Sunset Overview
Sunset is set in Los Angeles and is one of Valorant's newest maps to enter the competitive rotation. It's a two-site map with a relatively linear layout — long mains, a tight B site, and a mid connector that rewards coordinated pushes.
Compared to more complex maps, Sunset has fewer angles to clear, which makes it an excellent map for players still developing game sense. The trade-off: fewer hiding spots means mistakes are punished more visibly.
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Map Layout
A Site
Accessible via A main (a long wide corridor from T-spawn) and A link (mid connector). The site features:
- A main — primary attacker approach, wide enough for split pushes
- A tree / boxes — site corners where defenders take early duels
- A back site / default plant — standard plant position against the back wall
- A link — mid-to-A connector used for splits
B Site
A tight site accessible via B main (direct from T-spawn) and B elbow (a secondary tight corridor). Features:
- B main — the wide primary entry
- B lobby boxes — attacker-side cover before site entry
- B default — tight plant position
- B back — deeper plant requiring more site control to hold
Mid
Connects A link to B elbow and provides defenders a rotation path between sites. Mid control on Sunset opens split angles rather than being a standalone execute — less central than Ascent's mid but still valuable.
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Attacker Strategy
A Site: How to Take It
A main is wide, which means multiple players can push simultaneously. The defenders' advantage is long-range rifles; attackers need utility to close the gap.
Standard A execute:
- Smoke the far corner of A main (where defenders pre-aim)
- Flash into A main
- Enter in numbers — at least three players on a coordinated A execute
- Plant A default (back wall) for the most defensible post-plant
Key angle to respect: A tree/boxes. Defenders holding this early is the most common source of first bloods on A side.
B Site: The Fast Option
B site is tight and close to T-spawn, making it one of the fastest executes in the game.
Standard B execute:
- Smoke B main far side (covering the corner defenders hold)
- Flash into B site
- Fast push in numbers — three or four players
- Plant B default or B back depending on post-plant setup
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Defender Strategy
Reading the Attack
Sunset's linear layout means you get early signs of where attackers are going:
- Footsteps in A main early — likely A push; have A-side defenders commit
- Mid movement at round start — rotation play; cover mid to A link to prevent split
- B main movement early — potential B rush; second player may need to rotate
Post-Plant Defense
Sunset rewards disciplined post-plant defense because of the map's tight corridors. Once attackers plant and take cover positions:
- One player holds A main (entry point for retake)
- One player holds A link (second entry)
- Nanoswarms or mollies on the spike make retaking extremely difficult
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Key Callouts
| Callout | Location |
|---|---|
| A Main | Primary A attacker corridor |
| A Tree | Corner position near site entrance |
| A Link | Mid-to-A connector |
| A Default / Back | Standard plant positions |
| B Main | Primary B attacker corridor |
| B Lobby | T-side area before B main |
| B Elbow | Secondary B entry |
| B Default / Back | Standard B plant positions |
| Mid | Central connector between A link and B elbow |
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Best Agents for Sunset
Strong picks:
- Omen — Smokes close A main and B main corridors; From the Shadows flanks CT-side during executes
- Jett — A main and B main have natural dash angles that reward aggressive entry
- Killjoy — B site anchor with turret watching B main; nanoswarm post-plant is extremely effective in the tight site
- Fade — Haunt scouting A main and B main at round start gives free information
- Sage — A wall on A main delays rushes by 3-4 seconds while the team rotates
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Win Conditions
As Attacker: Commit to one site with numbers. Sunset punishes half-measures — a 2v3 entry fight on A main is worse than a 4v2. Identify the weaker side with information tools and execute decisively.
As Defender: Hold the corridors with information. The map's linearity means you know where they're coming from; use that to set up crossfires rather than isolated duels.
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Put This Into Practice
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