![]() Both elevated parts have ramps to ease crossing over if in squid form. The central portion is two elevated parts with a trench inbetween. ![]() It's the most direct path to the central portion. The other hill hinders oncoming fire to the central portion. This side path has parts with glass so it isn't a smooth path to the central portion. The one with a fence leads to a side route where the player can get the upper hand on the central portion. If the player turns at the corner, they go past a fence that hinders approach from the opposite direction. The first corner has a ramp leading to a path hugging the wall that leads to a drop into the central section. I generally like the new maps, and it's nice to see otherwise functional designs like Arowanna, Piranha, and AnchoV reworked without the conveyor/fanlift/curved wall gimmicks that never really worked right.The map is designed to be a longer one with the spawn points at opposite sides though more towards the corners. IDK how that big map from S1 could be turned into such a tiny little chokepoint. Nobody likes it, it has design problems, but it's in the rotation no matter when you play the game. Mahi-Mahi Resort seems to be the new Moray Towers. Mincemeat Metalworks: Musselforge Fitness + AnchoV which were already similar in structure, everything revolves around a small center connection between two relatively small base areas Undertow Spillway: Kind of combination of Walleye Warehouse + Port Mackerel- long narrow funnel meeting in almost unskippable chokepoints, upper sniping perches in the bases, no real flank routes except ones that lead right into the center choke. Hagglefish Market: Starfish Mainstage, the structure is extremely similar but much bigger with much larger mult-tiered base area. Very similar features (minus conveyors.)Įeltail Alley: Urchin Underpass + Arowanna Mall Long center chokepoint with overhead flank routes, but the base structure is similar to Urchin. Scorch Gorge: Functionally and structurally similar to Piranha Pit but seemingly smaller. Maybe it's me, but are the "new" maps really just remixes or combinations of old maps? I keep getting flashbacks as I play them and I realize it's because they're structurally modified and re-textured variations on familiar maps. I get why people don't like Wahoo World, though. The Splatoon 2 stages are basically all identical to the originals, so they're all pretty good. Hammerhead Bridge has the same problem to a slightly lesser extent due to the path on the left and could really use a way to get to the middle-right. Mahi is the smallest map and is basically one big chokepoint, and the tide lowering doesn't change much. Mahi-Mahi Resort and Hammerhead Bridge are their Splatoon 1 counterparts in name and theme only. Museum d'Alfonsino is the only returning Splatoon 1 stage that is nearly identical - it's a very solid map. Mincemeat Metalworks is great for most modes, but really awkward for Clam Blitz because of how its goal is placed - I've seen a lot of stalemates on it. The middle being weirdly shaped kind of helps, but it's still pretty bad since everyone will inevitably be funneled through it. Undertow Spillway really needs flank routes. Scorch could use some more approach options on most modes, but Eeltail and Hagglefish are more or less fine as it is. Scorch Gorge, Eeltail Alley and Hagglefish Market are all pretty solid on any mode. Some deeper thoughts now that we've had a while with these maps:
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