Swiss_Squid
Full Squid
- Joined
- Jun 8, 2016
- Messages
- 44
sorry i had to split this up into two posts. i will now be ranting about why kelp dome is the worst map in splatoon and why it can rank up there in worst designed and implemented maps in shooter history. The salt is coming in 3, 2, 1. Okay so for one thing i cannot play on kelp dome in any mode and here is why. Kelp dome was clearly designed for ranked modes rather than turf war. The grated walkways throughout the map, ramps, horribly placed corridors, and the god awful protrusion in the middle of the map can all aim for some ultimately unfair and rage-inducing woomies from all of us. Turf war is horribly imperfect in turf war. but you don't really play turf war most of the time really. It's rigged, you can't tie, and weapons will do better than other weapons. But that's not even getting to the main point. RANKED MODES. SON OF GOD AND CALL ME JESUS FROM BETHLELEM DO NOT EVEN GET ME STARTED ON THAT IN KP. I have had extremely negative and not fair experience in all if not most variations of each ranked mode in kelp dome. Firstly let's start with SZ. Splatzones is designed around the middle of the map and that would be okay but you know what's in the middle of the map? The center fire hydrant that blocks skilled players and only rewards the manipulative ones that's who. and i have heard from other people that the giant dong of a center building doesn't even count towards the overall percent of the actual splat zone. it only gets in the way of the objective at hand. this is the only variation of splatzones that does this. where something is blocking the splat zones besides some other maps which i don't wanna name right now because this rant is already long enough. i understand in some maps there are objects and pillars blocking parts of the splat zone/zones but not as much as the obstructiveness of kelp dome. it impedes SZ so freaking much it makes me rage quit sometimes. the routes where people can come from don't really help either. this will be a common complaint forthcoming. the routes and availability in kelp dome annoys the ever living hell out of me. idk if anybody else has had the same issues but i just hate that as well. moving on to rainmaker and tower control. now i am conglomerating these because tower control is not the worst variation in kelp dome by a very small margin. splat zones is obviously the worst. so i will be talking about them both. so rainmaker is also something that will easily "trigger" me if i am not being careful or my teammates are not being careful. this is when the routes such as the ramps, grates, and the turn leading directly to the pedestal if nobody is guarding it. the fact the rainmaker is on the center thing and all the grates are there for your choosing exemplifies the fact that it is making the objective one-sided and not very fair for play. it makes it too easy and doesn't reward skill. finally we get to tower control. now the center thing doesn't have a whole lot of influence on this mode it's mainly the grate manipulation, the linearity of the tower route, and again the placement of the center protrusion. The center protrusion needs to be removed in all modes. it needs to be replaced with either something else better or need to removed entirely.