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This brings us back to the concept of gunplay, and why winning a gunfight is so important when attacking on Bind. The most important thing to remember on Bind is that because your options are so limited, and there’s only four entry points onto the sites, nearly every push that you’re going to make will be contested. Your knowledge of the game’s built-in mechanics, as well as the angles that the map has to offer, will be a large determining factor when it comes to your success. More than anything, your pushes on Bind are going to come down to precise gunplay. You’re not going to safely get from site to site in a matter of ten seconds like you can on Haven, per se. However, with this in mind, it will usually mean that rotations on Bind will often be lengthy and extended when compared to other maps. While its presence is pretty passive and its usage is quite destitute, the fact that it gives away almost any rotation - except for those through the compact passage surrounding mid - is a genuine detriment to the mechanic. When they’re used, the loud “whoosh” sound that they give off is practically a dead giveaway to any defending team that a player just rotated through the portal and is on their way to the site.Īs far as attacking on Bind goes, the teleporters (especially the one in the middle of the map) are crucial mechanics that, quite literally, the entire map revolves around. In fact, what’s even more limiting to the overall layout of the map are the teleporters that serve as quick connections from A to B-site.Īnd while quick movement might be an advantage on paper, it’s important to remember that the teleporters make an incredibly loud noise whenever a player goes through it. With an extremely clear-cut layout and a few options scattered throughout the map in terms of strategy, Bind closely resembles a simplistic model of what a basic map should look like.Īdditionally, when you consider that entry strategies for each site are broken down into two options at most (Bathrooms and Short for A-Site, and Hookah and Long for B-Site), it’s quite clear that Bind is not going to be a map where option-focused delegation is as prominent as it is on maps like Haven and Split. In this overview, we’ll break down all the points of interest on Bind, and what makes the map stand out for better or for worse.Īs a whole, Bind can easily be picked out of a lineup as a more traditional tactical shooter map. On any given occasion, the offensive team will be forced into pushing through a shortlist of routes, and from there, the built-in nature of the map will often discourage players from rotating.
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With this in mind, it’s pretty clear that Bind is a defensively-oriented map. Mainly, there’s only two routes of entry per site when you’re attacking, and on defense, the angles where you can hold down a site are just as limited. Whereas maps like Split and Haven focus more on your team’s ability to rotate and adapt, Bind will inevitably force your team’s hand on offense and defense in the most simplistic way.Īs a result of the map’s limited options when it comes to pushing, there’s really only going to be a few options on the table each round. Perhaps the most straightforward of VALORANT’s 3 maps, Bind is all about executing the perfect push.