Just wanted to say that, been binging your content lately and it's been super informative and interesting. It makes me hyped for Splatoon 3, because I might have friends that really wants to play going in. I'll never be good at S2 despite being in S rank, but learning about things have made me look at my first switch game again, and it makes me feel something. So thank you.
I hope we get more stages like Mahi-Mahi both in design and in its coloration. The colors on that map really pop out (which I feel like most splat2 stages lack that "pop")
Some stats (Why it took me this long to post this is beyond me): X - 8 maps S - 7 maps A - 4 maps B - 5 maps Gap - 1 map C - 3 maps D - 15 maps F - 5 maps Overall (Average) grade for splatoon 2 map selection: B perecentage of "playable" maps (B or above) = 50.0% 6 out of the 16 stages have at least one playable mode: Flounder heights Hammerhead Bridge Mahi Mahi resort Museum de Alfonsino Ancho V games Piranha Pit Urchin Underpass Blackbelly Skatepark Bluefin Depot No. of times a mode has appeared in B tier or higher: Rainmaker: 7 (lowest) Tower control: 8 Splat Zones: 9 (highest)
My two cents: I believe what went wrong with Splatoon 2 in terms of returning stages could be based on one of two possibilities: 1. They got the wrong idea of what the what stages the players actually liked. the voted maps for the final splatfest for Splatoon 1 is definately part of that problem (though I wasn't there in Splatoon 1 for any of those game's splatfests) 2. they wasted development time trying to fix terrible stages when they should've just brought back the stages that they got right and are fun to play on, but instead they decided to replace those splatoon 1 exclusive maps with less interesting/crappier versions. Albacore is just mahi mahi minus the water lowering gimmick, Shellendorf is Hammerhead but they repalce the grates with uninkable roofs making it feel way more restrictive and Inkblot is just Museum but without the rotating platforms. However, not all the replacement maps suck, the reef is just as good if not better than urchin and I would take Skipper over Saltspray. But those are just my thoeries, I'm probably wrong. Who knows what on earth Nintendo must've been thinking.
I agree, Flounder heights is by far the best Splatoon 1 ranked mode map because of it's unique verticality and how its layout is incredible, for both ranked and turf war. I really hope it gets reworked for Splatoon 3 (and so Chara will be very happy). Something I'd like to change about this map is that the tower (in tower control) could be up in the grate type platform.
@@provi_2244 it is reworked but it honestly just cut out the right pathway to get out of your base. So it’s smaller. Because they want a stronger focus on center of map :/ yet it is better than most splatoon 3 maps even with that nerf lol
Kelp Dome was my least favorite stage in Splatoon 1 and I was so pissed they brought it back in Splatoon 2. Unless it gets a major overhaul I won't miss it if 3 doesn't have it.
Ooohhh apparently Saltspray Rig is supposed to look like an IRL squid I can kinda see it now, I mean I guess it explains why the stage is... yanno, strange lol
I am planning on designing a stage this summer in 3ds Max. I have built stages before for other things but a Splat stage will be a huge challange. I’ve been watching all your videos about you talking about stages and I love them all. I’m going to attempt to make an ideal map that has all these parameters that you give off. I’m going to be updating this process. Love the videos ❤️
I am of the opinion that Mahi Mahi Resort is the most overrated stage in Splatoon history. Take away the water gimmick that constrains options at the very beginning to give the stage full accessibility the whole way through, and it would be drastically better. Idc if the whole water level niche is the best gimmick of any stage when it makes starts feel like a glorified Albacore at the very beginning, further effecting half the round. I'd even challenge the statement that this gimmick even makes the stage better, as any said one that takes away accessibility, whether it be Wahoo World's mid, or any otherwise accessible portion constrained by a time gap like exhibit M, is a big downgrade. Great tier list nevertheless.
As a casual player, my favorite map (in both games) is Saltspray Rig. I can’t really explain why, but I still have my Wii U hooked up just so I can play it every once in a while. That opportunity is super rare because the stage rotation has to just happen to include it when I decide to go back to Splat 1. I definitely get why it’s unpopular though.
Hey thank you for making videos so I can compare my opinions! I haven't played Splatoon 2 in years, (lost my progress because my switch broke). It was also cool to see the new maps that I never saw before.
I think i am the only one who will forever love Moray Towers, Camp Triggerfishand and Port Mackerel. idk, for me these are the best maps in all splatoon.
Whoa no way you have a channel!? I had no idea!?! Congrats on your growth! :D You've come so far!! Pit RM was bad because you can't write "ASS" on the sides :/ truly terrible. (This is Time btw)
For mirrored maps, do you think it would solve the problem of the peeking advantage if one team held their weapons in their left hands, so they could still peek same as the other side? I know it'd be a huge investment just so they can include mirrored maps and I know it'd be easier to just not make them but I feel like those maps are honestly kinda cool and unique so I wouldn't mind it so much
@@vacantile not to left handed people… which make up around 10% of the population. For reference that’s the same percent of people who don’t identify as heterosexual.
@@cousinparty7266 i’m left handed and when i see flipped weapons in shooter games it looks really awkward although in splatoon i don’t think it would really matter much because you don’t really pay much attention to how your inkling holds a weapon
They need to make Mahi back to what it was in this game and then bring Reed back since Flounder already happened. Tbh Manta Maria is terrible compared to Reef
17:01 funny (and sad) how "the pedestal is next to your spawn shield" warrants F tier in splatoon 1, and now in 3 most maps have the pedestal directly in front of spawn lmao.
my favourite map ever is kelp dome bur unfortunately it is not made for ranked modes^^ it's amazing for turf war though. insane fun every single time. same applies to moray towers imo
I would move Port TC down to F honestly. If the other team had 2+ killer wails it was often really, really hard to get tower out of mid even when you had a numbers advantage and the tower being too low to jump onto the crates to escape meant that the tower was a deathtrap. Also, all versions of Port suffered from a lack of vertical options in mid so you got to play Charger Peekaboo and your base had an awful layout compared to 2 as well to the point that if a team did get out of mid somehow (usually via a teamwipe I guess, can't killer wail then lololol) it could snowball really fast. It fully deserved its ban and thank god they gave you much better defensive options in 2 and made the tower much higher so you can jump off of it to places as needed. Still awful but at least it's no longer one of the most degenerate things I ever had the displeasure of playing.
Nobody can change my mind. I hate Mahi Mahi with a passion. It’s way to easy to get to the other base and it’s just way to small. And the water can be very annoying sometimes. I get that this map works well with certain modes but it will always remain one of if not my least favorite map in the series.
There's a quirky tactic in the game called Right side peeking. It's when charger players hide behind a wall so that they can shoot opponents without exposing themselves that much. This is possible due to the inklings in-game being right-handed. So if you have chargers on the left spawn (which has plenty of walls that allow for peeking on the right side of them) while you're on the right spawn you're mostly screwed. Also, Slatspray has some asymmetry shenanigans in its design like how the platforms near mid are at opposing levels. So let's say You're going to get to the top via the platforms depending on which side of the map you're on it'll take you longer on one side than the other at any given point. And don't even get me started on the far rear of the map, all the containers and surfaces are randomly placed with no symmetry whatsoever.
All inklings are right handed. When they shoot, the bullets come from the right side of their body. The team on the right side of maps like Saltspray Rig can therefore just peek out a little to start shooting but the team on the left hand side have to expose themselves more or their weapons will just hit the wall. In a game where stealth is quite strong, this gives a pretty solid advantage to the team which can just peek out.
the first 3 picks are stages i TOTALLY missed from splat 1. mahimahi resort is a stage i keep thinking about cause i was so nostalgic for it, and i missed it so much i loved flounder heights as well, and i felt like sturgeon shipyard was meant to replace hammerhead bridge but didnt manage to be as fun to me. oh, and museum d'alfonsino as well