I'd Rather Not Play Bluefin Depot in Tournament
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- เผยแพร่เมื่อ 29 พ.ย. 2024
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#splatoon3 #chillseason #bluefin
I'm guessing that railing is supposed to be there for the opposite reason, to be like "hey, there's no land down there, don't go off this way". Of course the fact that jumping while in squid form is so easy kinda ruins that idea, but if I was guessing the reason, that's why
On my first ever match, I ran into the railing, stopped for a moment, and jumped into the water anyway even after laughing at my teammate who did the same on the other side
Yeah that’s how I read it. It’s a guard rail and it has caution tape on it
I agree, i think gem is thinking too hard about it. It is a guard rail, those are meant to prevent people from falling over the edge, that is their function. To think that a Guard rail is "meant" to "trick" people into jumping and dying is just very odd to me. Then again in splatter rails are normally able to be swam through so weird design either way
i think that in the original bluefin that WAS a jump you could make (from what I remember) so the fact that they put those things there to make the jump impossible feels Bad
well not impossible but like, more.... uh... setup to do so instead of just. if you decide to jump where you logically should jump without setup you instead just die
Rainmaker on this map felt awful. It's almost impossible to get it out of mid, and once it's actually out of mid, it's very easy to snowball.
At least personally rainmaker on this map felt great?
I thought it was good tbh
Tbh the problems of mid aren’t particularly 100% Splatoon 3's fault for not fixing. Add more ground in the middle to get between and you remove the core identity of the map from Splatoon 1 (something everyone hates going by Hammerhead and old S3 Mahi). Leave it as is and it's less traversable as it is now. They tried at least with the ramps to change sides being in all modes rather than just some, and mid does have SLIGHTLY more terrain than S1 (the area the bridge connected used to have more of a pit)
is this a good review or a bad one i cant tell
@@shaner_manerzz6644 I’ve still not had enough chances to play the map to say but ultimately the reasons from this video that the map can be considered bad through are primarily reasons that stem from the map’s original version.
I personally love this map. Keeping the gimmick from splat 1 and adding the elevators along with easier access to both sides makes it feel very fun. Tower no longer goes over water, and clam blitz has been pretty fun. Rainmaker is worse since they removed 2 routes, but the zones layout is much better. Having one side be the zone and the other be a very big flank was nice, but I prefer the moving horizontal zone. It makes it easier for defenders to retake. It also still keeps the flank albeit slightly worse.
While Gem's criticism hits the nail on the head
The nostalgia hits harder for me, gotta love that they stayed to the gimmick (identity of the map)
Tho horizontal zone does stay king
Nah, rainmaker is at least playable on this version. In S1 two of the paths were long grates and the only decent one was a very complicated jump.
The two option are pretty decent and fast.
I absolutely love this map and honestly prefer it way more than Splatoon 1s version. Especially splat zones and tower control, feels nice and tight without lacking alternate routes making sharking so fun. Some water holes and unprintable turf could definitely be toned back but overall I love it.
The spawn was completely different in s1, there was no fluid going into mid so the barrier wasn't an issue. It's strange they didn't remove it in 3 so its now an issue
While the map is definitely objectively bad, I can't help but enjoy it. It's got such a unique layout and gimmicks that even if bad, I love playing it 10fold over other bad maps like Mincemeat or Eeltail. Better a bad map be interesting than boring
Definitely agree. Even though Saltspray Rig is an abomination of a map, I would still play it over Mincemeat because its funny and has a sense of identity. I can deal with bad maps if they are unique and funny, especially over a copy-paste tetris block.
The lip absolutely prevents more falls into the water than it causes. Without it casuals would be falling off that thing constantly. It's literally there to prevent people from falling off, because without it people wouldn't know that they need to jump to clear that gap. You are absolutely overthinking it when you talk about the other side jumps and cover, it's so casuals don't just run straight off and die.
I think this stage is awful for competitive play, but is actually quite nice for casual play. In solo-queue this map is really good for isolating players and picking them off and has a lot of flank routes when people aren't coordinated enough to cover choke points.
Would you have to jump to clear it though? There’s a few gaps in this game where you’d assume that you need to jump but since you have higher ground you can get away with just swimming off the edge. Like the spinner on museum to the plat
I thought they put it there so you wouldn't accidentally fall down to mid, which is quite a drop. Admittedly I have jump down there way more than I should've
Ironic how that rail is made to stop you from falling
Playing Bluefin Depot is like eating sweet and sour candy. It's sweet that they brought the map back, kept it's gimmick and rundown design. But it's absolutely sour to re-experience the PTSD of trying to safely get to mid as anything other than a gun, and now only having three options to leave mid (elevator of awareness, the walls that are now unpaintable from the side and super-jumping.)
my god, playing tent on this map I feel genuinely awful - I literally see the elevator start to go up and bam, shield up, push killed. that little ramp that lets you poke? yup I can chip that. all while still being within earshot of right flank. like that has to be a miserable experience to fight against, this map was clearly not made with tent in mind
@@FinnishArsonist Elevator might be the biggest con of Bluefin. I managed to puppy guard the elevator as Splatbrella with a sprinkler on the wall to force them to multitask, while my little sister happily greeted whoever was guarding the right (or left from spawn??) elevator with a well-timed Crabtank multiple times. Granted, she needed Mid under control to pull this off. But it's still a little ridiculous how much power the elevator can grant to the right weapons.
Did the Tent shield help in defending your team if you were making a push on the elevator?? I can see the shield (When fired at the right time) being an even worse threat to deal with if no one's attacking from the sides.
@@jeweledexplorer3305 Yeah, tent shield has definitely made a few good pushes on the map, notably for CB and RM - even then though getting to the elvator, notably with tent shield available, can be tricky - but it defnitely has gotten a few power clams in for me and my team
Edit: Overall from my experience I would say tent is oppressive on this map in a way that makes the map's problems worse. Chokepoints are now worse and it snowballs even harder. And all this is not fun for me playing it, it's literally just launch tent shield down the chokes, and I don't get to actually play the weapon I main until I am in mid. And man I haven't run into an enemy tent on this map, but that cannot be fun to fight.
The problem is that if you add more ground to mid to move between sides you remove Bluefins core identity, and we all know how much people hate it when a maps core identity is removed
Right? Still hearing "Flounder FLATS" to this day just because they shaved the height by like, 10%
I agree although the bridge connecting the two mids does make the map significantly better and prevents the enemies from camping the only ramp.
(around 12:00) - there actually *is* another route to the zone - you can jump from the lift to the high side of the ramp. Obviously it's easier with swim speed, but you can do it with no swim speed + a heavy weapon (e.g. Hydra) fairly consistently, especially if you use the momentum from the lift rising to give you a boost
The removal of the ability to ink the walls in mid from the side, the grated walkway and tall stack of boxes on the left side, really hurts the map by making it much too defender favoring. And while the elevator seems like a cool addition, all it really did was make it much easier for enemies to defend, by basically reveling your location.
Any map where's its easy to get stuck just cannot be good
This stage was a massive improvement from the past. Finally we got a splatoon 1 map port where the problems with the stage were all also problems with the original version.
When I saw Bluefin I was like sick!!! A s1 map! It was talked a lot about and I was excited to play it in s3
Boy was i dissapointed
It was way too cramped even for a s3 map
the oddest part of that rail is that im pretty sure you could make that jump if you just swam straight off. i havent tested that with the elevator tho but it looks like it would work.
it's likely one of those things around how these are locations in the world, like I'd want a railing over a straight drop at a living museum
I have fond memories of this map. It’s where I hit my first midair snipe.
Its where 11 year old me spawncamped people with the gold aerospray while my sister was out with friends. Good times.
Ok here’s my crack theory about the railing: it’s there to enable a joke.
In the news, there’s only one line they have about bluefin depot, and it’s talking about how the railings weren’t ORCA compliant. I don’t know how their design process works, but the railings are super baffling and I only have to assume that either they put them there to make that one line in the news make sense or that during play testing a bunch of new players fell off the edge and drowned themselves
Clam Blitz looks gnarly on this stage. I wouldn't want to climb that hill over and over
I pretty much exclusively play Hydra and Heavy and watching front/midliners from both teams sprint out of spawn just to trip on the railing and fall to their demise is such juvenile but effective comedy. It’s just so goofy
I wonder if they could move the clam basket to the edge of the high ground, that way you still need to get upstairs but don’t have to go all the way into their base
I really see the return of Bluefin as Nintendo telling the pro players that wanted flanks to shut up by adding a map with flanks only.
Where now we have lifts, there was just paintable walls. It's easyer now for retreating, but for offense it sucks. It screams that you are approaching.
I have also problems with splitting the Plat into two (Plat and Sandbags) with Planks, removing Left Closed, making uninkable the small side of the Right Wall (5:17) and Spawn as a hole.
In general, ignoring the left side and making it weird to climb from mid makes this map not as enjoyable as I would want to. It was one of my favorites in S1 and now I'm a bit confused. At least it didn't receive the Mahi-Mahi treatment… There is that.
Okay, but the moving zone is funny though. That means you should have to deal with it in tournament. That’s how it works.
I found that for rainmaker, far right side push can be a bit safer at times, compared to far left side where once you climb the wall you’re exposed to that high ground. Pushing up elevator on right side doesn’t work that well tho
The Splat Zones version of the map is kinda cool. Outside of that, this map is mid.
Tower is pretty cool too I think
Tower control?
While not wanting it in comp is fair, I can't help but love this map. from the cool gimmick (both the returning gimmick of two mids and the new gimmicks of the elevators and moving zone) to the fun geometry that makes playing short or long ranged fun, to the many ways to get out of mid, this map is just so fun to me. I get the criticism, but I'll totally still play it in solo, and it certainly looks like an improvement over the OG, which is kind of a first for S3
the purpose of the rail was obvious to me: while you're shooting at mid, you don't accidentally fall off. still causes too many other problems, but you definitely don't accidentally step off the edge when you're shooting. but yeah, i hate it for every reason you mentioned and one more: it blocks low tri-stringer shots when firing into mid 😩
FWIW I have actually seen teams push the right checkpoint in bluefin rainmaker. I've noticed that the map tends to play out with the majority of each team taking one of the halves of mid that is closer to their spawn. If the other team is mostly on the other side of mid with the close check point you can try to rush the right checkpoint which will typically have less people defending it. It's not an even balance between the two checkpoints, and it probably doesn't work as well in a coordinated environment. But I've at least had some success in solo queue.
IMO Bluefin is one of the very worst maps in Splatoon 1, perhaps behind only Saltspray and both Urchins. I think most S1 comp veterans would be in general agreement.
This map REALLY like beacons imo, since it makes the flank route actually available some of the time.
It feels like that hand rail at the beginning is designed to stop you from swimming into the water, but all it does is cancel your momentum if you mistime the jump, or cause you to jump too early, and either way end up in the water.
2:30 I did that THREE TIMES in a row (like, literally in a row, as I was rolling out from respawning from the last time I fell in) my first time playing this map! I can’t say for sure because I haven’t played it in a long time, but I don’t think that hole was there in Splatoon 1.
The first day I played on this map I fell into that water pit three times. I bet my team hated me
You can actually make the jump from the elevator to the ramp, allowing for flank to the enemy side of the zone
I wish it at least felt like s1 blue fin but it just feels like nothing similar
Really? Other than spawn being changed it looks almost exactly the same as in S1, though maybe it's just me.
I never played Splatoon 1, so can you please explain what they changed?
@@SALTYTOAD00Really the only thing they changed was the spawn area, which was very cramped with only grate areas as defensive position. I would say the main thing S1 bluefin has over S3 is that spawn was centered, so you had equal access to the left and right side
I wish they kept the catwalk area but entering mid feels the exact same.
I think part of the reason this map feels so weird is that in splatoon 1 it had mirrored symmetry as opposed to the rotational symmetry it has now. They had to do some heavy modifications to make it work.
so that barrier is actualy one of splatoon 1's weird querky gimmicks when they were just tryng everything out and see what was good and what not considering it was one of the base maps
and well it was weird back then and weird now but considering, that you are higher up in this position then other high up positions makes this kinda fair because you have a good portion to defend on and well small range attackers would have a hard time also becausse of the uninkable ground there
while ranged shooters are defending there small range can flank
For tower
the original tower path was going over the canal which is never good so they fixed it as good as they could without making a new mahi i think
All I could think when you said “I don’t like that one bit” was “Mexican style spicy hot sauce”
If anybody else gets why, y’all are real ones
The first time I played on that map I fell off the map in that space for like at least 4 times during the whole match.
Snapper Canal but bad
it's like Bluefin wants to be some large open map where teams/players can shift sides often to try and get an advantage, but all the issues it has just makes the idea not work
I've only played Bluefin in Clams and I knew then that mode at least would NEVER see Tournament play. It's soooo stall heavy. You can literally SIT on the elevator, guard the left and right flanks well. . .and they'll never score.
disappointed at seeing the other modes. . . I saw people excited about the moving zone. . . but nothing about it seems fun.
I’m so glad I’m not the only person who had problems with that little railing in spawn. The amount of times I tripped over it and fell straight into the water is so embarrassing
I honestly really like this map, from the small amount I've played I prefer it over Robo ROM-en. But I do think it is hilarious how on Rainmaker you can completely skip the left checkpoint, go up the left elevator, and then go over to the right checkpoint.
My first impression of this map when I played it for the first time(having not played Splatoon 1 extensively) is that its very frustrating. I played a few games on tower and its baffling how hard it is to push up(you have to paint and climb up a exposed side just to push into enemy side as non-tower rider or Rain pusher which anything from a vshot to a hydra can punish) and by extension: how easy pushes snowball if you manage to win the mid fight. The alternative routes aren't great and the glass block in the top middle feels there personally to spite backliner weapons.
The overall level of viability between Robo Ramen and this map is insane, but at the end of the day that wasn't what I was expecting in the first place given Splatoon 1's notorious map issues, hoping for The Reef next season 🙏
The lips have caution tape warning you of the danger.
I love the background noise of cat sillyness
this and wahoo just feel like the kongo jungle 64 of splatoon to me. i cant imagine why you would want to play either in tournament (other than bluefin zones and wahoo tc)
The railing is so that you can't run off the map. Like, it's for children who don't know you can hit the jump button. Idk seems really straightforward to me?
the enemy team was nearly wiped out when 3 people tried to jump from mid drop
@@Loonatoonies So, I agree this is a problem, but I think the problem is the water itself, not really the ledge, haha
I thought I was the only one that kept falling off the stage when I drop down from spawn on Bluefin. 😅
btw you can jump from the elevator to the ramp on each side, so 1 route more
left in Rainmaker is still better in my opinion, because they can't rotate fast enough to stop you getting up there. On the other side you'll get check and they're all set up on the biggest chocke in the game. I am definitly taking a block of highground against a cliff. Tentabrella is also very Strong on rightit can open up on the elevator and push to check after that is even ground with cover that prevents the enemy from going around. TL;DR: right fight a cliff, left fight a stack
Correct take on the quarter pipe strat, that's exactly what I came to the conclusion of when playing. I was playing backline (explo) and just painting the elevators and area below so they couldn't safely drop. Surprisingly effective and kept the game at a stalemate. That said, spawn feels extremely cramped and crab tanks coming up the elevator and someone else coming up on the side is RIP for any team, so easy to get sandwiched in.
It seems the only viable strategy is to utilize flanks to get into enemy spawn safely, if you have the other team locked in, someone else can come around the side. Since the map is so *wide*, no one can cover everything all at once, so ideally you draw attention in one direction while another person flanks from the opposite side, then you can push in. Wide maps like this seem to encourage strategies that split the enemy team's focus.
5:48 this had me suffercating (idk how spell i am prepared to be roasted like turkey)
That is the funniest way you could have spelled it, my day is better now that I have read the word “suffercating”
I think it’s trying to noob proof falling of when swimming. But it trips me up enough that I don’t use the route. Especially since you land on exposed ground
A feature missing from the S3 version in towers (and turf, i guess, rip JP players) specifically is the left-side drop flank. S1 the team-side section was a near mirror image on both sides, meaning both sides had the same drop flank. Players also started more in the center of two sides instead of like how in 3 spawn is at the far right section so even going left at all is quite a bit out of the way in comparison.
This map is so much fun casually tho, it has the first original moving stage gimmick in splatoon 3, which just adds so many unique things you can do only on this map. It is very flawed, but at least it has an identity, and that identity is even more defined than it was in the original map (and its also way better than it was originally), which is a first for splatoon 3.
4:30 : Charger's ability to hit squids trough the floor because of vertically extended hitboxes should still allow them to hit you trough this small "lip" if i'm not mistaken
1:57 this was my biggest problem with this map, I fell there more than 5 times in the few hours I played on this map because I was too busy focusing on the other team. Im so used to having you know, floor beneath my feet in spawn I couldnt get used to this weird missing spot in spawn.
Beakons are CRUCIAL to have in this god forsaken map.
It may not be a good competitive map, but this is still my favorite map in the game. I’d rather have a fun bad map than another hallway.
The rail is pretty dumb though
This all very real and valid but have you considered the fact that its just a cool map
They should give the railing grate properties imo
This map would be so much better if it had some kind of raised platform in the middle like scorch gorge. Something so that the entire map doesn’t feel like a pit.
Make the trench paintable low ground and center the spawn and I think those simple changes would not only preserve the maps gimmick still but also make it much more playable. If stuff like the clam basket rainmaker and even tower path pedastal are more central, it wouldn't feel like one side is way more important than the other.
Ngl, hard disagree. Imo its the best map in the game from a casual standpoint. Flanks are good, its easy to back up, has really cool gimmicks. Honestly we need more maps like this. It breaks the tradition of stale map design that this game has. Even some good maps feel stale to me.
The title literally says "in tournament" but ok
@@lamegamertime eh, when watching the video I feel he didnt like the map in general. nothing wrong with that but to me its really rememberable.
@@brettjames5061 He states in the video that this is about competitive. He is a TH-camr who almost exclusively talks about competitive. What do you mean?
@@lamegamertime All im saying is that I like the map and he doesnt, thats it. its not much of a stretch for him to dislike it in general if he doesnt like it in tournament, since hes a comp player.
@@brettjames5061Fair enough.
Bluefin has been my least favorite stage in all of Splatoon for years, and that sentiment has been emboldened by this version of it. Bluefin is the embodiment of map design I can't stand in Splatoon when it's at its worst
if none of the top players like this map couldn't it just be banned from competitive play?
Most tournament map lists are curated, not banned, the legal list of maps is already smaller than the amount of in game maps + mode restrictions(Low Ink has Robo Ramen legal for Zones + Rain this month but not Clam or Tower for example) that's not the terminology I would use personally
BlueFin in 1 is much bigger than this and was great fun, but I do enjoy this one.
1:46 This is what I hate the most about this map. Totally agree with all of these.
Falling in the water and dying is exactly what I did 5 seconds into my first match here, and about a half dozen more times during patch day 1. As a result of that poor first impression, I do not currently like this map.
3:28 I always fall on this part of the stage
i never played s1, was the curb in that version of bluefin, or is it just in this version?
Just in this version
@@tacenda3250 huh, thats odd. thanks for answering!
Splatoon 1 had more paintable walls out of mid (instead of elevators and even the extra edge on the far left/right walls). Not looking forward to getting stuck in a pit every game.
I was excited for a big map finally but there literally is no where to stand it’s crazy
I never played sploon 1 so playing this map for the first couple of days was fun bu the more i played it the more flaws i noticed and like the gimmick is kinda fun but playing around it gets kinda annoying the more i play this map
This map was never good, but as usual, they made it even worse. Splatoon 3 devs try not to bastardize an iconic map challenge [IMPOSSIBLE]
This is like one of the returning maps they changed the least actually. I’d say the map is over a net improvement from the first game
every time i've played bluefin i've died at least once to The Drop. definitely partially a skill issue but every game?? it's fun enough though
I'm very sad that bluefin is so bad, I loved it in S1.
Anything is better than Undertow Spillway
Still haven’t played on this map in s3 idek why I’m just like ugh
We all know Splatoon 3's maps aren't super good and are linear, so while listing off why this one ain't good either is fine and all, but what ideal are you comparing it to? Splatoon 2's Reef?
Cause I've a feeling the devs are going for unique aesthetics and concepts over another new Final Destination.
idk if I worded that well, 'pologies :')
I was really excited they brought back Bluefin ...but there are still a lot of bad design holdovers from the splatoon 1 map that make it feel cramped.
My personal preference would be to never play Inkblot again in tournament due to my feelings about its stage design. However, rather than rely on the external locus of blaming the developers and banning the stage, I have relied on the internal locus of learning how to play Inkblot. Perhaps you should learn how to play Bluefin?
I kind of miss Spoon 1's more unconventional approach to level design. Every map felt a lot more natural, like it's plucked out of a real city. Gave them each a strong identity too. Just a shame they weren't ideal for competitive too.
They have a strong identity but that necessarily doesn't mean fun to play on. S1 was the only game where certain map and mode combinations were banned from rotation
The spawn is almost great but oops is horid and fixing oops would fix like 90% of the stage.
also IT KILLS ME that your not mentioning the elevator to ramp jump. that single handedly makes the stage supper open on D
lift to ramp* I didnt look at the callouts.
You gotta admit bluefin zones is hella uniuqe
It's a shame all you seem to care about with this level is its competitive viability, cause that's such a small portion of the player base that is affected. I've had a ton of fun playing this map in solo queue (S+0), and listening to you whine about it for 20 minutes is pretty grating. The title and the sentiment about it's competitive viability are totally valid and I see your point but the video itself feels far more rant-y than your usual content
I have to be honest. I agree, i love gem tough it's not about hating though.
@@alessioprotopapa4709 I normally do too, I guess these sort of videos just rub me the wrong way
I never played S1 but I’ve not liked this map At All in my time playing it - and it feels SO sectioned off, and impossible to traverse quickly & easily
we can't ink the side of the left wall that goes to the enemy spawn, they put unpaintable ground in mid, in a game where the entire gameplay is about painting stuff, this tendency to worsen everything in this game makes me so sad. why do they keep removing options ? why can't i have fun playing a little differently than "rush to mid cause there's nowhere else to go, fight to death in mid but it's so small you become claustrophobic, die. rince and repeat.
First 5 mins and he nailed the exact same reactions i had when i played this map. I fell off the "oops" and realized how limited the map is considering the amount of chokepoints. Rainmaker was a nightmare. And the enemy teams hydra was having a lot of fun picking us off. :( i dislike this map.
I feel like at some point youd be obligated to sit down and play a little more of S1, seeing as you run a splatoon channel that needs to make references to past games for comparisons
I hate this map so much. I’m just not going to play the game if this is in rotation
why not go back and play some splatoon 1 now lol? just for history's sake
I guess it doesn't matter but as a day 1 diehard fan of the series, it's weird to me how much of the S3 community hasn't had experience with the OG game
Hard disagree.
womp womp i cant stand your takes sometimes
Splatzones 7/10
Other modes 👎
The splatoon 1 version was better