which getting a map streak for 3-5 of those games.[5]

Deterministic Map System Data

Data for map streaks a month after the deterministic system was introduced

Despite these improvements, many players felt that map streaks were still too common using the pseudo-random system. Though it heavily punished maps recently played by the 10 selected players, there was still a small chance of that map being selected anyway. In order to remove the chances of these maps appearing instead, the pseudo-random system was replaced with the current deterministic system in 4.04. While it's not possible to completely prevent map streaks using the deterministic system, it was still able to further reduce the chances of players getting a map streak for 3+ games.[5]

References[]

Navigation[]