splat1 vet here and I still hate blackbelly with the white hot passion of a thousand suns.
Turf: ok team let me ink the left side of the tower and watch for flanks. *gets splatted by wr holding roller or inkbrush by the box*
Ranked; well I haven't played a ranked game on blackbelly yet. But I imagine it will probably involve some sprinklers, brushes and inkstorm/missile spam at the tower.
Does it count as PTSD if every time someone jumps from the tower I instinctively run for cover from the pending inkzooka?
Yep, this map sure shows the S1 players..... :P
Actually TC involves 3 nzaps spamming ink armor to indefinitely hold the tower....
Again though I defend this map cause TC though a lot more difficult can still be won as long as the whole team isn't wiped and they focus right lane, rainmaker I haven't dared to look at due to how unbalanced it was.
And splat zones, this was always the most entertaining part of this stage simply cause you could use anything, and have a lot of fun on this stage nonetheless.
People keep grieving this stage but again this stage was a really enjoyable stage for me cause it was the first that encouraged players to use caution and not rush in.
Again some of this is personal attachment to a stage I basically went S to S+ on through many difficult battles
Also it isn't the dead sea that is saltspray I hope and beg they fix how unbalanced that map was along all it's modes cause I really cannot stand it, and fix moray too while you're at it
SZ on this map was my first breakthrough in Splatzones, when I first switch from aerospray/nzap to carbon roller in the low ranks in S1. And perching on the right side in this map is where I most remember first learning to love eliter and getting addicted to the game. That said, I still detest this map. :P I may like it more than Walleye Warehouse and Port Mackerel. MAYBE even Ancho-V. But it's certainly the bottom tier of maps to me.
And Moray *IS* "fixed." That's the whole problem! :P
Personally, I dislike the new Blackbelly. Once again as with most Splatoon 2 stages, there's just too much dang visibility to encourage overaggressive plays. I seriously don't appreciate how they got rid of some of the walls that could be used as cover. Seems like this stage really got the Splatoon 2 treatment. Just remake it to have more visibility so players can be more aggressive and make pacifism extremely difficult in Turf Wars. What's a man gotta do to get the old Splatoon 1 feeling again? ;A;
I imagine getting rid of the walls was part of fixing the lag problems. Less clipping planes = less data. I suspect a big part of the problem of bad maps in Splatoon 2 in general is that they've removed more clipping planes to fix lag problems instead of fixing their broken netcode. Except Moray where they somehow added more... I.E. the meta has been formed by their clumsy, heavy handed attempt to put a bandaid on their severely bad netcode. And I suspect delaying the online paid service if they really area planning dedicated servers has caused the meta to unfold differently than they intended when it was supposd to be paid by the time the game launched. (IF the dedicated server rumor is true.) If so the meta will do a total 180 with some patch shortly following said servers going live.
Yeah, I know some liked the stage—even I'm fond of the Splat Zones version, but it still had it flaws for me. Like how easy it was to spawncamp and even once someone broke a spawncamp it was always highly unlikely a successful comeback could ever happen. Especially if the spawncamped team suffered a disconnect. And in my experiences this the stage is where lag spikes and disconnects were most likely to happen to anyone. Especially when multiple players have a bomb rush special and/or inkstrikes. Even in private battles.
It's an okay map, just prone to technical difficulties.
So far I've only played the turf war version, and it isn't as prone to the usual technical difficulties yet it still does happen. However, this time around I'm not sure if that's still because of the stage or the game itself. Either way, I've yet to fully experience version 2.0 of this map.
I worry at times that the things we liked about the game were in fact unintentional designs and the things we disliked were how they actually intend it to play. I.E. I worry S1 was fun in spite of the producer, and not because of him and we're actually now playing his real intentions.
I've played the stage a whole bunch since it released, and I have experienced no lag whatsoever. Neither in the other stages that were in rotation, so it must be something on your end.
Not sure if you saw my lengthy post last week or so about lag, but keep in mind you're in EU. When you hear people complaining about lag, a big chunk of that is going to be coming from NoA and associated territories. And a big reason for that is, beyond our overall inferior internet infrastructure in the US, while you have regional servers and are playing only with EU/UK/ME/Afr, relatively close geographical area, we on the other hand still have worldwide play, because the way Nintendo distribution works, most of the world is "NoA". So US, CA, and S. America, sure, but we're alsy playing with the Carribbean, Australia, NZ, and most of Asia including Korea, China, Singapore, Malaysia, etc who don't actually get official distributions and so they import the Aus version which is the NoA version. Remember the lag with the Japanese players included? We still have that, just not from Japan anymore, but from every country off their coast except Taiwan that for some reason got the Japanese version. NoA will always have a much worse online experience than EU with Nintendo games. The farthest distance you have to connect to is pretty much Capetown to London. We're dealing with Seoul to Sydney to NYC. So our everyday lag is awful, but then certain bad maps and such exacerbate it. Blackbelly is one such map, though it doesn't appear to be as bad as it was in S1. Of course if playing with friends in NoA you get to participate in the fun :P