Bind is a smaller map. Arguably the smallest map in the game. This layout forces teams to commit to lane executions, making it hard to use utility and to gather information. When attacking or defending, it is important to take long-distance fights to be able to get information and get out. The idea is to gather with your team after you have the information and play together. Bind also features teleporters, making it easy to travel between sites. That is another reason you do not want to overcommit to a site to defend, since it is easy for the attackers to take the teleporter out and quickly take the other site.
Ascent is a fan favorite map. It is considered the standard for a tactical shooter map. Unlike bind, the strategy is to fight for mid control. Because the middle of the map provides quick access to both A and B sites, whichever team takes control of mid usually dictates the pace of the round. Both sites feature switch-operated doors. As attackers, you want these doors closed to make it harder for the defenders to get onto the site you planted on. As defenders, you want to break these doors to allow for more points of entry and a potential retake.
Split is a map that is defined by its massive change in elevation and the importance of heaven control on both sites. Unlike the other sites, it is composed of tighter corridors and vertical angles that favor the teams with strong movement abilities and defensive setups. Mid control is extremely hard on this map, especially for attackers. However, it is equally rewarding. You have control of how people rotate, where people play, and control of heaven on both sites.
