Constantly ink the two primary pathways from their spawn if you have their zone. Spam Splash Walls if you have them. People with bombs constantly lob that **** up the side paths. Theres only 4 real ways out of spawn that can each be locked down by an individual player. I'm not saying they can lock you there forever because you can definitely counterplay it (unlike Arrowana), but they can lock you in for quite a while. That's a rather large problem on Mackerel because actually taking the enemy zone without wiping them is damn near impossible and if I had a team and we got maybe 30 points in 1 go I'd just play point lockdown until the timer ends. Port Mackeral really shows off why having a limited number of angles to get to the zone(s) is a problem because lockdown should never be as easy as it is on Mackeral. The zones are obnoxious far apart too, as you mentioned.
Oh, I see. I lob Suction Bombs up onto those side paths on occasion (then again, I use Splash-O-Matic, so every time I start glowing those things go just about everywhere) I think enemies might be or want to be), but usually I just stick to inking those hallways, tossing Suction Bombs down them and shooting at anyone trying to come down them and trust my teammates to not screw up whatever they're doing (not the best strategy, admittedly, but usually I screw up before they do so...). But yeah, lockdown is so, so, so much easier on Mackerel than pretty much anywhere else: I thought it would be easier on Blackbelly because it's so easy to get to the enemy spawn, but in practice that tends to be counterproductive on Blackbelly (it can work for a bit, but holding that center platform is more important and focusing on the spawn point risks someone slipping by since the spawn areas are huge and getting the center while I'm preoccupied with camping or getting splatted and watching my team get 3v4'd back to the spawn point), while on Mackerel it's pretty much necessary to win due to Splat Zone positioning).
Incidentally, would Mackerel be better if its two Splat Zones were on opposite sides of the center corridor area? It just occurred to me, might make spawncamping at least unnecessary, which seems like it would be an improvement.
The strange elevation in Arrowana is how the Splat Zone is REALLY high in the map and then theres 4 freaking points that are rather far from each other yet close to the splat zone and at the same time are higher than the splatzone. This causes a problem where actually walking on the zone is a clusterfuck mess because everyone is higher than you and the dumb bowl-nature of the zone and awkwardness of moving around it means lobbing suction bombs or splash bombs are insanely effective.
I think I see the problem now. But the Zone isn't really a bowl so much as a killbox you have to wander into from time to time (more often if you need to retake the Zone with a short-range weapon), unless you mean that it's surrounded by points from which you can easily shoot down into it.
Also, I use Suction Bombs (again, Splash-O-Matic), but they're only effective for getting back the Splat Zone in a Bomb Rush, otherwise they're inked back over too quickly to matter. Maybe Splat Bombs are more effective (wish they didn't cost like all of my ink though), or maybe I'm using them wrong.
EDIT: Upon thinking about it more, what if the Some more paths were added as sown in the image below. Sorry for my pore art skills. Bridges over the water give more access to walls you can shoot ink up and appear on the splatzone from a wider variety of angles. Bridges from the splatzone to the platform w/ the block (dunno if they should be great or not) allows for another way to approach the zone and removes the potency of that camping spot. What do you think? I'm off to bed and will respond tomorrow.
Don't worry about your art skills, mine are worse.
I can't open that for some reason (maybe it just doesn't work on iPads), but from your description, yeah that would work. From your description, I pictured grates over the water on both sides of the Splat Zone and grate-walkways to that platform to the left of the Zone from the opposite team's perspective, which seems like it would at least create new avenues to reach the problem areas, thus mitigating the stage's big problem. I'd make them all grates to add some risk, but it doesn't have to be that way.
I just remembered that those yellow grates were added specifically for Splat Zones. How much worse would Arowana be without those (or would it be better?)?
I am an A+ 99 player and these are my opinions.
I'm a B/B+ player who's much better at conjecture, speculation and theorizing than I am shooting people. Don't mean this in like a sarcastic way or anything, I'm just saying.