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Which map do you think is the most well balanced and why?

Discussion in 'Competitive Discussion' started by AlsoDededork649, Feb 17, 2016.

?

Topic.

  1. Ancho-V Games

    7 vote(s)
    8.0%
  2. Arowana Mall

    1 vote(s)
    1.1%
  3. Bluefin Depot

    4 vote(s)
    4.6%
  4. Blackbelly Skatepark

    6 vote(s)
    6.9%
  5. Camp Triggerfish

    13 vote(s)
    14.9%
  6. Flounder Heights

    7 vote(s)
    8.0%
  7. Hammerhead Bridge

    1 vote(s)
    1.1%
  8. Kelp Dome

    16 vote(s)
    18.4%
  9. Mahi-Mahi Resort

    9 vote(s)
    10.3%
  10. Moray Towers

    1 vote(s)
    1.1%
  11. Museum d'Alfonsino

    2 vote(s)
    2.3%
  12. Piranha Pit

    6 vote(s)
    6.9%
  13. Port Mackeral

    2 vote(s)
    2.3%
  14. Saltspray Rig

    2 vote(s)
    2.3%
  15. Urchin Underpass

    5 vote(s)
    5.7%
  16. Walleye Warehouse

    46 vote(s)
    52.9%
Multiple votes are allowed.
  1. Koro-Koro

    Koro-Koro Inkling

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    I suppose WW is balanced, though no matter what weapon I use I always end up losing on this map :p. IMO Mahi-Mahi is the most balanced, I've had success on it with pretty much all of the weapon classes, closer ranged weapons are able to ink the main area, chargers and long-ranged ones on the higher platforms, etc.
     
  2. ⭐️Latias

    ⭐️Latias Full Squid

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    (Moray Towers for sure :p )

    First map that comes to mind is Walleye Warehouse. There's no real "safe" place for chargers to snipe; Snipe Grate, even though it offers great visibility, can be shot at from down below and the U-crates and box are also really easy to shoot at. It's a small map, but not too small to where you get run over by a roller every ten seconds.

    I also feel Piranha Pit is pretty balanced. Again, there's no great place for chargers to snipe from, but move around a bit and you can get a lot of shots, especially on the travellators by tower. It's pretty easy to get to both zones from spawn, it's just pretty hard to get a knockout on rainmaker.
     
    #22 ⭐️Latias, Feb 25, 2016
    Last edited: Feb 25, 2016
  3. MeTaGross

    MeTaGross Inkling Cadet

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    Walleye is balanced well because any weapon can do fairly well on it. One thing that is nice is there are not that many places for chargers to camp and hit anyone from across the map, I'm looking at you moray.
     
    Anaru likes this.
  4. Anaru

    Anaru Inkling Cadet

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    Guys, after I fulfill the goals in my sig currently, I'm going to get full pure bomb distance up gear and get revenge on the chargers by cross-map bomb throwing
     
    birdiebee likes this.
  5. SupaTim

    SupaTim Prodigal Squid

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    I actually like what they've done to Moray - making the TW map the same as the SZ map. There are way more areas to take cover, and the sniper perch is more accessible now. It is much more varied in viable strategies now, which makes it more fun.
     
  6. crunchgames

    crunchgames Inkling Cadet

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    I must agree, Moray was always my favourite map (this is coming from a tentatek main who hates E-liters) but now that it has the fins to get into the snipe, it's way more balanced.
     
  7. Xeze

    Xeze Inkster Jr.

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    Agreed. Now it's no longer "get your special to take down the sniper before you can move to enemy territory". It's much more dynamic and fun to play in Turf War.


    As for most balanced map, in my opinion, it's Urchin Underpass. I always liked that map. I feel no weapon is has completely the upper hand or is in a complete disadvantage on this map.
     
  8. Owen

    Owen Inkling

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    Walleye Warehouse for sure. Crate is good for Chargers, Splatlings, and Jet Squelchers. Zone is good for any short to mid ranged weapon. You can expect most of them to come from Plat. Rollers can easily run through the opponents' Closed, allowing access to flanks. Each weapon can do a key part on this map.
     
  9. モモコ

    モモコ Inkling Cadet

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    why dome? that map greatly favors turfing weapons and more specifically, dynamo roller has a huge advantage there.

    For me walleye, reasons been said, even has a good layout to discourage spawn camping, you need a skill gap to pull it off.

    another for me (second pick) would be camp since i can use short range like krak on roller there well and long range. mall and moray changes def help things but a lot of long and narrow parts puts turfing weapon types at a disadvantage.

    I would say water up is unbalanced and favors chargers, so unless we are talking TC (water down already) has a few problems. With splatzones I found my self waiting out a few times on the losing end to make the water lower trigger to get at chargers. In RM a new route opens up so if one side gets the lead, triggers water lower, that losing team can make a comback by using that eaiser route. However I do not know if that is "unfair or not" in general I do like mahi.. just when the water is down (So I do hate the start up in splatzones and tw.) I am indifferent in RM because of all those overhangs blocking and clipping shots. Sometimes it seems unfair where I can't splat someone 2 feet in front of me and I have to be in this situation to begin with, because of the overhangs.
     
    #29 モモコ, Mar 14, 2016
    Last edited: Mar 14, 2016
  10. Либра

    Либра 「Pavor Nocturnus」

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    Walleye Warehouse is my first pick with Kelp Dome being a close second.
    Walleye has plenty of space for rollers to work their magic, enough spots which can be utilized by any sniper weapon or long-range shooting weapon (squelchers, splatlings) and aren't as hard to reach like in old Moray Towers. I've always felt that Walleye is one of those maps that doesn't favor any weapon and which is why I really enjoy playing on this map.

    Kelp Dome is another favorite of mine. A lot of paths for Rollers to cover, plenty of crates for shooters to surprise unsuspecting Inklings from above and a center for camping snipers to fight over. I really enjoy the mobility aspect of this map, even though it doesn't always feel as perfectly balanced as Walleye. Both maps do have spawn camping issues at some point though. Yes, I've had those teams. Luckily, it's not much of a common occurrence anymore >.>

    While Blackbelly Skatepark seems balanced at first, I'm not really feeling it. Maybe it's because this map has the worst lag issues in general, my friends could confirm this. How is it for you guys? Does this map seem more prone to lag than others? .-.
     
  11. crunchgames

    crunchgames Inkling Cadet

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    Yeah, it's a really laggy map because of it's curves.
     
  12. Crimsoninkling

    Crimsoninkling Semi-Pro Squid

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    Charger towers, uhh moray towers. oh who am I kidding, walleye.
     
  13. Flammie

    Flammie Inkling Cadet

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    Walleye for sure, no question about it.
    Snipers tend to have the upper hand if they are more skilled than their teammates.
    But Walleye have such compact area of combat, the snipers are more often or always exposed to the opponent.
    Any other map can have snipers proximite an area by themselves, even with subpar teammates or worse, as they can act as decoys or meat shields.
    So yeah Walleye seems to be balanced enough where any type of weaponry can win against any other.
     
  14. HypernovaSoul

    HypernovaSoul Semi-Pro Squid

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    Well, if we're saying balanced in terms of no one weapon type having a substantial advantage in a disproportionate amount of scenarios....I would say Camp Triggerfish. Or Kelp Dome. Both stages that have a solid combination of mid-sized perches and platforms, sizable ground space with breathing room for CQC weapons, and no walls or towers that are overly obstructive. They both offer alternate routes that aren't overly narrow, and also aren't too awkward or unpredictable. There are portions of solid view for snipers, and portions where the sniper doesn't necessarily have the advantage.

    Personally, I think chargers too often have the advantage for me to consider Walleye as a contender here. Probably doesn't help I very recently played some matches in Walleye Zones and was finding it IMPOSSIBLE to safely approach anywhere near the area hordes of E-Liters were patrolling every match. :rolleyes: The perches there are a bit more predictable, sure, but a good E-Liter will have perfectly clear view of basically everyone's primary entry path.

    I have a personal preference for Underpass being pretty balanced myself, although it kind of favors close and mid range because of the general path trajectory. One stage where chargers usually have the harder time.
     
  15. Reila

    Reila Inkling Fleet Admiral

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    So much love for Walleye Warehouse! This makes me happy, as it is my favorite map since the testfire back in 2015. The only map that comes close to it, to me, is Ancho-V Games, but it isn't as balanced.
     
  16. Hikaru54

    Hikaru54 Pro Squid

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    Well my picks are: Walleye Warehouse, and Urchin Underpass. Although you could say Urchin is a little bit Short Mid range friendly, i still like the map. Walleye is the main attraction here so I'll skip that. But i don't get why Camp is so loved. I like the map, but being the most balanced? I don't like the wide open areas and the easy spawn camping (In my opinion) Inkzooka's are sometimes to good at this stage, and the same with some short range weapons. That's just my opinion though. I find kelp dome to be pretty ink-lob weapon based. Weapons who can throw their ink over the walls. But I still like it
     
  17. ThatOneGuy

    ThatOneGuy Inkling Commander

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    My picks were Piranha Pit, and the blessed map called Mahi-Mahi Resort.

    Piranha Pit's gimmick with the ramps are great, even if they are semi-avoidable. The middle ramps are great for flanks onto your opponent's plat, if your close ranged, and the ramps are excellent peaking tools for snipers. Zones on this map is absolute heaven, Tower Control on this map is alright. Rainmaker was a mess, so it got removed from online play. Honestly they should have patched it so that the rainmaker pedestals are somewhere else, but the map really didn't support rainmaker in the first place. The biggest problem with Piranha Pit though are the two big pits at the west and east ends of the map, they're so worthless outside of turf war and rainmaker (removed). Still, great map with just some design flaws.

    Mahi-Mahi Resort, where do I start with this great map.
    First of all, it looks Amazing with all the COLORS!!!
    Not only is this masterpiece of a map aesthetically pleasing, it's also rather balanced for all weapon types.

    For snipers (like myself) there are LOADS of perches, shot angles to choose from, from the raised platforms in mid, to the back street useful for getting shots in.

    For close range weapons there's great cover distributed throughout the map, so that long-range weapons don't dominate, and great flanking routes through their sneaky, through the wall close to snipe, and their islands help you flank successfully.

    For sloshers and blasters, trust me there are tons of great angles for you guys to get splats on the unsuspecting charger or splatling.

    The stage also changes halfway throughout the match, I forgot what it was for other modes, however I love the water rising, because it makes player adapt to the map. Which is what splatoon should really be about: adapting to things that are new, and then seeing how that affects the meta.

    But that's just my opinion. :/
     
  18. Spiderface

    Spiderface Inkling Cadet

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    Not sure but Moray needs to GTFO of my life *cries*

    I mean I'll probably go with Walleye too for reasons already said. It's just one of those maps that's fine to use any weapon on. Unlike some...... *goes back to glaring at Moray*
     
    Slushious likes this.
  19. Slushious

    Slushious Token Party Squid
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    Mahi-Mahi is fun, and yeah Walleye can be a good time, but my personal favorites are Flounder Heights and Port Mackerel. So many ways to be stealthy, and sneak out of a camp if you get the chance, or in the case of Port...double back and avoid camping the other team.

    Moray and Blackbelly can go take a long walk off a short pier :mad:
     
  20. Dessgeega

    Dessgeega Squid Savior From the Future

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    Tally another vote for Ancho-V Games. It's got a multitude of routes for assassins to take, good perches and firing angles for snipers, and the center and ramp areas are great stake-outs and arenas for the mid-range fighters.

    Also, it's prettier than Walleye :p
     
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