Here are the maps, from my least favorite to most favorite in my opinion:
8. Blackbelly Skatepark: The second I saw this map I knew it wouldn't be for me. And I was right. It's probably my OCD, but this map always ends up being such a mess. There are so many areas to get flanked from and due to the many slopes I find there are so many areas I can't get to, or it's a pain to get to them and by the time I do the other team has taken most of the map. It's pretty brutal in Tower Control also because of the many ways to get flanked, and it's so hard to actually get the Tower to the base. In Splat Zones I will admit that this is fairly fun, and I enjoy getting on top of the center and camp around both zones. Hehehe.
7. Walleye Warehouse: Most of my problems on this map stem from its size. This is currently the smallest map in the game, and the map where a conplete wipeout can happen easiest. It's so easy to get pushed back into your own team's base, and there's really no way out if you get pushed back, because someone could easily guard all of the ways to the middle. It also isn't very dynamic in terms of height, given the layout of the stage, I mean sometimes people can camp atop the crates in the middle but that's it.
6. Bluefin Depot: This stage is pretty fun to play in Turf War, but the main problem is that I have to do most of the cleanup work since I often get in teams that like to rush for the middle. However, I have bigger gripes with the other modes. This stage is absolutely brutal for Tower Control, especially since in the middle, where the Tower is at the beginning, it's so easy to fall off and potentially leave teamates undefended. But my biggest gripe is with Splat Zones. I've said it before and I'll say it again, THERE NEEDS TO BE TWO ZONES ON THIS MAP. NOT ONE, TWO, NINTENDO. PLEASE, ADD ANOTHER ZONE IN A PATCH. THIS STAGE NEEDS IT DESPERATELY. And there's my rant on that matter for the day.
5. Urchin Underpass: Overall, this stage is fairly fun on all modes, but there are some crucial problems that I have with Turf War on here. The first of which is the same problem I have with Bluefin Depot, but worse, when my team always rushes for the middle and doesn't bother to get any of the base. Perhaps some of the problem is that, as a Level 17 person currently, I often play with people from Levels 10-12 who just got back from Splat Zones or Tower Control and forget that this is Turf War and we don't have to rush to the middle. It's also very easy to get pushed back into one's own base, like in Walleye Warehouse, but I do find this one easier to counter against an offensive push, as usually one can sneak through the side entrances to take the middle while the rest of the team is distracting them (unless someone puts a dang Point Sensor on me and focuses on me).
4. Kelp Dome: This map is pretty fun in all modes as well, but I do find a bit of that instant-rush-to-the-middle issue in Turf War, but for some reason I find this one easier to transition from cleaning the base to fighting the other team. However, my biggest gripe with this stage is the fact that Chargers have practically no use on this stage, since there's pretty much no high ground at all. Even with the above grate, with a Charger, it's still really easy to get killed from under the grate by any Shooter or even a good Dynamo Roller or Gold Dynamo Roller. But other than that, this stage is a bunch if fun and I feel that whenever it's a mess, it always feels more organized than Blackbelly Skatepark.
3. Arowana Mall: I really like the design and theme of this map, and I always have fun playing on it. Really, the only issue I have with this map is that, again, people often neglect inking large areas of the base, but it never seems as much of an issue as on other maps, since the teams often go like: one gets the left, one gets the right, one gets to charge in the middle, and one gets all the surrounding area of the team's side. Oh, and I do use the asthetic of this stage for useful purposes too. Even though Marie sometimes advises on the Squid Sisters' News to not window-shop during battle, I admit it, I window-shop during battle. I've seen all kinds of shirts in those windows and I still have my eye on that orange-and-white striped one that I haven't been able to get my hands on yet. All in good time, I suppose. XD Oh and also, I think this is one of the best maps for Tower Control. It's very dynamic and always active. Splat Zones is a bit TOO hectic here, mostly because of the ramps, but it's still okay.
2. Port Mackerel: I know this map has generated quite a bit of hate from people who dislike corridor-based gameplay, but I just love it. Perfect for Rollers, Chargers, and Blasters, which do make up my two mains and secondary respectfully. XD But another reason why I like it is that everyone on the team always takes a different path, one for the left, one for the middle-left, one for the middle-right, and one for the right. And most teams tend to make sure the base is covered before venturing on a respective path. I also think this map is very fun on both Splat Zones and Tower Control, since the map is unusually dynamic in these modes, especially since it's one of the maps with multiple zones (two). I just have a ton on fun guarding the corridors and going on top of the short crates to get a bit of high ground, or taking some real high ground and camping from above. I just always seem to have a ton of fun here.
1. Saltspray Rig: Ah, this map is near perfect. It has dynamic high grounds and low grounds (perfect for Chargers, which I utilize excessively and which are quite worthwhile), thin paths that are perfect for Rollers and Blasters and open areas for Shooters and offensive Brushes. The stage is so fun in Splat Zones as well, with offensiveness from the elevators and the front sides, camping from the high ground on the sides, and a large area for building a special in the back of the Zone (and an area or too for really long range camping, perhaps with an Inkzooka or maybe with an ELiter-3K {or a variant of the original}). There's also a route for everyone in Turf War; someone can go off to the far direction long route and claim the high ground early, one can take the other direction into the smaller middle area and claim that, one can go straight off the middle route and begin to claim the main middle, and one can go to the middle and then the right for claiming that path to the smaller middle and even around the whole path to the other team's side. My only thing about this stage is that it's not the best for Tower Control, but that never dampens how much fun I have in Turf War and Splat Zones on this stage. :)
As for Moray Towers (which I know is coming today, but I won't be able to play it until Sunday because I'm away) and Camp Triggerfish; I think Moray Towers will probably fit between Arowana Mall and Port Mackerel and Camp Triggerfish will probably take over as my new favorite, since it looks so dynamic and fun. :)