Ranking Every Map in Rainbow Six Siege

Rainbow Six Siege, one of the gaming industry’s longest-running competitive first-person shooters, has reached a point where mastering its intricate maps can take months or even years. The unique map design in Rainbow Six Siege sets it apart from other FPS titles, as the developers need to incorporate tactical elements like destructibility and utility placements. This presents a challenging task. To assist players in navigating the game’s maps, we have ranked each map from best-designed to those needing improvement.

24. Tower: Tower is unanimously considered the worst map in terms of tactical design. While visually appealing with its realistic invasion scenario for attackers, it falls short in competitive gameplay. The map features rappel-only entry points and numerous destructible walls, creating a high-risk environment for both attackers and defenders.

23. Presidential Plane: Similar to Tower, Presidential Plane boasts a realistic visual design. However, it suffers from two major issues. The vulnerability of the plane’s windows to Kali’s sniper rifle makes her overpowered on this map, and defenders have multiple runout points that allow for early kills. These factors make fair competitive play difficult.

22. Yacht: Yacht is a more balanced map compared to Presidential Plane and Tower. However, it still has its flaws. The bomb site on the top level is exposed to multiple entry points, making it challenging for defenders to hold. Additionally, defenders have several runout points that offer easy kills on attackers.

21. Bartlett University: Bartlett University is a memorable map in Rainbow Six Siege, yet players are disappointed that it’s not featured in the active Quick Match pool. With its open areas and clear sightlines, defenders face difficulty maintaining their position. Only available in co-op mode or Lone Wolf mode, this map fails to meet the standards for fair competitive play.

20. Stadium: Stadium attempts to combine elements from beloved maps like Coastline and Border, but it falls short. The layout lacks attention to detail and feels unbalanced and confusing. Although it features glass walls and rappel-spawns for attackers, it fails to deliver an engaging gameplay experience.

19. Favela: Favela offers its own unique identity and delivers a chaotic experience, remaining true to its roots even after a rework. While more balanced, it remains a map that favors attackers due to numerous entry points. Defenders face the challenge of covering all areas effectively.

18. Kanal: Kanal suffers from a significant design flaw. The map consists of two buildings connected by bridges, which heavily rely on defenders’ control. If attackers take control of the bridges, roaming becomes nearly impossible. Additionally, the map still deals with unresolved spawn-kill runout issues.

17. House: House holds a special place in players’ hearts, but from a tactical standpoint, it requires improvement. While featuring a compact layout, it has numerous rooms and corridors that can serve as camping points for defenders. The garage bomb site poses challenges for attackers, with its large window and balcony.

16. Hereford Base: Since its rework, Hereford Base has become a solid map for casual playlists. However, its mid-floors suffer from confusing layouts and long corridors. Some minor adjustments could make the map more balanced for ranked matches.

15. Theme Park: While Theme Park’s overall layout seems solid, it faces a similar issue to the original version of Outback. Most bomb sites lack direct access from the outside, forcing attackers to take over a room to start breaching. This makes Theme Park a defense-favored map.

14. Fortress: Often overlooked, Fortress is a well-designed map that denies attackers direct access to bomb sites from outside. In-depth corridors can be confusing, but once inside, attackers have multiple options for engaging defenders through destructible walls.

13. Skyscraper: After a rework, Skyscraper has become a more balanced map for attackers and defenders. Attackers now have multiple entry points, allowing for strategic planning. Defenders have increased roaming opportunities to catch attackers off guard, improving overall gameplay.

 

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