My most hated map is Urchin Underpass, as many have said it´s the worst map for chargers. I almost never use the sniping point on the left because it´s so easy for the enemy to take you, you really can´t control their advance from there, you have to go back to the alley to refill...the sniping point on the right is useless, so I have to get down to the center and fight head on with enemies with much faster weapons.
Arowana Mall doesn´t have any fundamental design flaws: There are 3 main paths to the splatzone (4 jumping from the isolated platform on the right), 2 of which can be easily traversed even with opposition. The base is easily defended so you can regroup and charge specials without risk before attempting a comeback. It´s a nice map for chargers and you´ll surely have a hard time if you don´t have one on your team and the enemy does, but they can be taken down.
The Port is also a good one, even if the enemy manages to take the corridors leading to your base you still have 4 paths to get to your splatzone. If each enemy guards one you can just team up and easily break through with a 2 VS 1 fight. If just one of your teammates manages to get through the rest can jump to him and the lockdown fails. Of course, it´s much better to anticipate this: if you see your team is falling behind don´t wait to start using one of the side corridors, the earlier you do the harder it will be for the enemy to lock you down.
I really think the flaws being mentioned here aren´t flaws at all, they´re instead complaints about the difficulties short range weapons suffer in these maps. The modifications by Ultimatum for Arowana Mall seek mainly to remove advantage points for snipers and favor melee/short range weapons. That will result in an unbalanced map for snipers.
I really think all maps are very well designed up until now: some favor more one weapon type than others but that´s not necessarily a bad thing, it adds variety and encourages you to try new weapon types.
Arowana Mall doesn´t have any fundamental design flaws: There are 3 main paths to the splatzone (4 jumping from the isolated platform on the right), 2 of which can be easily traversed even with opposition. The base is easily defended so you can regroup and charge specials without risk before attempting a comeback. It´s a nice map for chargers and you´ll surely have a hard time if you don´t have one on your team and the enemy does, but they can be taken down.
The Port is also a good one, even if the enemy manages to take the corridors leading to your base you still have 4 paths to get to your splatzone. If each enemy guards one you can just team up and easily break through with a 2 VS 1 fight. If just one of your teammates manages to get through the rest can jump to him and the lockdown fails. Of course, it´s much better to anticipate this: if you see your team is falling behind don´t wait to start using one of the side corridors, the earlier you do the harder it will be for the enemy to lock you down.
I really think the flaws being mentioned here aren´t flaws at all, they´re instead complaints about the difficulties short range weapons suffer in these maps. The modifications by Ultimatum for Arowana Mall seek mainly to remove advantage points for snipers and favor melee/short range weapons. That will result in an unbalanced map for snipers.
I really think all maps are very well designed up until now: some favor more one weapon type than others but that´s not necessarily a bad thing, it adds variety and encourages you to try new weapon types.