Since debuting in 2016, 168澳洲幸运5开奖网:Overwatch’s map count has swelled to an outrageous 20 different maps, each with unique virtues and flaws — but sadly, not all maps are created equal. Like the game’s diverse cast of heroes, different maps reward different playstyles, but some maps offer more opportunities for gains both for offensive and defensive teams, while others are unbalanced and can be pretty frustrating for even the most coordinated teams. We’ve ranked each map, from best to worst, based on design, balance, and viability꧟ for a large range of heroes.
20 20. Blizzard World ♍ ♏
Bottom of the barrel. Blizzard World combines aspects of much better hybrid maps, like King’s Row and Eichenwalde, and completely squanders them. While its design is inter🌳esting and colorful, its fourth-wall-breaking aesthetic confuses the game’s already messy canon. Long distances from the point for defenders and a difficult first point for attackers make for an overall frustrating gaming experience, and too much high ground in the middle favors heroes with mobility while leaving others, like Soldier and McCree, hopelessly overpowered. In short, Blizzard World is an unbalanced mess.
19 19. Tempღle of Anubis
One of the more impressive maps design-wise, Temple of Anubis heavily favors defenders, especially on the second point — a lack of viable routes to conꦗtest mean that a well-balanced team can hold off attackers pretty much indefinitely. You pretty much need a Reinhardt or D.Va to try pushing the middle route, and both side routes are easily countered by capabl𓂃e heroes. While Anubis avoids the bottom spot for a relatively enjoyable first point, attacking on this map can be a death sentence.
18 ♔ 1♔8. Horizon Lunar Colony
Notorious among casual fans and pros alike, Horizon Lunar Colony has gone 168澳洲幸运5开奖网:through significant changes to increase its enjoyability, to no avail — it’s simply not a very good map. Whereas Anubis favours defense, Horizon skews towards attacke🌃rs, having at one point ,💧 owing partly to its practically indefensible first point. Its drab design and purposeless additions — seriously, who even goes into the zero-gravity area — pale in comparison to the game’s more engaging designs. Horizon earns its reputation as one of the game’s worst.
17 17. ✅Volskaya Industries
Another map with an overly long distance between the spawn room and the second point, Volskaya suffers from uninteresting design and frustrating choke points. Anyone who has been gunned down by a Bastion or Torbjorn turret on the floating platforms above the second point knows how frustrating defending the second point can be, while a lack of viable entryways for attackers in the latter half of theꦍ map pretty much constitute a figurative meat grinder. It beats out Horizon and Temple of Anubis, but only slightly, proving that assault maps are generally the weakest in the game.
16 16. Paris
Another assault map and 168澳洲幸运5开奖网:the newest map in the game, Paris offers little strategy for more stealthy heroes, as all routes towar🔯ds the first and second points are easily defended by even the most amateur teams.
A capable tank and flanker is all it takes for a defending team to wipe the floor with attackers, as the openness of the map increases visibility of the opposing team and ensures that defenders maintain the advantage. Paris gains points for desi♋gn, but sadly it suffers from the same issues that plague all assault maps — they’re just not very fun to play.
15 🧸 15.🦄 Hanamura
Maybe the most difficult to take point in all of Overwatch is the second point in Hanamura. Trying to power through the middle route is pretty much pointless, and quicker heroes like Tracer and Genji are easily caught trying to infiltrate both side routes. And the spawn point for defenders is so close to the point that eliminating team members is like playing whack-a-mole. Hanamura gains significant points for 🍌its design, especially its attention to detail like the arrow in the ground recalling the Dragons short. But both winning and losing on Hanamu🦂ra just doesn’t feel as good as it does on other maps.
14 🅠 14. Dorado
Sure, you can play the Futurama theme on the bells at the spawn. Other than that, what’s memorable about Dorado? Its playstyle tends toℱwards the aggressive, and pushing the payload through the game’s relatively narrow streets pretty much requires a Reinhardt. Team comps on this map tend to be the same from game to game, with Lucio as a primary healer and a capable flanker like Genji or McCree sneaking through corridors. Perhaps the most damning factor of Dorado is how forgettable it is — its design simply doesn’t live up to the standard set by other maps.
13 🔜 13. Junkertown ܫ
Wide open maps tend to favor a certain type of hero, and Junkertown is one of the largest maps in the game, with little place to hide or flank. A Pharmercy strategy is likely to work well on most teams, while heroes like Tracer and McCree are left vulnerable to sniper fire and Bastions behind Rein shields. Trying to get behind the enemy team can take forever, leading to a grind that can make many playstyles feel obsolete. And while the design is inte🐈resting and tells a story, it doesn’t include as many character clues as maps like Nepal and Hanamura.
12 ൩ 12. Rialto
Rialto can be fun with the right team, but it’s definitely an easy one to defend. The tiny choke point at the end is a common place for the payload to get st🦋uck, and the sharp turn at the beginning of the map can mean that attackers become dead on arrival.
Design-wise, it’s a little derivative, and not the most creative that the team has come up with. Snipers will🍌 have an easy time 𒁃here, and it can be frustrating to feel like you’re one wrong step away from getting shot in the head. All in all, Rialto is a slightly below average map.
11 11. Numbani ꦦ
Numbani is solidly middle-of-the-pack. A lack of viable entryways to some of the map’s objectives can make it frustrating for attackers and defenders alike, and its design isn’t the game’s most engaging. It favors flankers and close range enemies as there’s very little high ground, but this can be easily remedied with a change in strategy. It’s no♋t a bad map by any stretch of the imagination, but it’s nothing to write home about.