Ranked Stages and You: Your favorite and least favorite maps for each mode.

Pivi

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Hey! The general idea of this thread is for you to list your fav/least fav stages in each mode, possibly even rate them based on how much fun or unfun they are for you when they're on rotation.

I've seen the idea of a Tourney Organizer being the one to choose the maps/modes for their tourney being passed around, and in the best case scenario, they could look at threads like this for an idea of what stages to choose, maybe leaning towards certain stages because more people like them, and avoiding others due to a general agreement that this specific stage is lame to play. It'll be easier for everyone since players know what to prepare for, people know what they'll be watching, and there's no unneeded shenanigans like stage bans or whatever nonsense some people are trying to pull.

When it comes to listing a stage, some support would be nice! We all know E-liters are strong on Moray Towers, but hopefully you can provide a more thorough reason as to why you dislike it!

Anyway, here's mine

Splat Zones
The good stuff;
Saltspray Rig: I think this map was made for SZ, honestly, with it being smack dab in the center of the stage, people can use 2 different options to get there. It's relatively easy (though time costly) to go around the fray on the lower level and sneak up behind snipers, preventing them from dominating a match. The Splat Zone itself is a fantastic combat area, the metal walls giving you cover from open fire, but vulnerability to bombs meaning you need to keep moving. The generally untouched area past the SZ, you know, with the crane, can be used for some smart Squid Beakon play, and something like spawncamping is practically a nonissue because of the layout. If this is in rotation, I'm probably already in there.

Urchin Underpass: After the update on this level, it became pretty darn decent, it's kind of difficult to go into specifics because the stage itself isn't all that complicated, but it's hard to go wrong in this level. One concern is that once the SZ is locked down, sometimes it's just too hard to push back, but that's more the fault of a bad team than the fault of the stage itself.

Flounder Heights: Personally, I'm not a big fan of the 2 different Splat Zones thing but FH does it well thanks to how there isn't much splitting the two up (unlike, say Blackbelly). Due to how the walls give you access to the other SZ if you're willing to detour a little, it's not a huge feat to take the other point, but if anything that just means a match here will be more aggressive,

The not so good stuff:

Kelp Dome: Auhg what a frustrating level to be on, the structure in the center stage functions more as a huge detriment than a tower, the SZ itself is HUGE and takes ages to cover. It's entirely possible for you to be painting one end of the Zone, and an opponent painting the other end, and the two of you would be entirely oblivious to each other! The stage itself is a bit too widespread, the grated passages hardly help you when it comes to actually reaching the SZ, so you're entire team is likely to go a single passageway only to get wiped by a jumpsraying Dynamo. Not a likely case or anything, but I have a plethora of gripes with this level.

Port Mackerel: Along with the Splat Zones being painfully spread out, it's a huge challenge to actually reclaim your zones if the enemy team has control. The branch path that leads directly to the splat zone on your end is very easily cut off by bombs, and heading down one of the main paths is a risk in iteself due to you being vulnerable to snipers and inkzookas and killer wails and blasters and just. Even if you're a brave squid and attempt to go get the SZ by the other team's spawn, a large chunk of time will be eaten
If a team has even a half decent lead, chances are they're going to win by either Knock out or Time out.


Tower Control
The good stuff:

Camp Triggerfish: It's wipe or get wiped in this one, and normally something like that would probably ooze bad level design, but getting a knockout on this stage means your team would need to split apart so people can take out the ones aiming for your tower rider, and, you know, someone actually riding the tower. It's possible, actually kind of unavoidable, for someone to fall into the water and die, but this risk is shared by both teams though, since you're just as likely to fall while jumping to the tower as you are to slip through the grate or end up falling while shooting.
...These all kind of sound like bad things, but I feel CT is pretty fun for these points.

Blackbelly Skatepark: Close Quarters: The Movie, The Game, The Book, The Series, The Experience, Basically, after the tower descends from...the other tower, it's an all out war for it, only getting more and more intense the closer it is to the final point thanks to how close it is to the other team's spawn. It's also pretty easy to get to a decent perch and take out someone riding the tower, meaning even if they have a lead, it isn't hopeless. K/Os are common here, but well earned.

The Not so Good stuff:

Walleye Warehouse: I actually enjoy TC on this map, but the issue is that it's simply way too short. One good start and the match can be over in not even 40 seconds regardless of the losing team's skill. Pulling a Kraken on the tower will take you much closer to the goal than it should.

Bluefin Depot: Has anyone ever gotten a KO on this stage? Riding the tower up to the upper section of this level turns into a slaughterfest for both sides thanks to how plain open everyone is all the time. It's also sniper paradise, but due to how spread out the platforms are, chances are they see you before you see them. A win here usually involves your team super jumping to their death in vain attempts to shove the tower another inch before being taken out again ad infinum.


Rainmaker:
The good stuff

Kelp Dome: Kelp Dome on Rainmaker is FANTASTIC for a wealth of reasons. There are 2 paths to the goal, one path is somewhat long, but overall safer, as it's easy for your team to cover you until you get to the main choke point by the other team's spawn. The other route is insanely short, but because you traverse most of it on the grates, it's impossible to squid, leaving you vulnerable, meaning your team must band together and cover for you. The grates also give you an option to hunt down the rainmaker holder while keeping you out of the clutches of their allies. The multitude of attacking and defending options make this one of the best ways to play Splatoon not only in Rainmaker, but overall.

Flounder Heights: Not unlike what I said for Kelp Dome, but the sheer amount of ways to get around in this level make it a blast for RM. Mobilty is everything in splatoon, so the more you can move around, the better, which is why FH's near unrestricted movement options get it apart from the other stage options.


The Not so Good stuff:

Saltspray Rig: Uhg. This stage and mode do not mix. There's really only one manageable route to take, which is the lower level along the thin pipes. The upper path is simply too slow and it's easy to get attack from in front or behind you. Because of how the bubble functions, it's quite likely that you can be pushed into the ocean by it simply due to their not being enough space, on top of that, the level set up is janky and chaotic and its tough to get anywhere because snipers can find a perch and go almost unchallenged. There's also a tactic where the team who has the RM can flee into the upper part of the stage and run the clock. Since it doesn't count as retreating, the Rainmaker won't implode, and they can safely run the clock and win the moment they get the lead.
 

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