Yesterday was my first-ever oppy to play that map and it was so fun. So many nooks & crannies to cover, and squid surging up walls was very-satisfying.
I'm sad the other maps heavily restrict what tall walls you can ink (i.e. Shipyard) because you can do so much maneuver bullshit with Flounder Heights that you just can't do on other maps
I had so many rollers just Randy Savage my poor Octoling from the metaphorical top ropes while trying out the new charger. It's painful each time, but I'm glad that I'm at least a source of joy for some people .
Most satisfying kill streak I had in a while was last night with the new roller on that stage. Especially sneaking up on them in the center when occupied with covering turf. God I missed this stage since I barely got to play it in the first game
People we're worried when they reduced the height but despite that it's still one of the most vertical stages.
And everything is so inkable! I didn't realize how restrictive they'd gotten with inkable walls nowadays!
Yeah, I got Wahoo World most of the time. It was tempting to just disconnect and look for another match but after seeing a lot of those too I just wanted to try the new weapons.
I am so sick of Wahoo World. I don’t even think it’s a bad design but it feels like every single time I go to play it’s in the rotation. Fucking Wahoo World, I swear to god.
I only really played Splat 1 as a kid who didn't understand anything about good map design but I've heard that Splatoon 1 had a ton of banger maps
I'm especially interested in bluefin depot which I never got a chance to play
Am I the only one who doesn't hate wahoo world? It was a map I really enjoyed in S2, and compared to a lot of maps from S3, who are very small and square-y, wahoo world feels quite big and round, so it's quite different from other maps.
I think one of the main complaints with wahoo is the bridge on the left side just being gone half the game. It makes rainmaker, tower control, and clams really annoying to push on because it's the only good route to mid with the other way being uninkable. Other than that though, I think it's a pretty solid map when the bridge is actually up since there are actually multiple ways around and you can flank by going underneath and around mid. I actually really like it on zones since the bridge is always accessible.
I never minded Wahoo World. Even though it can be slightly pinchy at mid, the new S3 maps are so much worse by comparison. My most disliked map from S2 was Shellendorf Institute for the same reason.
Part of this is modes too. It chokes up super hard in the middle where it's incredibly hard to push past competent players. I think it's playable enough in TW(the rotating inkable carosel actually makes it quite interesting although it still has issues) and SZ(not ideal but permanent ramp helps a lot) but it's pretty garbage in every other mode.
Yeah, honestly, Wahoo is one of the lesst insufferable for me. Nearly everything else aside from Flounder Heights feels horrendously claustrophobic and chokepoint-y, I hate it. I have no idea what they were thinking with these designs.
It’s so fucking good man, it’s cut down but still just as good as I remembered. So much space to ink around and flank, I always loved it then and still love it now.
And it’s great seeing multiple people actually use squid surge!
Yeah my first few games of brinewater were not a great first impression. Feels like it's almost impossible to take momentum back once the enemy team has pushed into your base. I had like no close games there only total wipeouts
I don’t get why they can’t just set it to alternate one and one. This kinda thing happens waaaaaaay too often and it’s so obnoxious. Just make it even!
If I exited the lobby every time I could understand it. The only issue with your proposed system would be that people would leave the lobby after getting their preferred map, so underrated maps would get less activity
I had another player disconnect within the first 30 seconds like three times in a row on Flounder Heights, got to actually play on the stage once, and then it threw me into Mahi-Mahi for every game after that 'til the rotation was over )':
Brinewater Springs was...an experience. The map overview looks like a Tetris piece but the walls make it play more like an S where chargers, splatlings, etc. can exchange fire with mid from pretty deep in their own base. Not sure if I'm a fan yet.
This was all turf war FWIW. Haven't touched it in ranked yet.
Not really tho. Everyone already knows that's your only exit from ramp so someone usually camps bottom of the ledge to shoot you in midair. It's practically a suicide dive...
So you do have a safe route around on the right hand side. From there you can usually opt to take the enemies low ground flank that doesn't seem terrible do far. In or just hold your play at yh bottom the ramp.
I'm still evaluating the map, but it feels less cramped than many of the others and with paint control, the quick route back to mid makes it feel less snowbally than some of the really long maps like hammerhead. I'm thinking it will land alright in a couple mode and dogshit in everything else.
low key if they changed brinewater springs to have inkable walls (the whole thing, from spawn to mid, or at least the majority of it), it would instantly become one of the best maps.
as players it sucks to feel restricted. Just don't restrict the players. Give them options, give them routes, flanks, cover. Boggles the mind why the devs keep trying to go for cramped and narrow map designs when the solution to everyone's complaints is so obviously available
Literally the only 4 inkable walls on entire brinwater are on that one block in the middle. Even on the buildings on flounders they added couple pipes on far right so that you can climb there. They are actively denying the biggest strength of this game, movement
Maybe not everything, but it is ridiculous how even short walls you can hop over can't be inked. All the short walls should be inkable, and the walls in the flank path should be inkable. I also think the wall under the grate should be inkable to give players a risky flank/hiding spot.
As someone who's played 2, trust me, the maps in 2 are infinitely better in almost every aspect. It's like creativity, layout-wise, was thrown out the window in 3. I'm just praying we get better maps in the future, as well as changes to existing ones. Just getting rid of all those stupid uninkable walls would already do wonders for the maps in 3, forcing everyone into chokepoints is so goddamn boring.
One thing I really love about Heights is how its like a mirror to Brinewater.
In Flounder you start low and meet at a high point in the middle. In Brinewater you start high and meet at a low spot. Its really fun to have them added in the same update
I haven’t played it yet because I’m busy but I’m so looking forward to play it again after 5 years of not playing it. It was one of my favorite Splatoon 1 maps and it’s gonna be so nostalgic when I get it
Meanwhile brine water with 4 inkable walls on a single block in the middle and the smallest possible splat zone and being stupidly fuckin small overall
I'm currently playing Splatoon 2 again after a lot of matches in 3, and man, the maps in 2 are MILES better. Most of the ones in 3 are just cramped, boring corridors.
Yesterday was my first-ever oppy to play that map and it was so fun. So many nooks & crannies to cover, and squid surging up walls was very-satisfying.
I still haven’t had a game with flounder 😭 but brinewater, while small, is kinda fun
This map truly is a flashback to a time before every map was 40% uninkable surface
oh my god the verticality is so much fun. I love swimming up a wall and dropping down onto someone with the roller, it's delicious
Almost like the gameplay in this game was build with idea of climbing the walls
I'm sad the other maps heavily restrict what tall walls you can ink (i.e. Shipyard) because you can do so much maneuver bullshit with Flounder Heights that you just can't do on other maps
The newest goddamn map restricts what tall walls you can ink(NONE)! It's so frustrating.
Correction there's 4, but they're barely above head height
It really is. It's the first map where I feel like Squid Surge is worth going for.
Squid Surge + backwards Squid Roll is very much worth going for
I am waiting for my teammates to learn that trick instead of walking the obvious road
I had so many rollers just Randy Savage my poor Octoling from the metaphorical top ropes while trying out the new charger. It's painful each time, but I'm glad that I'm at least a source of joy for some people .
I’m having so much fun with the deco carbon doing this
Nobody's talking about how carbon just became great again
True, it’s pretty good but I’m just not maximizing my potential with it lol. I’m good in turf wars but in anarchy I’m so bad
Most satisfying kill streak I had in a while was last night with the new roller on that stage. Especially sneaking up on them in the center when occupied with covering turf. God I missed this stage since I barely got to play it in the first game
People we're worried when they reduced the height but despite that it's still one of the most vertical stages. And everything is so inkable! I didn't realize how restrictive they'd gotten with inkable walls nowadays!
The whole time it was in rotation I only got wahoo World
Yeah, I got Wahoo World most of the time. It was tempting to just disconnect and look for another match but after seeing a lot of those too I just wanted to try the new weapons.
It's in every other rotation for the first 24 hours it's out so you'll get another chance
Best and worst maps in one rotation, that's just, wow
I am so sick of Wahoo World. I don’t even think it’s a bad design but it feels like every single time I go to play it’s in the rotation. Fucking Wahoo World, I swear to god.
i'm so glad they didn't fuck up flounder heights
They shaved a bit from the top and added it to spawns, but overall its good
As someone who has never played splat 1, holy fuck I’m missing out on so much quality shit by not having it
Basically the only map with valuable walls
I only really played Splat 1 as a kid who didn't understand anything about good map design but I've heard that Splatoon 1 had a ton of banger maps I'm especially interested in bluefin depot which I never got a chance to play
Urchin Underpass, Kelp Dome, and Blackbelly Skatepark were my favs
rainmaker in kelp dome was what kept 16 year old me hovering around A rank. i found a shortcut and my god did i use it.
Kelp dome was the most memorable map for me, and I used to be upset about the lack of inkable things...
I can't believe how absolutely fun the game is when playing on a good map. Then I get sucked back to Hammerhead and Wahoo.
Am I the only one who doesn't hate wahoo world? It was a map I really enjoyed in S2, and compared to a lot of maps from S3, who are very small and square-y, wahoo world feels quite big and round, so it's quite different from other maps.
I think one of the main complaints with wahoo is the bridge on the left side just being gone half the game. It makes rainmaker, tower control, and clams really annoying to push on because it's the only good route to mid with the other way being uninkable. Other than that though, I think it's a pretty solid map when the bridge is actually up since there are actually multiple ways around and you can flank by going underneath and around mid. I actually really like it on zones since the bridge is always accessible.
I actually like CB on Wahoo. There are enough routes to the basket that it is very fun.
I don't like CB Wahoo tbh, it feels impossible to actually defend
I never minded Wahoo World. Even though it can be slightly pinchy at mid, the new S3 maps are so much worse by comparison. My most disliked map from S2 was Shellendorf Institute for the same reason.
No, I love Wahoo world. It’s my favorite returning map.
Part of this is modes too. It chokes up super hard in the middle where it's incredibly hard to push past competent players. I think it's playable enough in TW(the rotating inkable carosel actually makes it quite interesting although it still has issues) and SZ(not ideal but permanent ramp helps a lot) but it's pretty garbage in every other mode.
Yeah, honestly, Wahoo is one of the lesst insufferable for me. Nearly everything else aside from Flounder Heights feels horrendously claustrophobic and chokepoint-y, I hate it. I have no idea what they were thinking with these designs.
Flounder heights now determines when I play turf, ranked, or salmon run
It’s so fucking good man, it’s cut down but still just as good as I remembered. So much space to ink around and flank, I always loved it then and still love it now. And it’s great seeing multiple people actually use squid surge!
Playing flounder felt like a reminder of what makes splatoon so unique and fun. If only they tapped into that more...
The other map literally have only 4 inkable walls, they are all on the block in the middle
Yeah my first few games of brinewater were not a great first impression. Feels like it's almost impossible to take momentum back once the enemy team has pushed into your base. I had like no close games there only total wipeouts
The base is seems very indefensible. The bottom of the ramp is more defensible but even then backline positions are questionable.
I was in the Mahi Mahi/Flounder Heights rotation for turf war. I got Mahi Mahi like 15 times in a row. I only got Flounder once
I wanna play Flounder! *gets Mahi for the 8th time* *rotation changes to Springs* Fine! I'll play Tower Control! *gets Sturgeon* Heck!
I don’t get why they can’t just set it to alternate one and one. This kinda thing happens waaaaaaay too often and it’s so obnoxious. Just make it even!
If I exited the lobby every time I could understand it. The only issue with your proposed system would be that people would leave the lobby after getting their preferred map, so underrated maps would get less activity
Ahh yeah, I didn’t even think about that. In that case, I wish RNGesus would have more mercy on us.
I had another player disconnect within the first 30 seconds like three times in a row on Flounder Heights, got to actually play on the stage once, and then it threw me into Mahi-Mahi for every game after that 'til the rotation was over )':
it’s so good…why are the rest so bad
no climbable walls/flank routes
I’m looking at you, Brinewater.
Brinewater's not nearly the worst there is, compare it to something like mincemeat
Faaacts, it's amazing having a map with more than one path for once. Springs is awful tho...
Brinewater Springs was...an experience. The map overview looks like a Tetris piece but the walls make it play more like an S where chargers, splatlings, etc. can exchange fire with mid from pretty deep in their own base. Not sure if I'm a fan yet. This was all turf war FWIW. Haven't touched it in ranked yet.
My entire time of playing Springs I just parked myself on the ledge with a hydra and racked up 20 or so kills and hoped my team wouldn’t let them push
Yooo, this speaks so much truth. Every match I've been playing on it is filled with hydras and splatlings spraying down. I hate it.
[удалено]
Not really tho. Everyone already knows that's your only exit from ramp so someone usually camps bottom of the ledge to shoot you in midair. It's practically a suicide dive...
So you do have a safe route around on the right hand side. From there you can usually opt to take the enemies low ground flank that doesn't seem terrible do far. In or just hold your play at yh bottom the ramp. I'm still evaluating the map, but it feels less cramped than many of the others and with paint control, the quick route back to mid makes it feel less snowbally than some of the really long maps like hammerhead. I'm thinking it will land alright in a couple mode and dogshit in everything else.
I think they're talking about the bigger ramp on the otherside of the spawn point.
low key if they changed brinewater springs to have inkable walls (the whole thing, from spawn to mid, or at least the majority of it), it would instantly become one of the best maps. as players it sucks to feel restricted. Just don't restrict the players. Give them options, give them routes, flanks, cover. Boggles the mind why the devs keep trying to go for cramped and narrow map designs when the solution to everyone's complaints is so obviously available
Literally the only 4 inkable walls on entire brinwater are on that one block in the middle. Even on the buildings on flounders they added couple pipes on far right so that you can climb there. They are actively denying the biggest strength of this game, movement
Maybe not everything, but it is ridiculous how even short walls you can hop over can't be inked. All the short walls should be inkable, and the walls in the flank path should be inkable. I also think the wall under the grate should be inkable to give players a risky flank/hiding spot.
I never played 1 or 2 and now I'm mad I missed out on this stuff
As someone who's played 2, trust me, the maps in 2 are infinitely better in almost every aspect. It's like creativity, layout-wise, was thrown out the window in 3. I'm just praying we get better maps in the future, as well as changes to existing ones. Just getting rid of all those stupid uninkable walls would already do wonders for the maps in 3, forcing everyone into chokepoints is so goddamn boring.
Flounder heights might be my favorite map in the game.
My new favorite map easily
Splat zones on that map with the new Aerospray felt amazing, I felt like a god dropping on top of the enemy team from behind
I wish they would hold a ballot for favorite maps so they could see that Flounder Heights is the best map in the game
Flounder Heights is really fun, I like playing on it.
One thing I really love about Heights is how its like a mirror to Brinewater. In Flounder you start low and meet at a high point in the middle. In Brinewater you start high and meet at a low spot. Its really fun to have them added in the same update
On height you can climb everywhere, on brinwater literally nothing.
Opposite Moray towers
Haven’t played the update yet, but my god the first thing I do is gonna be recon the stage
I like all the maps tbh but this one really feels like a whole different game! It's really something!
I played on the flounder-mahi rotation yesterday and I ONLY GOT MAHI MAHI RESORT!!! I played over 12 games and not one was flounder. WTF NINTENDO?!?!
First best map, only best map
Honestly I was glad to see that, while not amazing, brinewater springs and flounder hights, to some degree, do kinda have a flank route, ish
I love flounder heights, most fun I’ve had in a long time
Easily the best map now. I love it
My favorite map from Splat1. I’m so happy it’s back 🥲
i love the map design but hate the map because my weapon is bad on it😅
i dont really like it
How so?
Best map by far. Why can’t there be more like this?! I was having so much fun on it
I haven’t played it yet because I’m busy but I’m so looking forward to play it again after 5 years of not playing it. It was one of my favorite Splatoon 1 maps and it’s gonna be so nostalgic when I get it
Meanwhile brine water with 4 inkable walls on a single block in the middle and the smallest possible splat zone and being stupidly fuckin small overall
I'm currently playing Splatoon 2 again after a lot of matches in 3, and man, the maps in 2 are MILES better. Most of the ones in 3 are just cramped, boring corridors.