Walleye Warehouse:
Pictures:
Layout:
Walleye is made up of two symmetrical sides mirroring each other. This means I'll only cover one side as the other is exactly the same. The map is 4 layers high. Starting from spawn there is a large ramp leading to the 2nd layer. There is a place to hop for a faster route on the left.
Layer 2 has three branching paths. In order from left to right, the first one takes a squid to the center without getting in any squids way. It has a grate and a few drops for getting in the bulk of the stage. This path will be refereed to as the L path. The center path takes a squid directly to the bulk. This path is path C. The right path moves straight with one drop. A ramp opens into the center. It's important to note that this layer can only be accessed by a ramp that cannot be covered with ink.
Layer 3 is very small only having one barrel for protection. It has a ramp to move up to Layer 2 and a ramp down to the center.
Layer 1: The bottom layer is the center of the map. This where most splatting will take place. The shape of the center is that of a cross. Two shorter lengths connecting the center paths, and two longer ones connecting the L paths. The center has 3 key features. A U shaped stack of crates in the middle, 2 crate bunches extending toward the left and right, and a large wall for safe exit from an L path. These features create a boundary between the two sides. There is also a small path to hop on to form Layer 3.
Strategies
Disclaimer: This will be expanded as more strats are found.
Use Paths, Keep Paths
In turf war it is very important to keep territory. The side paths offer great stealthy mobility and turf. This is because an opponent has to really try to get to the 2nd layer. It's a long road if someones on guard. (For Rollers)
Center Sniping.
The center of the map is the most hostile part. A good charger would not go in if they want to stay alive. Luckily, there are many safe vantage points for a charger. Any place higher then the bottom layer could be used for a perch. (for Chargers)
Going in Hot.
Due to the Squid Jump, players may not have time to check there side. If a shooter could get to the 2nd layer they could easily take the side paths. This gives great turf and lets teammates advance safely towards the other spawn (for Shooter)
Aesthetics: Walleye Warehouse is set in a brown warehouse. It has plastic covering much of the anti-splat surfaces. Yellow and Black stripes are common. A conveyor belt moves above the turf.
Music:
This could change. I wanted to put it in anyway.
Thanks for reading. This is my first guide and the first guide on maps. Please tell me if there are mistakes, suggestions, or any other random things.
-Book81able
Pictures:
- Squid Research Lab
Layout:
Walleye is made up of two symmetrical sides mirroring each other. This means I'll only cover one side as the other is exactly the same. The map is 4 layers high. Starting from spawn there is a large ramp leading to the 2nd layer. There is a place to hop for a faster route on the left.
Layer 2 has three branching paths. In order from left to right, the first one takes a squid to the center without getting in any squids way. It has a grate and a few drops for getting in the bulk of the stage. This path will be refereed to as the L path. The center path takes a squid directly to the bulk. This path is path C. The right path moves straight with one drop. A ramp opens into the center. It's important to note that this layer can only be accessed by a ramp that cannot be covered with ink.
Layer 3 is very small only having one barrel for protection. It has a ramp to move up to Layer 2 and a ramp down to the center.
Layer 1: The bottom layer is the center of the map. This where most splatting will take place. The shape of the center is that of a cross. Two shorter lengths connecting the center paths, and two longer ones connecting the L paths. The center has 3 key features. A U shaped stack of crates in the middle, 2 crate bunches extending toward the left and right, and a large wall for safe exit from an L path. These features create a boundary between the two sides. There is also a small path to hop on to form Layer 3.
Strategies
Disclaimer: This will be expanded as more strats are found.
Use Paths, Keep Paths
In turf war it is very important to keep territory. The side paths offer great stealthy mobility and turf. This is because an opponent has to really try to get to the 2nd layer. It's a long road if someones on guard. (For Rollers)
Center Sniping.
The center of the map is the most hostile part. A good charger would not go in if they want to stay alive. Luckily, there are many safe vantage points for a charger. Any place higher then the bottom layer could be used for a perch. (for Chargers)
Going in Hot.
Due to the Squid Jump, players may not have time to check there side. If a shooter could get to the 2nd layer they could easily take the side paths. This gives great turf and lets teammates advance safely towards the other spawn (for Shooter)
Aesthetics: Walleye Warehouse is set in a brown warehouse. It has plastic covering much of the anti-splat surfaces. Yellow and Black stripes are common. A conveyor belt moves above the turf.
Music:
Thanks for reading. This is my first guide and the first guide on maps. Please tell me if there are mistakes, suggestions, or any other random things.
-Book81able