Map Rating tells comfort apart from real results
Every map is now scored between 0 and 500 and given a grade from C to S. Overall win rate, attack win rate, defence win rate and Performance Score feed the calculation, and recent games count for more. The rating is shown in Competitive and Premier only, so other players cannot view it.

That tells you more than judging a map on one good match. A high kill count can hide weak defensive results, and a map a player dislikes may still be delivering steady wins. Every rating starts at zero, since games played before the feature launched are excluded.
Corrode defenders get back into retakes faster
Riot cut the routes running from the defender spawn to the rear of both sites. Late rotations used to be unusually slow, so losing the first duel could settle a round before the second defender arrived. The new layout aims to allow retakes without giving defenders an instant shortcut at round start.
Mid was reworked too. The half wall is now metal and sits one metre further along, which cuts down on wall spam into the main attacker choke. Boxes at the back of Lower Mid moved towards B, a jump-up was added, and another wall was raised to close an unintended sightline. Attackers get more paths towards A Link, and defenders face clearer fights instead of random damage through the same wall.

The ranked pool shifts right away
Bind and Corrode have joined Competitive and Deathmatch, while Ascent and Split have left both queues. Teams that depended on the removed maps need to redirect practice time now, and players returning for Act 6 should expect to see Corrode often while the update is new.
Patch 13.08 also tweaks the A-site plant zone so post-plant positions from A Link matter less, refreshes the mode-selection and Career interfaces, and fixes several audio bugs. This is not a broad agent balance patch. Its main impact is better performance feedback and a more usable Corrode.