It's honestly ridiculous how few paintable walls are in the game. They added Squid Surge, which is usable only on walls, and yet they decided to limit the paintable walls.
Literally one of the most unique game mechanics of the franchise and they have not a lot of walls that can be used in modes. It’s why flounder heights to me is such a unique map in the game because of the climbable walls that are also high up.
It's just so weird to me how Nintendo seems allergic to inkable walls... you'd think they'd have more of them considering painting the map for movement is pretty much the main selling point of the series.
@@tsquitz The year is 20XX All maps are completely uninkable. Turf War is now decided by which team is Alpha. Players now use Turf War either for squid party or battle royale.
Isn’t it strange how the only S+ and X tiers are Splatoon 1 maps, most of Splatoon 2 maps are from A to C and so many Splatoon 3 maps are in D to F. Interesting
Splatoon 1 had the best maps because they all knew they were meant to be gimmicky playgrounds of chaos. Splat 3’s themed around chaos and yet every map’s trying to become the new Final Destination now…
It's like eight years later, it's probably mostly a different team by now. Actually we know for sure that Nintendo had posted a job listing for a map designer for this game.
@@kitsovereign4127 True. But doesn't explain why the beta versions of Scorch and Eeltail looked much better than the final versions. _Someone_ had to make those, and then decide to completely change and gut them in the last year of development.
Splatoon 1’s good maps are the best in the entire series, flounder, museum, ancho v, mahi Even it’s terrible maps like Saltspray are fun because they’re extremely unique
I think it’s important to do map tier lists like this, for example I hate flounder TC specifically for the tower path and its too hard to defend while I like it on every other mode.
Undertow spillway also stinks on tower control because of how hard it is to defend yourself from your opponents. It seems like you end up losing to your opponents a lot of the time unless you get teammates who truly understand the layout really well and play strategically like me a lot of the time.
I think the map makers should test their maps with inkable walls everywhere THEN start making them uninkable where necessary. But it seems they did it the other way around.
I stopped playing Splatoon 3 because I’m just not having fun anymore. The map design is so garbage that I do not wanna subject myself to anymore single route maps Did Nintendo forget good map design or something? Why are over half the maps in the game so bad?!
@@DrAnimePhD Nintendo wants to force people to fight as much as possible to make "more exciting games" for the E-Sports scene of splatoon. Since player interactions are *clearly* more exciting than tactical play. Further, they probably aren't capable of seeing the world in the same way splatoon 1 players do where almost everything was paintable. They're kinda just *used* to "on the ground" play.
@@xana3961 it's ironic since the absurdly linear maps have made games less about intense fighting and hype plays, and more about just grinding out specials every game with super predictable strategies that can't be countered...unless you just grind up your own special lol
@@DrAnimePhD Ehh it's fun to me but only sometimes. Every time I play is a dice roll on whether I get paired with good people on both teams or the other team is like 10x better than us and somehow got into our lobby. Matchmaking is rly scuffed. And then even worse when the enemy team is like a bunch of coordinated friends on a discord call together vs. you and 3 people you don't know.
Can’t believe they cut Mahi-Mahi Resort and replaced it with that terrible new map, Mahi-Mahi Resort. (Admittedly Tower Control Mahi is a very guilty pleasure for me just because of the No Turf’s Land in mid where everybody drowns)
I’ve warmed on mahi zones since the beginning. I don’t love it but I can see why comp players like it and I’ve started to like it more recently. Also Museum works surprisingly well on clams. Even in solo I feel like the games are pretty even and it feels really good to play.
I swear the devs actually want the game to devolve into special spam. Maps too restrictive? Just use specials to brute force your way though. Crab too strong? Just buff other specials' damage so you can throw specials at the special. They gave us all these incredibly fun movement options and nowhere to use them because they want us to play Mash RS Simulator.
i'm just convinced the people making decisions on the game design are unintelligent at this point. theres literally no reason for all of this shit... just make the fucking walls inkable...
If mako RM spawn wasnt in such an awkward spot with so few ways out (maybe put it closer to the tower control spawn placement or something), itd be one of the best mapmodes in the game tbh
My favorite map is by far Mako Mart. It’s very open and well balanced with plenty of nice rounds to go through. Plus it’s one of the few indoor maps, so the lighting and atmosphere is just better in my opinion Also it’s a store and I like food.
I absolutely hate Mahi Mahi. Being a Tetra player it's so hard to traverse cause of the fact that you'd need use the dodge roll which most of the time makes me go just far enough to slip off the edge which just feels unfair
THIS THIS THIS i main tetras as well and if i had a dollar for every time i accidentally dodgerolled into the water i would have enough to buy the rights for this game
Seeing Mahi Zones in S+ makes me feel incredibly happy because I've come to like that particular mode and map. With this video I will wear my title of "Mahi-Mahi Resort Splat Zones Enthusiast" with pride. Thank you pro-chara.
After loading this game up and grinding to S+ again after last seasons rank decay, this game at it's top level can be best described as two teams taking turns dick punching eachother with special spam to move an objective. The limited maps make it hard to advance an objective against any half decent team; so your only option really is to special spam to cover and approach and hop you pick up some kills. These are core problems beyond anything that can be patched.
I mean it _can_ be patched, though the map changes would be huge but the more huge part would be the praise and happiness that could come from that theoretical patch. Any energy towards fixing this problem will be rewarded with players being happy about being able to move And exist in the game
@@stanley8006 They'd need to remake the maps from the ground up with consideration to the weapons a d kits that are in the game. They know it's a problem and nintendos solution was literally to barf random objects into the map while shrinking the overall map slightly. This tells me they, for whatever reason; can't do anything else. This is all we're getting, but hey look forward to new salmon run rewards that cost 400 gold coins next season.
@@Shadar22 ignoring the fact that capitalism will kill us all (profiting off of bad decisions that only help the ones on top that make them like artificially inflating the play hours by forcing ppl to grind in salmon run) and the honestly hopeless situation of anti bias brellas getting nothing but half bad bug fixes that sometimes don’t help and add more bugs, the maps themselves only need like an inkable wall or two to open it up 1084 times more. Team fortress two, maps like upward or dustbowl would be absolutely gutted if the developers removed the flanks, like that meme tunnel in dustbowl that allows you to go to the last capture point or the traversable and undercover side cliff route on the second cart checkpoint on upward. Depressing thing is, if god damn gamer head bridge or ESPECIALLY mince meat had an ink-able wall in mid that let you immediately go towards the enemy teams heavily fortified choke areas, it would: remove charger dominance by removing “this is the only option you have” choke points and instead allowing ppl to get around them, it would allow less mobile weapons to have options to play around and use to be able to push forward and set up advances like splatlings or rollers where on evil maps like current mincemeat good luck getting through the center without a lightweight splash in your face instant killing you with four accurate shots and two burst bombs for extra pain. All I god damn want s3 to do is to add one block, add one inkable wall, that’s all we really need in some of these bad maps. Sorry for being hateful sounding your completely right honestly. Gutted maps like mahi mahi to s3 are so atrociously modified as to be a crime and it would take an i tire reword (hell a port of s1’s design) to fix it
Honestly, this tier list makes me wonder if Splatoon’s more competitive game modes would benefit more from mode-specific maps. I know that would take a lot more effort than taking a single map and redesigning it 4 times but it’d definitely make the maps more enjoyable in my opinion.
its sad how we cant trust them to make new maps so we have to rely on the other good ones that came before 😭its extra sad because they'll probably butcher all of them too and make them entirely unfun, unenjoyable, and uninkable...
This list shows off quickly and visually that there is an issue with Splat 3 map designs. The fact that not even half the map modes can be ranked B tier and above due to small and easily fixable problems, you know there is an issue
i remember being in chat when you recorded this one! very informative and lovely to watch the process and continue to learn more about the game as well!
If they made the base of Scorch Gorge like how it it in Clam Blitz (since they seem to think that the grated bridge that sticks from the center spire is it’s claim-to-fame) it would be an actually decent stage because it keeps that philosophy in mind while also putting the the fix there is that exists in the other modes (the ramp that goes down from left)
Splatnet 3 says all of my worst map/mode combos are the ones with lots of attacking routes and good design. Does it mean I'm bad at using multiple routes as an attacker, or bad at defending more than a single choke point? I'll have to watch more replays to find out.
So unfortunate how 50% of the maps are in D, E and F tier. Just goes to show that quantity does not equal quality. I sure wish that they made each map with only 1 mode in mind to bring out the best in that mode, rather than having the majority of the combinations being below average at all modes. I'd rather have less maps overall that are good than more maps that are bad.
If you care, can people answer, I've asked this in one other comment section, but I want more answers, should I change my name to Octa, or keep it as Astr0?
Actually, what if the Sprinkler's shots could be entered into Squid form and then Squid Surged off of? It would help to make Un-inkables more tolerable and would be a Utility buff for the Utility buff for a utility sub.
Splatoon version 3.1.0 Map statistics: No. of map-modes in each tier X 1 map S+ 2 maps S 5 maps A 5 maps B 7 maps C 12 maps D 5 maps E 11 maps F 16 maps Average grade: Somewhere between D and C 31% of maps are B or above Previous installments (for refernce) Splat 1: Average was B 50% of maps were B or above Splat 2: Average was also B 47.8% of maps were B or above
Yeah, safe to say, Splatoon 3 utterly did drop the ball on map design. Pretty much every hope we had for splatoon 3 to write the wrongs of splatoon 2's maps were dashed. They clearly doubled down on the worst aspect's of Splatoon 2's map design and made them worse by 3 fold. they brought back the best Splatoon 1 maps but missed the point with each of these maps (Even flounders have some options taken away) And the fact that these maps were better in beta/early trailers just adds insult to injury, we were robbed. "Casualisation" is the best way I can describe what's happening with Splatoon 3's maps and how bare bones they are. To go down a grade and a half from previous installments is an embarrassment plain and simple. Why can't they just stop pretending to be afraid of making these maps more complex? When will they start showing more support for the gimmicks, movement options and gameplay features this game offers yet doesn't utilize as much as we hoped? Only time will tell.
always love to see your point of view on the game ! it's pretty refreshing from mine and help me see stuff that didn't went through my mind, btw love the ffxiv soundtracks !
At this point I think if the devs did a file rip from S1 for all four stages from that game, rushed a clams layout and altered the spawn regions for the new spawn system, the game would be better because it would have four consistently great maps on all modes. Chuck in some lore about Manta Maria crashing into Hammerhead bridge and forcing it back under construction, and we'd be golden.
I agree with most of the list but I don’t get why mahi and museum zones are so high. Like mahi after the water drops is good but until then it’s just as cramped and impossible to navigate as all the other modes, with literally 2 pieces of cover. Museum on the other hand does make it relatively easy to get back into mid from spawn, but the middle spinner gives the attackers a big advantage even if someone does flank, and the only realistic way to retreat most of the time is into a corner surrounded by uninkable walls. And I think the way the spinner spokes interact with the camera is really annoying in general
figured i’d check because i was curious average ranking for splatoon 3 maps: E tier average ranking for splatoon 2 maps: high D tier average ranking for splatoon 1 maps: high D tier however, if you shuffle Mahi and Hammerhead-the two maps they completely remade for splatoon 3 so they basically count as new maps at this point-over from splatoon 1 to splatoon 3, the average for Spl1 shoots up all the way to A tier. Splatoon 3 goes down only slightly and stays E tier. the difference between splatoon 3 and splatoon 1/2 doesnt sound that big but keep in mind how bottom-heavy this tier list is. the difference from high D to mid E is notably big
as someone whose second and fifth most played games are ffxiv and splatoon 3 respectively the soundtrack you picked for this video made me happy (if anyone is wondering what the rest are: 1st is team fortress 2, 3rd is terraria, 4th is roblox)
Best of Splat Zones: *Mahi-Mahi, Flounder,* MakoMart, Museum Best of Tower Control: *Inkblot, MakoMart,* Hagglefish, Undertow, Museum Best of Rainmaker: *Flounder, Undertow,* MakoMart, Manta, Museum Best of Clam Blitz: *Museum, Manta,* Inkblot, MakoMart, Flounder Can't believe Nintendo left Mincemeat, Wahoo, Hammerhead, Scorch, and Eeltail to the dust like that.
"Manta is unique in that every different mode is in a different tier" (Undertow Spillway sobbing in the corner) (Flounder joins Undertow in the corner)
Well, there are some stuff I didn't know in here, like Wahoo's carousel being see-through, scoring from snipe in Sturgeon Clam Blitz and some jumps from Tower or RM checkpoints into otherwise hard to reach routes
I remember in an older video of yours, you mentioned that tower control could be a lot better if they had a cannon on top of the tower, like the ones you can use in Salmon Run Cohock Charge. I think that would be a great idea, instead of the annoying passive special charge on that mode. I really wish Nintendo would do something amazing like that, but I’m sure they won’t because that’s just the world we Splatoon fans live in.
I’d argue Mahi Mahi on turf war is still completely terrible, the map is way too small to function as a turf war map and winning just one team fight can cause you to push into the enemy base immediately and begin spawn camping, which is really hard to deal with on the map since there are no alternate routes out of spawn or places to paint for specials. Also this is the worst offender of the majority of the match not mattering, since the map is so small only the last 10 seconds of the match really matter on Mahi… I think it’s awful even for turf war
In my opinion, inkblot art academy the definition of so bad it’s good it is designed horribly, but it is so much fun to play especially with the ability to overflow into the enemy teams super jump location
I know this is focused on competitive play, but I'd love to see how a video like this would go for turf war viability in a competitive sense. Just out of curiosity.
This is pretty much spot on. That said. . .I weirdly like Mincemeat Clams >.> Yes, its awful, but it feels amazing when storming the castle actually succeeds and you can then sit tight in yours. I know its terrible design. . .but it is funny. I find Brinewater clams to also be really really grinding at points, one of the few maps I've had go to 7 minutes in overtime.
Not having paintable walls will always be a confusing thing to me, as the paintable walls are basically why they’re squids and octopuses respectively. During the creation of Splatoon 1 they didn’t know what to do with the walls, and they hadn’t figured out what species they would be yet. Eventually when they landed on squids the paintable wall issue was fixed! But now.. Most of the time there is no paintable walls. Did they just forget one of the selling points???
I want them to add a new special (➡️CONCEPT ⬅️), made this concept. Indelible ink, this special gives u an extra inktank that can be used to ink uninkable walls, weakness: it lacks of ink efficiency, u get only enough to paint 1/2 walls, don't waste ur ink. The enemy team can take out the indelible ink just shooting at it making it "melt". I hope y'all like this concept
I can say with confidence that playing Undertow on zones is one of the least fun experiences I've had in Splatoon 3. It somehow feels impossible to both hold and take the zones, and single-handedly tainted my perception of any zone stage with more than 1 zone.
Mincemeat Rainmaker and Tower control deserve more credit honestly, both modes have multiple flank options for both the attacking and defending teams, the defending team can actually retreat easily (including an extra sponge in tower control), and there are actual options for rainmaker pushes instead of just a single route like so many other stages have. It really is just mid that is terrible for being dominated by long ranged weapons, but I would prefer this stages mid over something like moray towers. Its not great, but for these two modes on this stage it is MILES ahead of something like Hammerhead Zones, Manta Maria Rainmaker, or Scorch Gorge Tower Control.
Early on in the video you talked about it being difficult to get back to your base a lot (for the bad maps), im not a competitive player so maybe i dont know, what is the importance of being able to get back to your base?
Part of the problem is that offense gets a huge advantage because instead of being able to slowly push out the attackers, defense either has to commit to dropping from spawn and likely get picked or continue to be passive and wait for the objective to come far enough that they can make a desperate shove at stopping it.
ONE X tier map being a returning Splat 1 stage while a dumpster fire of terrible maps remain at the bottom is honestly so depressing. Almost ALL of 3's new stages were decent before getting gutted, and it's really depressing that every map is a plastic coated tetris block 😢
really well spoken in this video, everything felt easy to digest and practically no dead air between things being said did you use a script for this one?
my theory is Nintendo gaslighted themselves into thinking spawn camping was something that needed to be destroyed, so they made it almost impossible to get behind enemies.
Flounder's always been my favorite, for the simple fact that you can actually ink walls and thus creating so many different routes and possiblities. Flounder and Musuem should be the standard, not the outliers.
Wahoo world splat zones on top, nothing beats the pole
Pole superiority
All other modes: suffering
Splat Zones: *enter the Thunderdome*
Wahoo Pole
FACTS
pole 🙏
7:24 Splatoon 3 has deprived us of inkable walls so much that's it's now something we have to compliment a map for having 💀💀
literally like i went from just naturally seeing walls as paths to being surprised when i can actually paint them this game 😭
@@eigengraul the developers of this game are incompetent lmao
Kinda funny to think how a few of these maps could have most of their issues solved by adding a paintable wall or two (ESPECIALLY BRINEWATER)
It's honestly ridiculous how few paintable walls are in the game. They added Squid Surge, which is usable only on walls, and yet they decided to limit the paintable walls.
Literally one of the most unique game mechanics of the franchise and they have not a lot of walls that can be used in modes.
It’s why flounder heights to me is such a unique map in the game because of the climbable walls that are also high up.
@@shnubdawg7730 and still the main issue with flounder is an uninkable wall on the right 😭😭
The Splatoon devs seem to be deathly allergic to inkable walls
No no no, you have it all wrong. All the issues could be solved if more maps had giant poles in the middle.
It's just so weird to me how Nintendo seems allergic to inkable walls... you'd think they'd have more of them considering painting the map for movement is pretty much the main selling point of the series.
I remember the old Splatoon 1 commercials saying "Splat the walls, splat the floors"... Guess they changed their mind.
@@freuner-merris at least we can keep the floors
I wish ninja squid worked on walls too
@@tsquitz The year is 20XX
All maps are completely uninkable.
Turf War is now decided by which team is Alpha.
Players now use Turf War either for squid party or battle royale.
They had to nerf squid surge by never letting you have the chance to use it.
Isn’t it strange how the only S+ and X tiers are Splatoon 1 maps, most of Splatoon 2 maps are from A to C and so many Splatoon 3 maps are in D to F. Interesting
It’s a pipeline, the quality gets increasingly worse
We thought things were bad back in 2...
Next time he does this, he should add an FF tier and an FFF tier. That way not all of Splatoon 3's maps are on the same level.
@@urfrend01 F-? Z?
That's why Moray Towers needs to be added
How did they just forgor how to make stages? Splatoon 1 had some real bad stuff, but the highlights really played well with the game's mechanics.
Splatoon 1 had the best maps because they all knew they were meant to be gimmicky playgrounds of chaos.
Splat 3’s themed around chaos and yet every map’s trying to become the new Final Destination now…
It's like eight years later, it's probably mostly a different team by now. Actually we know for sure that Nintendo had posted a job listing for a map designer for this game.
Most of the stage designers from 1 and 2 are either working on other games or have left Nintendo
@@kitsovereign4127 True. But doesn't explain why the beta versions of Scorch and Eeltail looked much better than the final versions. _Someone_ had to make those, and then decide to completely change and gut them in the last year of development.
Splatoon 1’s good maps are the best in the entire series, flounder, museum, ancho v, mahi
Even it’s terrible maps like Saltspray are fun because they’re extremely unique
"Here! Have the Squid Roll and Squid Surge for more wall movement options!"
"Okay, but where do I use them?"
"That's the neat part, you don't!"
Flounders is probably the only map where it's actually useful lol
Salmon Run is the only time I've ever used either of those
I think it’s important to do map tier lists like this, for example I hate flounder TC specifically for the tower path and its too hard to defend while I like it on every other mode.
Same. I think Flounder TC just needs the Tower Path fixed so you can actually retake it.
yeah
Undertow spillway also stinks on tower control because of how hard it is to defend yourself from your opponents. It seems like you end up losing to your opponents a lot of the time unless you get teammates who truly understand the layout really well and play strategically like me a lot of the time.
I think the map makers should test their maps with inkable walls everywhere THEN start making them uninkable where necessary. But it seems they did it the other way around.
The amount of F tier maps is inexcusable 7 months into splatoon... and yet here we are
I stopped playing Splatoon 3 because I’m just not having fun anymore. The map design is so garbage that I do not wanna subject myself to anymore single route maps
Did Nintendo forget good map design or something? Why are over half the maps in the game so bad?!
@@DrAnimePhD
Nintendo wants to force people to fight as much as possible to make "more exciting games" for the E-Sports scene of splatoon. Since player interactions are *clearly* more exciting than tactical play.
Further, they probably aren't capable of seeing the world in the same way splatoon 1 players do where almost everything was paintable. They're kinda just *used* to "on the ground" play.
@@xana3961 it's ironic since the absurdly linear maps have made games less about intense fighting and hype plays, and more about just grinding out specials every game with super predictable strategies that can't be countered...unless you just grind up your own special lol
@@DrAnimePhD Ehh it's fun to me but only sometimes. Every time I play is a dice roll on whether I get paired with good people on both teams or the other team is like 10x better than us and somehow got into our lobby. Matchmaking is rly scuffed.
And then even worse when the enemy team is like a bunch of coordinated friends on a discord call together vs. you and 3 people you don't know.
The minecraft bowl at 5:02 caught me so off guard I had to pause for a minute to collect myself
get BOWLED idiot!!!/silly
Can’t believe they cut Mahi-Mahi Resort and replaced it with that terrible new map, Mahi-Mahi Resort.
(Admittedly Tower Control Mahi is a very guilty pleasure for me just because of the No Turf’s Land in mid where everybody drowns)
Yeah it is kinda funny just having so much water sitting in the middle of the map
It’s called Splatoon 3 because there are only 3 good maps - Museum, Heights, and Mart
I hope they bring back more of the good maps, like the reef
watch them put a pole on the bridge (but yes I agree bring back reef )
@@avocadoastor they completely remove the bridge and flanks, leaving a straight line to a bowl.
yess!!!! Bring back The Reef!!
Let’s be honest. If they brought back the reef they would probably just remove the bridge and the entire right side
Just add "(but leave them unchanged)" and we're good. heheheh.. heh.....
I’ve warmed on mahi zones since the beginning. I don’t love it but I can see why comp players like it and I’ve started to like it more recently. Also Museum works surprisingly well on clams. Even in solo I feel like the games are pretty even and it feels really good to play.
I swear the devs actually want the game to devolve into special spam. Maps too restrictive? Just use specials to brute force your way though. Crab too strong? Just buff other specials' damage so you can throw specials at the special. They gave us all these incredibly fun movement options and nowhere to use them because they want us to play Mash RS Simulator.
i'm just convinced the people making decisions on the game design are unintelligent at this point. theres literally no reason for all of this shit... just make the fucking walls inkable...
Vid should be called
“Ranking every Hallway mode comb in Splatoon 3”
If mako RM spawn wasnt in such an awkward spot with so few ways out (maybe put it closer to the tower control spawn placement or something), itd be one of the best mapmodes in the game tbh
I've never done Brinewater Clams before, but that Ink Rail route seems really fun.
It's really fun, and while it has its problems I highly recommend you try it if it's in rot
My favorite map is by far Mako Mart. It’s very open and well balanced with plenty of nice rounds to go through. Plus it’s one of the few indoor maps, so the lighting and atmosphere is just better in my opinion Also it’s a store and I like food.
I absolutely hate Mahi Mahi. Being a Tetra player it's so hard to traverse cause of the fact that you'd need use the dodge roll which most of the time makes me go just far enough to slip off the edge which just feels unfair
THIS THIS THIS
i main tetras as well and if i had a dollar for every time i accidentally dodgerolled into the water i would have enough to buy the rights for this game
solution: stop maining tetras 😁 (joke)
@@marteater19zz NEVAR!!!! /hj
@@marteater19zz if only that were an option....
@@KIIROCORE Go one message without a tone tag
Seeing Mahi Zones in S+ makes me feel incredibly happy because I've come to like that particular mode and map. With this video I will wear my title of "Mahi-Mahi Resort Splat Zones Enthusiast" with pride. Thank you pro-chara.
that is a fucking crazy title and i love you for it
Alternate title: ranking all of splatoon 3's hallways worst to best
After loading this game up and grinding to S+ again after last seasons rank decay, this game at it's top level can be best described as two teams taking turns dick punching eachother with special spam to move an objective. The limited maps make it hard to advance an objective against any half decent team; so your only option really is to special spam to cover and approach and hop you pick up some kills.
These are core problems beyond anything that can be patched.
I mean it _can_ be patched, though the map changes would be huge but the more huge part would be the praise and happiness that could come from that theoretical patch. Any energy towards fixing this problem will be rewarded with players being happy about being able to move And exist in the game
@@stanley8006 They'd need to remake the maps from the ground up with consideration to the weapons a d kits that are in the game.
They know it's a problem and nintendos solution was literally to barf random objects into the map while shrinking the overall map slightly. This tells me they, for whatever reason; can't do anything else. This is all we're getting, but hey look forward to new salmon run rewards that cost 400 gold coins next season.
I think a lot of the maps are very easily fixable tbh
@@Shadar22 ignoring the fact that capitalism will kill us all (profiting off of bad decisions that only help the ones on top that make them like artificially inflating the play hours by forcing ppl to grind in salmon run) and the honestly hopeless situation of anti bias brellas getting nothing but half bad bug fixes that sometimes don’t help and add more bugs, the maps themselves only need like an inkable wall or two to open it up 1084 times more. Team fortress two, maps like upward or dustbowl would be absolutely gutted if the developers removed the flanks, like that meme tunnel in dustbowl that allows you to go to the last capture point or the traversable and undercover side cliff route on the second cart checkpoint on upward. Depressing thing is, if god damn gamer head bridge or ESPECIALLY mince meat had an ink-able wall in mid that let you immediately go towards the enemy teams heavily fortified choke areas, it would: remove charger dominance by removing “this is the only option you have” choke points and instead allowing ppl to get around them, it would allow less mobile weapons to have options to play around and use to be able to push forward and set up advances like splatlings or rollers where on evil maps like current mincemeat good luck getting through the center without a lightweight splash in your face instant killing you with four accurate shots and two burst bombs for extra pain. All I god damn want s3 to do is to add one block, add one inkable wall, that’s all we really need in some of these bad maps.
Sorry for being hateful sounding your completely right honestly. Gutted maps like mahi mahi to s3 are so atrociously modified as to be a crime and it would take an i tire reword (hell a port of s1’s design) to fix it
@@m4rcyonstation93 If it was easy, they would have done it already.
Honestly, this tier list makes me wonder if Splatoon’s more competitive game modes would benefit more from mode-specific maps. I know that would take a lot more effort than taking a single map and redesigning it 4 times but it’d definitely make the maps more enjoyable in my opinion.
Would maps be better if all versions were the same? (Besides obvious things like the tower being there in tower control, etc.)
Who else remembers when chara said mincemeat was the best new map in the testfire?
we need Saltspray Rig!
Okay, in all seriousness, Urchin Underpas, The Reef, and Bluefin Depot are my biggest hopes for returning stages
its sad how we cant trust them to make new maps so we have to rely on the other good ones that came before 😭its extra sad because they'll probably butcher all of them too and make them entirely unfun, unenjoyable, and uninkable...
Moray Towers is a must
Boy have i got some good news about that last one!
@@lilaniloxi well, one outa three aint bad
This list shows off quickly and visually that there is an issue with Splat 3 map designs. The fact that not even half the map modes can be ranked B tier and above due to small and easily fixable problems, you know there is an issue
i remember being in chat when you recorded this one! very informative and lovely to watch the process and continue to learn more about the game as well!
Can’t wait for wahoo to dominate S+ tier
i think this tier list is valid you say what its problems are and I agree with all the maps pros and cons
If they made the base of Scorch Gorge like how it it in Clam Blitz (since they seem to think that the grated bridge that sticks from the center spire is it’s claim-to-fame) it would be an actually decent stage because it keeps that philosophy in mind while also putting the the fix there is that exists in the other modes (the ramp that goes down from left)
Splatnet 3 says all of my worst map/mode combos are the ones with lots of attacking routes and good design. Does it mean I'm bad at using multiple routes as an attacker, or bad at defending more than a single choke point? I'll have to watch more replays to find out.
Nintendo hates flank routes so much, they remove them 💀
So unfortunate how 50% of the maps are in D, E and F tier. Just goes to show that quantity does not equal quality.
I sure wish that they made each map with only 1 mode in mind to bring out the best in that mode, rather than having the majority of the combinations being below average at all modes. I'd rather have less maps overall that are good than more maps that are bad.
Mako zones is my favourite map mode in the history of this series but that might just be because I’m a carbon main
If you care, can people answer, I've asked this in one other comment section, but I want more answers, should I change my name to Octa, or keep it as Astr0?
Keep it as Astr0
Actually, what if the Sprinkler's shots could be entered into Squid form and then Squid Surged off of? It would help to make Un-inkables more tolerable and would be a Utility buff for the Utility buff for a utility sub.
Splatoon 3 has a really strong allergy to inkable walls
Splatoon version 3.1.0 Map statistics:
No. of map-modes in each tier
X 1 map
S+ 2 maps
S 5 maps
A 5 maps
B 7 maps
C 12 maps
D 5 maps
E 11 maps
F 16 maps
Average grade: Somewhere between D and C
31% of maps are B or above
Previous installments (for refernce)
Splat 1:
Average was B
50% of maps were B or above
Splat 2:
Average was also B
47.8% of maps were B or above
Yeah, safe to say, Splatoon 3 utterly did drop the ball on map design. Pretty much every hope we had for splatoon 3 to write the wrongs of splatoon 2's maps were dashed. They clearly doubled down on the worst aspect's of Splatoon 2's map design and made them worse by 3 fold. they brought back the best Splatoon 1 maps but missed the point with each of these maps (Even flounders have some options taken away)
And the fact that these maps were better in beta/early trailers just adds insult to injury, we were robbed.
"Casualisation" is the best way I can describe what's happening with Splatoon 3's maps and how bare bones they are.
To go down a grade and a half from previous installments is an embarrassment plain and simple. Why can't they just stop pretending to be afraid of making these maps more complex? When will they start showing more support for the gimmicks, movement options and gameplay features this game offers yet doesn't utilize as much as we hoped? Only time will tell.
Not even surprised that Mincemeat Metalworks is an automatic F tier.
Random idea for a video, what would be the worst kit possible for every weapon?
Marker reef ctrl+c ctrl+v
that would probably just be saying line marker+ink-vac for every weapon
@@Jazardly Swap marker with sometimes mine or mist depending on the weapon.
But yeah, range blaster with ink mine and ink vac
Hydra with curling bomb and zipcaster
@@sonicrunn3r895 ink mine would make those indirects kill though, and vac would give it a really solid defensive option from shooters
i swear every time i play this game eeltail, undertow and mahi are always on rotation for a good 4 hours
always love to see your point of view on the game ! it's pretty refreshing from mine and help me see stuff that didn't went through my mind, btw love the ffxiv soundtracks !
Flounder heights supremacy
At this point I think if the devs did a file rip from S1 for all four stages from that game, rushed a clams layout and altered the spawn regions for the new spawn system, the game would be better because it would have four consistently great maps on all modes. Chuck in some lore about Manta Maria crashing into Hammerhead bridge and forcing it back under construction, and we'd be golden.
I miss black belly skatepark, of course it wasn’t perfect but it was good
I agree with most of the list but I don’t get why mahi and museum zones are so high. Like mahi after the water drops is good but until then it’s just as cramped and impossible to navigate as all the other modes, with literally 2 pieces of cover. Museum on the other hand does make it relatively easy to get back into mid from spawn, but the middle spinner gives the attackers a big advantage even if someone does flank, and the only realistic way to retreat most of the time is into a corner surrounded by uninkable walls. And I think the way the spinner spokes interact with the camera is really annoying in general
Yoo it's the tetrominos tierlist
Not my mahi not my hammerhead
figured i’d check because i was curious
average ranking for splatoon 3 maps: E tier
average ranking for splatoon 2 maps: high D tier
average ranking for splatoon 1 maps: high D tier
however, if you shuffle Mahi and Hammerhead-the two maps they completely remade for splatoon 3 so they basically count as new maps at this point-over from splatoon 1 to splatoon 3, the average for Spl1 shoots up all the way to A tier. Splatoon 3 goes down only slightly and stays E tier.
the difference between splatoon 3 and splatoon 1/2 doesnt sound that big but keep in mind how bottom-heavy this tier list is. the difference from high D to mid E is notably big
neato and epic and why did they ruin hammerhead and mahi god dammit
Odd thing to notice but considering I've been super hyperfixated on it lately I LOVE that you've out ffxiv music in the background.
The map most faithful to Splatoon 1 is considered to be the best... shocker. Why can't we just get Splatoon 1 maps ported here, unedited?
as someone whose second and fifth most played games are ffxiv and splatoon 3 respectively the soundtrack you picked for this video made me happy
(if anyone is wondering what the rest are: 1st is team fortress 2, 3rd is terraria, 4th is roblox)
Best of Splat Zones: *Mahi-Mahi, Flounder,* MakoMart, Museum
Best of Tower Control: *Inkblot, MakoMart,* Hagglefish, Undertow, Museum
Best of Rainmaker: *Flounder, Undertow,* MakoMart, Manta, Museum
Best of Clam Blitz: *Museum, Manta,* Inkblot, MakoMart, Flounder
Can't believe Nintendo left Mincemeat, Wahoo, Hammerhead, Scorch, and Eeltail to the dust like that.
That moment when the best maps are the ones with minimal changes from the previous games :/
Video 113 of commenting on Chara videos till brella gets fixed
Rare Mahi W?!?!
I think that if Nintendo ported a couple splatoon 1 maps like mah mahi, hammerhead, and museum then the map design would be above 3/10.
Inkblot Art Academy was never in Splatoon 1
@@sherbertshortkake6649 i didn't say inkblot.
@@NeverEverWatchThis Ah, yes, yes, of course. Just another one of my classic blunders. Terribly sorry to bother you.
@@sherbertshortkake6649 nah it’s Gucci. Your profile is too cute.
"Manta is unique in that every different mode is in a different tier"
(Undertow Spillway sobbing in the corner)
(Flounder joins Undertow in the corner)
Well, there are some stuff I didn't know in here, like Wahoo's carousel being see-through, scoring from snipe in Sturgeon Clam Blitz and some jumps from Tower or RM checkpoints into otherwise hard to reach routes
mahi mahi of splatoon 1 is the best map (in any case better than that of splatoon 3)
8:52 "we apologize to all stamper mains for the fault in depicting your strategies. the editor responsible has been sacked"
I'm a brush main, so that ramp at inkblot isn't as big a deal for me usually. Still annoying though
17:34 And the tower gets so close to spawn that the defending team can easily get on the tower with spawn armor
I love that techguy456 skipped his class to watch this stream
I remember in an older video of yours, you mentioned that tower control could be a lot better if they had a cannon on top of the tower, like the ones you can use in Salmon Run Cohock Charge. I think that would be a great idea, instead of the annoying passive special charge on that mode. I really wish Nintendo would do something amazing like that, but I’m sure they won’t because that’s just the world we Splatoon fans live in.
16:37 Lol Look! It’s Judd’s turf war meter 😂
chara daddy dont forget marlin passport
I’d argue Mahi Mahi on turf war is still completely terrible, the map is way too small to function as a turf war map and winning just one team fight can cause you to push into the enemy base immediately and begin spawn camping, which is really hard to deal with on the map since there are no alternate routes out of spawn or places to paint for specials.
Also this is the worst offender of the majority of the match not mattering, since the map is so small only the last 10 seconds of the match really matter on Mahi… I think it’s awful even for turf war
In my opinion, inkblot art academy the definition of so bad it’s good it is designed horribly, but it is so much fun to play especially with the ability to overflow into the enemy teams super jump location
I know this is focused on competitive play, but I'd love to see how a video like this would go for turf war viability in a competitive sense. Just out of curiosity.
SZ:エリア
TC:ヤグラ
RM:ホコ
CB:アサリ
Question : what is f tier equivalent in S2 and S1? Same for X tier?
Like how bad/good are the maps compared to S1 and S2?
well even the worst maps in Splatoon 3 are nowhere near the worst maps in Splatoon 1
aside from that idk
This is pretty much spot on. That said. . .I weirdly like Mincemeat Clams >.> Yes, its awful, but it feels amazing when storming the castle actually succeeds and you can then sit tight in yours. I know its terrible design. . .but it is funny. I find Brinewater clams to also be really really grinding at points, one of the few maps I've had go to 7 minutes in overtime.
Inkable walls? Nintendo would never
Mahi in modes other than SZ could be great if they just used the SZ layout
My top 5 are
1. Hagglefish Rainmaker
2. Flounder Zones
3. Museum Zones
4. Manta Tower
5. Inkblot Zones
Why does Nintendo hate inkable walls so much?
The biggest problem with Splatoon 3 is that the Devs wan't to do things that just don't work
Oh god X tier is gonna be barren
Not having paintable walls will always be a confusing thing to me, as the paintable walls are basically why they’re squids and octopuses respectively. During the creation of Splatoon 1 they didn’t know what to do with the walls, and they hadn’t figured out what species they would be yet. Eventually when they landed on squids the paintable wall issue was fixed! But now.. Most of the time there is no paintable walls. Did they just forget one of the selling points???
take a shot for everytime he says "the map is small." or "easy to lockout."
I love how everyone collectively gaslit themselves into believing Hagglefish was a good map when the game launched.
we were all in shock that the map had sides
I want them to add a new special (➡️CONCEPT ⬅️), made this concept. Indelible ink, this special gives u an extra inktank that can be used to ink uninkable walls, weakness: it lacks of ink efficiency, u get only enough to paint 1/2 walls, don't waste ur ink. The enemy team can take out the indelible ink just shooting at it making it "melt". I hope y'all like this concept
I can say with confidence that playing Undertow on zones is one of the least fun experiences I've had in Splatoon 3. It somehow feels impossible to both hold and take the zones, and single-handedly tainted my perception of any zone stage with more than 1 zone.
Mincemeat Rainmaker and Tower control deserve more credit honestly, both modes have multiple flank options for both the attacking and defending teams, the defending team can actually retreat easily (including an extra sponge in tower control), and there are actual options for rainmaker pushes instead of just a single route like so many other stages have. It really is just mid that is terrible for being dominated by long ranged weapons, but I would prefer this stages mid over something like moray towers. Its not great, but for these two modes on this stage it is MILES ahead of something like Hammerhead Zones, Manta Maria Rainmaker, or Scorch Gorge Tower Control.
Early on in the video you talked about it being difficult to get back to your base a lot (for the bad maps), im not a competitive player so maybe i dont know, what is the importance of being able to get back to your base?
Part of the problem is that offense gets a huge advantage because instead of being able to slowly push out the attackers, defense either has to commit to dropping from spawn and likely get picked or continue to be passive and wait for the objective to come far enough that they can make a desperate shove at stopping it.
i find it funny how mahi zones kinda goes "its so bad its good"
at what point do you recommend people start to play these modes in a scrim gonna try to make a map pool for scrims and such
In summary...
9 maps with 20 map-modes
If we remove B-tier; 7 maps with 13 map-modes
ONE X tier map being a returning Splat 1 stage while a dumpster fire of terrible maps remain at the bottom is honestly so depressing. Almost ALL of 3's new stages were decent before getting gutted, and it's really depressing that every map is a plastic coated tetris block 😢
Finally someone calls out Inkblot Zones, that shit is unplayable
It’s crazy how many maps would be fixed by adding a single usable flank and a couple inkable walls. Seems trivial to add too
Mahi Tower is a guilty pleasure, I love the water cuz it’s funny to troll with
watching this video makes me wanna go and play splatoon 1...
bring back the servers nintenco!!!
i think you kinda underrated hagglefish. especially tc which I think is one of the best map+modes in the game
really well spoken in this video, everything felt easy to digest and practically no dead air between things being said
did you use a script for this one?
my theory is Nintendo gaslighted themselves into thinking spawn camping was something that needed to be destroyed, so they made it almost impossible to get behind enemies.
Flounder's always been my favorite, for the simple fact that you can actually ink walls and thus creating so many different routes and possiblities.
Flounder and Musuem should be the standard, not the outliers.