Which maps should return in S4?

isaac4

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Splatoon 3 maps have been recurring topic on my mind lately with Crab and another certain HP special being more common. While thinking about the map design problems that S3 has, I realized that I never considered that these same maps I dislike could end up returning again in the next game (can't escape Mincemeat).
The question then goes to the title of this thread.
"Which maps should return in S4?"

Originally, this question was specific to S3 maps since that's what I'm familiar with but I wanted to open up the discussion since there's plenty of other S2 maps that could return as well.

Before I could start deciding on which ones to talk about though, I wanted to check how many S2 maps returned and then follow that number as a self-imposed restriction.
That number came down to 6 which should be more than enough when talking about S3 maps.
Scorch is also not an option since both Urchin and Reef didn't come back.
  1. Hagglefish Market - If any S3 map is going to come back, this is the one I would have very little to no complaints with. There are some small things about Hagglefish that I don't like but compared to the other options, they're not that important.
  2. Robo ROM-en - My opinion on Rom-en isn't as high as it used to be but it's hard to argue against a map with actual paintable walls and a flank route going behind the enemy side of mid.
  3. Um'ami Ruins - Not a map I would say that I like but it's good enough, especially after the small changes they added.
  4. Undertow Spillway - Already running out of decent options but I used to like Undertow and I never really feel negative towards it outside of Zones and sometimes RM.
  5. Marlin Airport - I'm really not a big fan of Marlin but it has an interesting gimmick that doesn't constantly mess with movement unlike another map. Shout-out to Lemurai Hub.
  6. Barnacle & Dime - I don't entirely hate Barnacle but retake can be a huge pain here. It was a problem before the rework and continues to be a problem after. Outside of that though, the layout just isn't interesting. It's a pretty straightforward S3 map with all the same issues that most of them have but I'll take it over something like Brinewater.
That's all for my personal selection of maps but I want to make it clear that the 6 map restriction is just something for me and doesn't have to be followed for this thread.
 

DzNutsKong

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some key points

de-lobotomize and we're golden - i know there's been a bit more of a debate here about excessive flank routes maybe being bad for the game but there's zero harm in having just a few maps in the game like this. if they're bad they're bad. experimentation is hugely important and we need weirder maps like these side-by-side with the standard nowadays if we really want to put that to the test. it's not like you can't just avoid rotations w these if they're truly that bad for solo play. i'd take any of these four over most bad splatoon 3 maps any day even if they somehow end up being unfun there

no reason not to - all three do a handful of fairly unique things relative to other splatoon 3 maps and are good in some modes. this is probably the kind of thing nintendo will be looking to add back and i wouldn't be complaining about it.

yeah sure, minor tweaks maybe - maps i have a bone to pick with or whatever the saying is. you know the one. hagglefish is great on holds or defense for the modes that have that defensive sponge in spawn but mid can feel awkward sometimes because of how ineffective the approach options are in a vacuum, esp with a backline on tent. blackbelly it's been a while but seems a bit small and iirc there's not much cover. barnacle and umami could go a tier up but don't feel as outwardly good as those honestly. shipshape just needs its other modes to resemble the zones layout a bit more, maybe with the bridge added back to connect spawn to mid on all modes. piranha pit it's been a while but seems a bit weird in some modes even with splatoon 2's fixes although idk how you change this problem

needs some changes, but could work - the "okay hear me out" tier. brinewater you gotta block the e-liters' vision in some way. maybe add a big wall over the center of mid that blocks both sides' vision of the other side of mid unless they're at ground level or something. kelp dome seemed super fun to me for like 2 minutes and then i realized "wait every route on this map is awful." like wahoo world but not as bad and it's way easier to fix by exploding a wall or two. with camp triggerfish you could probably do something to mid idk. for mincemeat literally just make the left route easy to move through and the map is decent come on nintendo you were so close

nah - maps i'm not opposed to. makomart was good, inkblot was good, manta maria was fine, but they were basically the same across two games to my knowledge so it makes little sense. i hope nintendo takes what they can learn from these. saltspray would be fun but like only in the context of it playing not completely identical to every splatoon 3 map even if it's technically worse. god dang it i meant to put this with the other asymmetrical maps. oh well i'm too lazy to change the image. bluefin is cool but also bad and it was also bad in splatoon 1 for completely different reasons honestly. maybe some weird amalgamation of the two could fix it but i wouldn't get my hopes up

NO - linear, bland, or bad maps that would need excessive changes to fix to the point where it's not worth talking about them. i guess the exception is humpback which it'd be its third game in a row but it's bad. its mid is very cool but oh well

probable big overlap w/ new stages - asymmetrical final stage or basic first stage urban theming. these maps never get brought back. my opinion on these varies but it doesn't matter. idk why i put marlin and ancho in here

i've never played on it - i did not play splatoon 2


so there you have it
 

Algae

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Maps I'd enjoy having where they're largely the same except you can wall jump in S3: Urchin Underpass, Blackbelly Skatepark, Port Mackerel, Moray Towers, S1 Flounder Heights, The Reef, Musselforge Fitness, Snapper Canal, Goby Arena, New Albacore Hotel, and Shipshape Cargo Co.

Maps whose visuals & features impress me enough that I'd take overhauled versions of them: Saltspray Rig, Eeltail Alley, Museum d'Alfonsino, Um'ami Ruins, and Barnacle & Dime.

Stuff like elevators and gushers should appear in some random Turf War battles. What if every map is technically a Shifty Station?
i've never played on it - i did not play splatoon 2
the reef's only in S2
 

DzNutsKong

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the reef's only in S2
ye, still felt fine putting it a tier up because i know what the reef is and can reasonably say the same logic applies to it as it would with eeltail alley or urchin underpass
 

Cephalobro

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I would love for Camp Triggerfish to return, it's one of my favorite stages because it actively discourages rushing while also being for attackers at the same time, though it could use a few more walls where the teams meet as I found way too easy to set up a spot to snipe at the other team.

Just don't shrink the stage like what was done for formerly huge stages like Mahi-Mahi Resort and we should be golden on one of the most balanced stages in the game.
 

QuagSass

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I want Crableg to return. I bet you'll never guess why :)
Also Scorch Gorge, but only the Rainmaker/Clam Blitz variants. For very similar reasons as Crableg
 

OnePotWonder

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I particularly want to see Starfish Mainstage, Snapper Canal, and New Albacore Hotel from Splatoon 2 come back. All three were excellent stages that actually knew how to do flanks and defensive terrain.
 

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