Vouch
barnacle and dime clams is a bottom tier map and im tired of people playing it bro that map is literally unplayable it's impossible to score
Nah it's not impossible, you just have to contest top left and take control therebarnacle and dime clams is a bottom tier map and im tired of people playing it bro that map is literally unplayable it's impossible to score
one does not simply take control of top leftNah it's not impossible, you just have to contest top left and take control there
~ cannot use any map that a top level player has tweeted about in a negative way (if you missed a tweet then you officially suck as a TO, I don't make the rules)
I chose my maps with kraken cheese in mind, and barnacle was a good one because it is at the very least *punishing* to go for a kraken cheese strat, and since there weren't anymore maps in clams that makes kraken cheese weakerone does not simply take control of top left
it's so deep in spawn and no one smart is going to let you take the one good area for free -- it's a 1 dimensional map with a single important chokepoint and i feel like the vast majority of scoring on that map involves kraken cheese
Here's my attempt (it's not very good)Making map pools for tourneys in Splatoon 3 really sucks. Yeah sting ray in Splatoon 2 made RM frustrating, but now you got soda on TC. In Splatoon 2, TC Shipyard was a staple in map pools, you would get zero complaints about it except for those weirdos who wanted moray. But in Splatoon 3, TC Shipyard is seen as too snowbally.
To account for this, map pools started shrinking in Splatoon 3. Proving Grounds was one of the first tourneys to go with only 4 maps per mode for a total of 16 (4/16). InkTV took it a step farther with a 3/12 map pool. Low Ink took awhile, but I've managed to get it down to a comfy 5/20 which I think is fair considering it is a 2 day tourney with counter picks. Now you see a lot more tourneys starting to do the same, smaller pools focusing on just the "best" maps. The trick to make sure players don't complain about maps feeling too repetitive is to limit maps from appearing in more than 2 modes. Yes you could use Hagglefish, Museum, Mako, and Academy for 3 or some in all 4 modes, but limiting them to just 2 helps the players feel like things are more diverse despite the smaller map pool.
The problem is TC and RM suck. It's almost impossible to find more than 3 maps in those modes that everyone will agree on. I always joke about how teams constantly counter pick TC Academy, but really there aren't many alternatives if you want to play TC.
So here is a challenge to you, squidboard person. Make a tourney map pool and post it below. Rules are:
~ must include 5 maps for all 4 modes, 5/20
~ cannot repeat any map in more than 2 modes
~ cannot use any map that a top level player has tweeted about in a negative way (if you missed a tweet then you officially suck as a TO, I don't make the rules)
Best map pool will be used in Low Ink for February.
maybe this is controversial but i'd rather play maps where it's easy enough to score that kraken cheese is just throwing/suboptimalI chose my maps with kraken cheese in mind, and barnacle was a good one because it is at the very least *punishing* to go for a kraken cheese strat, and since there weren't anymore maps in clams that makes kraken cheese weaker
it's better when there's more ways to get in and also better ways to defend and break back into mid.Nah it's not impossible, you just have to contest top left and take control there
Making map pools for tourneys in Splatoon 3 really sucks. Yeah sting ray in Splatoon 2 made RM frustrating, but now you got soda on TC. In Splatoon 2, TC Shipyard was a staple in map pools, you would get zero complaints about it except for those weirdos who wanted moray. But in Splatoon 3, TC Shipyard is seen as too snowbally.
To account for this, map pools started shrinking in Splatoon 3. Proving Grounds was one of the first tourneys to go with only 4 maps per mode for a total of 16 (4/16). InkTV took it a step farther with a 3/12 map pool. Low Ink took awhile, but I've managed to get it down to a comfy 5/20 which I think is fair considering it is a 2 day tourney with counter picks. Now you see a lot more tourneys starting to do the same, smaller pools focusing on just the "best" maps. The trick to make sure players don't complain about maps feeling too repetitive is to limit maps from appearing in more than 2 modes. Yes you could use Hagglefish, Museum, Mako, and Academy for 3 or some in all 4 modes, but limiting them to just 2 helps the players feel like things are more diverse despite the smaller map pool.
The problem is TC and RM suck. It's almost impossible to find more than 3 maps in those modes that everyone will agree on. I always joke about how teams constantly counter pick TC Academy, but really there aren't many alternatives if you want to play TC.
So here is a challenge to you, squidboard person. Make a tourney map pool and post it below. Rules are:
~ must include 5 maps for all 4 modes, 5/20
~ cannot repeat any map in more than 2 modes
~ cannot use any map that a top level player has tweeted about in a negative way (if you missed a tweet then you officially suck as a TO, I don't make the rules)
Best map pool will be used in Low Ink for February.
While I do agree with it not being impossible, the basket is so far deep into enemy spawn that you have to wipe the enemy in a wipe + another few picks (because they were coolered in the first wipe), you need to make another significant push to get rid of the opponents holding their spawn without overextending too much from the stacks while so securing picks and the opponents already have their specials by then (Because of Cooler's Special Saver), so it ends up becoming a staring contest most of the timesNah it's not impossible, you just have to contest top left and take control there