Can you explain how the Halo-style tournament map selection works?
In my opinion, the most balanced maps (for Tower Control and Splat Zones, that is) are Camp Triggerfish, Blackbelly Skatepark, Kelp Dome, Walleye Warehouse, and Urchin Underpass (in no particular order).
See my above post.
In Halo-style settings, there is no reason to pick an arbitrary number of "neutral" stages, but if we're talking about what the best stuff is for a tournament, IMO there are a small few map + gametype combos that we may need to keep an eye on. Over time certain tournaments may opt to make sure no more than one is used in a single round, that they appear with less frequency in rotations, or that they simply aren't used at all.
Splat Zones Problem Maps:
Arowana Mall
Walleye Warehouse
Urchin Underpass
+ others??
These maps are generally bad for Splat Zones because they are very bottlenecked, with very few momentum shifts. More or less, one team gets an early lead and camps until a knockout or timeout, unless the other team pulls something miraculous and does the same thing. It's called slippery slope, and it's generally not the best thing to use for tournaments. Maybe some day we'll have to keep an eye on some other maps, because Splat Zones is a very, very camp-friendly gametype, or maybe the meta will shift and become less campy, but that remains to be seen.
I also want to throw out there that some people seem to think that Port Mackerel is a bad map for Splat Zones because it's a generally low-scoring game and that Spash Walls are "too good". I just want to say that it being low-scoring is not a problem, and that there is ALWAYS something important to be doing on Port SZ. As for Splash Walls being "too good," no. Just no. Almost everything in this game is equally overpowered. Everything is bullshit and you can make everything work. There is already a ton of emergent tech to deal with Splash Walls specifically, as we've seen in Ink or Sink, and basic teamwork has always dealt with them. Even if Splash Walls were a problem in this game, Port would not suddenly be the only problem.
Tower Control Problem Maps:
???
Honestly, Tower Control is probably the most healthy gametype we have as far as how many maps play it well. I personally dislike Moray Towers TC but I have no logical reason to point a finger at it. Tower control generally forces map movement and prevents certain pacing problems from occurring that certain maps may otherwise have.
Rainmaker Problem Maps:
Blackbelly Skatepark???
Saltspray Rig
Let me preface this by saying it's way to early to form opinions on Rainmaker, but these two maps in particular have very, very tiny distances between capture points that let a team that has been dominating all match to suddenly lose at the first slip up. Is that a bad thing? I honestly don't know yet, but it's worth acknowledging the potential problem.
So yeah, in general, slippery slope is a problem in Splat Zones, and we don't know if there are any problem maps in Rainmaker yet.
As for the "Best" maps, Kelp Dome, Blackbelly Skatepark, and Port Mackerel are looking to be the go-to maps of this game, and Dolphin Heights seems to have the potential to join them. They all offer multiple angles of approach and a variety of strategies, they don't bottleneck or get very one-dimensional, and they support all gametypes well (aside from maybe Blackbelly RM).
I know that some people would want me to mention Saltspray here, but I honestly think that the only gametype it actually plays well is Tower Control. Splat Zones is in danger of bottlenecking at any moment, and Rainmaker has the most problems out of any Rainmaker map so far. TC is very interesting though.
So yeah, this is a big wall of text to point fingers at what is actually a small percentage of the game's gametype + map combos, to worry a little bit about Splat Zones, and to say that Skatepark, Dome, Port, and Flounder Heights are well-designed maps.