With the Valorant 8.0 update, the ICEBOX map is returning to the active map pool. Fnatic players are thrilled. Flags have been hoisted at headquarters, championship songs are being sung… Jokes aside, many players had missed ICEBOX. Although losing a beloved map like HAVEN from the active map pool was a price paid, the anticipation of changes accompanying ICEBOX can temporarily suspend the loss of the HAVEN map.
While examining the changes in the LOTUS map, we mentioned that the general gameplay style of the map would not be disrupted and that it would provide teams with more gameplay opportunities on both the attacking and defending sides. However, this situation is quite different in ICEBOX. The biggest problem with the map was that each team had the same game plan and played with the same agents. We didn’t have much room to bring in diversity. Therefore, a change had already been made to the map, but unfortunately, that change did not solve the issue. Nonetheless, let’s see what can be done around these changes.
Firstly, the container on the T side of the mid-region has been adjusted to prevent characters like Jett, Chamber, and Omen from easily controlling mid for the attacking team, and an additional container has been added on top of it. Hence, there won’t be a simple teleport trick to dislodge a mid agent throughout the game, nor can you use a Killjoy turret here just for information and to alter the rotation route of the defense team. We’ll delve into the impact of this change further in the rest of the article as most of the changes relate to the “mid to b” areas.
Before moving on to the other “mid to b” changes, let’s talk about the only change outside this area, which is in “B Main.” Remember, there used to be a container hanging from a crane in this area that we could pass under. There’s no problem with passing under it anymore because the crane has lifted it a bit more. We can pass under it, but now we can’t climb on top of it. This actually somewhat reduces the gameplay options for the defense team. Admittedly, it was very difficult for attacking teams to assault from B Main with active defense. In this regard, attacking teams can be said to have a bit of relief now. Because there are fewer areas and angles to control. Still, make sure your headsets are working well because you can still climb onto the containers on the ground, and crafty defense players can pose a threat in these moments when our attention decreases on these angles.
Let’s return to the area where the changes are concentrated. A window has been added to the point on Tube leading to Kitchen, visible from Mid and A Site by the defense side. This window allows us to gather information about the attacking team’s players without having an active player here. Simultaneously, finding an isolated defense area for the defense team that loses control of this place will be a bit more challenging. When we leave A Site for retake, an overlooked angle can ruin our defense setup. This possibility may also prevent us from arranging our defense the way we want. Defense teams need to correctly identify the areas they will control and leave for retake.
We pass through a narrow corridor while going from Kitchen to B. The small obstacle in this corridor has been modified before. Now, in addition to this small obstacle, a box closer to the kitchen has been added a bit behind the small obstacle. A lurking player who wants to sneak from here should now be more cautious about various angles. Additionally, within the kitchen, a hiding option other than the CT door has been created for a Killjoy playing contact with the turret. Though it may not seem like a significant change, I think it’s an arrangement that will change the micro habits of players in conflicts taking place in the kitchen and will be frequently used.
Our last change is that the window in the kitchen facing B Site no longer faces B Site. The “Mid to B” containers, which were walkable from both sides, have been merged with the kitchen. While we can still use both sides inside the site, the closed angle of the kitchen window and, especially, its substantial reduction in gameplay opportunities in 1v1 post-plants make this change interesting. The pathing of a lurking player needs to change, and the options are limited, especially when determining new routes.
Overall, I can’t say I liked the changes. If you’ve started to get to know me a bit, I always support changes that increase options, but I’m not into changes that force us into a few things and lead to uniformity. When we complained about uniformity on the map, it needed some changes that would add more excitement, but these changes, which somewhat suffocate and reduce the gameplay opportunities, are not pleasant. Still, I have high hopes for teams…