When it was released, this quickly became a favorite map. But having played it a few more times as players become familiar with it I'm starting to get annoyed by it (in TW, I haven't had it in ranked so far.) The two issues I've had when playing it is that due to its enormity and ease of inking, high turf rate weapons can easily charge up multiple specials before doing much of anything. it gets annoying in the first 30-40 seconds either fending off 2 waves of full bubbler squads, or 2-3 simultaneous krakens incoming. You can outrun the krakens very easily but then you're fighting a defensive position deep inside your own base and they can set up a spawn camp while you do. Or just the annoyance of 3 inkstrikes back to back before even digging in. It's a valid tactic, but it's one that gets annoying to deal with. Splatoon normally has a fast & frantic pace, and in this map it's just 30 seconds of dead center followed by an invincible assault.
The second problem is following whichever side launches an invincible assault first, it actually is pretty easy to get spawncamped. I've seen several rounds where 3 opponents sit in front of the spawn conveyor and one at the exit near the ramp to the side area. From there they can shoot everyone that goes forward from spawn, and easily react to the sides as anyone tries to escape. If they're a superior team, there's really nothing you can do about it. In fact it's a whole lot like Walleye Warehouse in that regard, except due to the vast turf it's far less possible to force a last minute turnaround with a sudden flank, particularly in TW.
Splatfest with this thing is going to be pretty annoying depending on the matchup.
I still have a lot of fun with the actual battles on the map though, and the fun TW requirements of trying to get into both side areas. But it's unfortunately a map that requires both teams to "choose to play fair and square" for it to be really fun, and when you get a team that exploits what you CAN do with it, the fun drops out. I'm not sure how they'll remedy it yet, but I can see some modifications coming in the future. When there's two "fair" teams, it's a blast and generally yields "too close to call" results within a percent or two which is great.