@@SilverAg.OSHA or the Occupational Safety and Health Act of 1970 is an organization that enforces labor laws and protects workers with safe and healthy work environments. OSHA violations means that said environment is not safe and/or not healthy for workers.
Two things I’ve noticed on this map: Putting a sprinkler next to a fan will keep the platform raised, which can be somewhat powerful for backline weapons that benefit from having that high ground The side fans are good for splatlings because you can activate the fan then charge your weapon while the platform is moving to surprise the other team with a fully charged splatling
@@Iinneus one could argue for heavy splatling but its kinda hard to play around when other splatlings and chargers (with longer range, mind you) are on the field
I think the main issue with most of the Splatoon 3 maps is that most of them are just Your Base, Mid and The Enemy Base there's no neutral ground, like look at The Reef, the areas on the far sides don't really count as part of mid which is what helps the stage feel open and varied, if the propeller lift from Rainmaker and Clam Blitz was in Turf and I think Marlin Airport would feel much better
@@DuskPustules yes, and I’d say that it’s the best clams map because the basket isn’t 10 miles away from mid compared to other maps, and there’s multiple ways to get there
@@DuskPustulesmaybe this is a hot take but I always loved urchin underpass in clam blitz back in splatoon 1. Clam blitz was so peak in the first game fr
I think that Marlin suffers watered down Bluefin issues, regarding the Elevator/Propeller things. I´ve found myself stalled in so many games because the choke point the propeller is, altough due to actual flanking routes is way better than bluefin. In Marlin Clams you can score, in Bluefin *I had a whole game of 10 minutes (Long ahh overtime) because neither team could score and we had to win by making the most super clams.*
2:04 I genuenly thought I was listening to a call of a guy showing his friends tricks he found for this map, saying gainer and trash and kitchen as location callouts....
my first time playing was on clams and i was so shocked to find out that the other propeller to get up into the enemy base was gone and was just a flat area. why isnt it in all the other modes?????
Even if it's not perfect I'm at least glad we're getting more gimmick maps again. And if nothing else, propellers on Marlin fit endlessly better with the theme of aircrafts than propellers on…Ancho-V Games…an office…with desk fans…
One thing I’ve noticed with the left and right side slider-fan platforms is that as an attacker, it’s highly telegraphed to get on them, shoot, and then shark over to the opponent’s side. They see it coming from a mile away. However, it’s not telegraphed going back. If the opponent moves up the slider towards your side and there’s a bit of your ink on it, you can shark back when it resets and they’re not going to automatically assume someone is hiding on it.
Being able to keep the fan spinning with a sprinkler is excactly the sort of thing the sprinkler needs. It can be a bit precise to pull off and the benchmark for sprinkler buffs ought to be how good it is at keeping the fans going. (currently, you need to place it as close as you can and it'll still falter once it enters the third state)
6:47 In my experience, even in a coordinated setting it still tends to stall around fan, on occasion the stall might spread out, but you never really see the attackers able to get consistently into a powerful position below down. I think I’ve seen that maybe once in solo queue. Otherwise though it seems mostly fine to me
tbh while having flanks and options is REALLY great, I cannot help but think about how exposed and open all of these routes are. As defending team trying to get out of your base, the enemies can SEE you if you go to the left side and so if they have a long range weapon they're gonna stop your attempt pretty quickly. And then the right side route drops down to where they all are anyway and so if they're watching out for that flank, you're making it out with a trade or two at best. I just wish that the base flanks had more cover to them. And I wish the propellor was not the ONLY way to get into base, though at least there is a sponge there in some modes (though it should definitely also be there in rainmaker)
Thinking about how sprinkler gets added utility with the fans make me wish for a map that used a soaker block to create a slightly better sniper perch than usual. If you have a sprinkler you can use it, but if you don’t it’ll be a hassle to keep it up.
From the one scrim I've done on this map its not been that hard to 1, stop people from taking your Plat and spawning camping you, but 2, take it back. It is difficult to take it back obviously but it's not impossible
Kinda dig the map, my only wish is that there were more defender sponges in some modes so they don’t have to use the elevator everytime they want back into spawn
My thoughts exactly, and in fact just in general, I really wish that they'd use just defending sponges more if they really don't want to give attackers too many paths into the opposing base. Like it's my one major issue I have with Crableg and Romen too with their one-way drops (outside of RM/CB).
As a backline, the only I noticed so far is that the ink from the propeller paints way too much. If the enemy team hits it once, I'm basically stuck in their ink
It never even occurred to me that different check points had different point values. I'll have to look into that more and find out what they all are lmao edit: I actually cannot seem to easily find a resource that lays them all out so if anyone knows one feel free to point me to it
This map is really frustrating in solo queue, especially in rainmaker where if you get matched with the wrong people the games just over 💀 I like it in comp tho all the moving parts makes it tricky to defend but it's a joy to attack because of that
I found that splatanas have a really rough time pushing up on this map. Might be one of the worst in the game for stamper especially. Not only are there a ton of angles to have to watch, making spacing difficult, but it has the unique problem that any shots it takes at players on the fan platform are almost certainly also going to hit the fan with a lot of power, breaking its ability to follow up on its own damage. On the other hand, this is one of the best zipcaster maps in the game, as there are multiple high points that give access to a ton of attack angles. and being able to attack the fan platform from higher up is very valuable.
@@Bowser6495 yeah, I suppose so I just want a more open map without chokepoints The Devs have been taking a couple steps towards achieving this goal, but they always end up falling flat on their face
The OSHA violations were the entire reason I came to this video
same
May I ask what that means
@@SilverAg.OSHA or the Occupational Safety and Health Act of 1970 is an organization that enforces labor laws and protects workers with safe and healthy work environments. OSHA violations means that said environment is not safe and/or not healthy for workers.
You too😂
Two things I’ve noticed on this map:
Putting a sprinkler next to a fan will keep the platform raised, which can be somewhat powerful for backline weapons that benefit from having that high ground
The side fans are good for splatlings because you can activate the fan then charge your weapon while the platform is moving to surprise the other team with a fully charged splatling
_Hmmm, can't think of any good backlines with a Sprinkler, though..._
The sprinkler thing genuinely helped me out when I was getting my 1 star on order brella, I have to thank you for that tip!
@@Iinneus*laughs in Pencil*
@@Iinneus one could argue for heavy splatling but its kinda hard to play around when other splatlings and chargers (with longer range, mind you) are on the field
@@Iinneus inkline stringer would like to know your location
can't imagine how long this video would be WITH the osha violations
Video going over all the OSHA violations when
I think the main issue with most of the Splatoon 3 maps is that most of them are just Your Base, Mid and The Enemy Base there's no neutral ground, like look at The Reef, the areas on the far sides don't really count as part of mid which is what helps the stage feel open and varied, if the propeller lift from Rainmaker and Clam Blitz was in Turf and I think Marlin Airport would feel much better
I love this map, even though it’s small the amount of options on it is huge. I’d say that I see it as a top 3 splatoon original map (in zones)
I see the problems but I still consider it good
I'd also say it's one of the better maps in 3, up there with crableg and ROM-en
@@DuskPustules yes, and I’d say that it’s the best clams map because the basket isn’t 10 miles away from mid compared to other maps, and there’s multiple ways to get there
@@Danielt0872 nah. Hammerhead is obviously the best clams map fr ongod. 👍🏾
@@DuskPustulesmaybe this is a hot take but I always loved urchin underpass in clam blitz back in splatoon 1. Clam blitz was so peak in the first game fr
I have already rolled into that fan pit with dualies an embarrassing amount of times
I'm so used to Gloogas that the long dodge roll of Dousers has sent me RIGHT into the pit many times
dw one of my first matches on this map i was falling in gaps constantly
I think that Marlin suffers watered down Bluefin issues, regarding the Elevator/Propeller things. I´ve found myself stalled in so many games because the choke point the propeller is, altough due to actual flanking routes is way better than bluefin. In Marlin Clams you can score, in Bluefin *I had a whole game of 10 minutes (Long ahh overtime) because neither team could score and we had to win by making the most super clams.*
I also had a bluefin game with max overtime last nigjt. I was playing range blaster
Bluefin clams is the worst map mode combo in the whole game. Had a long overtime on it
I don't think overtime can go up to 5 minutes bro 😭
@@chunkymonkey7983 if neither team scores a single clam in over time it keeps going for up to 5 minutes
@@chunkymonkey7983 okay, not 5, but 3.
2:04 I genuenly thought I was listening to a call of a guy showing his friends tricks he found for this map, saying gainer and trash and kitchen as location callouts....
I once saw someone splashdown into that void
I saw a squiffer squid roll into it in an attempt to flank me
Splatlings and crab tank are also very scary on this map because it’s so flat which means there nowhere to hide.
my first time playing was on clams and i was so shocked to find out that the other propeller to get up into the enemy base was gone and was just a flat area. why isnt it in all the other modes?????
I mean, it would make it kind of easy to break in on zones. Maybe everywhere but there
I feel like the right fan that’s on clams should be everywhere but zones. It’s a cool way to get into spawn and would work well with rainmaker
It IS actually there in rainmaker! It just activates with the main fan once the checkpoint drops
@@sonicrunn3r895 Really? I’ll have to try it
13:15 Tower control
17:42 Rainmaker
23:24 clam blitz
Even if it's not perfect I'm at least glad we're getting more gimmick maps again. And if nothing else, propellers on Marlin fit endlessly better with the theme of aircrafts than propellers on…Ancho-V Games…an office…with desk fans…
Genius title lmao
One thing I’ve noticed with the left and right side slider-fan platforms is that as an attacker, it’s highly telegraphed to get on them, shoot, and then shark over to the opponent’s side. They see it coming from a mile away.
However, it’s not telegraphed going back. If the opponent moves up the slider towards your side and there’s a bit of your ink on it, you can shark back when it resets and they’re not going to automatically assume someone is hiding on it.
Being able to keep the fan spinning with a sprinkler is excactly the sort of thing the sprinkler needs. It can be a bit precise to pull off and the benchmark for sprinkler buffs ought to be how good it is at keeping the fans going. (currently, you need to place it as close as you can and it'll still falter once it enters the third state)
6:47 In my experience, even in a coordinated setting it still tends to stall around fan, on occasion the stall might spread out, but you never really see the attackers able to get consistently into a powerful position below down. I think I’ve seen that maybe once in solo queue. Otherwise though it seems mostly fine to me
They did my boy Ancho-V so dirty
Ancho-V but instead of getting stuck in a hallway 1cm beyond mid you snowball or get stuck on a fan platform
splat 2 already did that
0:42 You forgot to notice the band jellys from mahi mahi on the ramp
10:30 I spontaneously pulled that off in one of the first few games I played of the season, and I’m glad I had the exact same thought
tbh while having flanks and options is REALLY great, I cannot help but think about how exposed and open all of these routes are. As defending team trying to get out of your base, the enemies can SEE you if you go to the left side and so if they have a long range weapon they're gonna stop your attempt pretty quickly. And then the right side route drops down to where they all are anyway and so if they're watching out for that flank, you're making it out with a trade or two at best.
I just wish that the base flanks had more cover to them. And I wish the propellor was not the ONLY way to get into base, though at least there is a sponge there in some modes (though it should definitely also be there in rainmaker)
I call this the "swag route" because of how long and unique it is. 20:57
Parkour! Parkour!
2:19 this jump is insane
Thinking about how sprinkler gets added utility with the fans make me wish for a map that used a soaker block to create a slightly better sniper perch than usual. If you have a sprinkler you can use it, but if you don’t it’ll be a hassle to keep it up.
we need a version with ONLY the osha violations
From the one scrim I've done on this map its not been that hard to 1, stop people from taking your Plat and spawning camping you, but 2, take it back. It is difficult to take it back obviously but it's not impossible
If only they put as much thought into the actual map design als in the background
Kinda dig the map, my only wish is that there were more defender sponges in some modes so they don’t have to use the elevator everytime they want back into spawn
My thoughts exactly, and in fact just in general, I really wish that they'd use just defending sponges more if they really don't want to give attackers too many paths into the opposing base. Like it's my one major issue I have with Crableg and Romen too with their one-way drops (outside of RM/CB).
IT'S OK! IM A LIMO DRIVER!
My god i swear i almost had a heart attack when the intro played out of nowhere lmao
As an Avgeek and a long term splatoon player, i see this as an absolute W
As a backline, the only I noticed so far is that the ink from the propeller paints way too much. If the enemy team hits it once, I'm basically stuck in their ink
lets be honest, every splat map ever is probably an OSHA violation
on my first game of tower control on this map, I was about to put my contoller down at checkpoint 3 bc I thought that was the end
17:35 you almost sounded like a little timmy. I got what you meant tho 😂
The transition into the intro was golden
I'm honestly surprised this stage didn't take place inside the airport. Lol
imagine if romen was inside the airport and thats why this is outside
idk yet if it's a good map or not but i appreciate that they tried something really different with it
The opening killed me!
Might be an early hot take but Marlin Airport feels like a top/high tier on most modes.
I miss silly comp Sundays.
It never even occurred to me that different check points had different point values. I'll have to look into that more and find out what they all are lmao
edit: I actually cannot seem to easily find a resource that lays them all out so if anyone knows one feel free to point me to it
Bluefin is the worst right?
Bluefin is a lot worse
@@Danielt0872 **I know**
@@vthedragonprince🤫pretend I never commented
As far as im aware it’s not the worst in the game. Not desirable for comp.. but something like eeltail or hammerhead have a lot more banned modes
Why is Bluefin the worst stage? Are we talking about competitive only and is it a really good stage casually, or am I crazy
Remember no Russian
This map is really frustrating in solo queue, especially in rainmaker where if you get matched with the wrong people the games just over 💀
I like it in comp tho all the moving parts makes it tricky to defend but it's a joy to attack because of that
out of all the dlc maps this one one definitely has the most fun rain maker map ramen and shipshape still hit better map modes then this one
2:05 I hate people that are talented
Can't have OSHA violations if Jellies don't have worker's rights.
I think nobody is going to report the OSHA violation or are we?
I found that splatanas have a really rough time pushing up on this map. Might be one of the worst in the game for stamper especially. Not only are there a ton of angles to have to watch, making spacing difficult, but it has the unique problem that any shots it takes at players on the fan platform are almost certainly also going to hit the fan with a lot of power, breaking its ability to follow up on its own damage. On the other hand, this is one of the best zipcaster maps in the game, as there are multiple high points that give access to a ton of attack angles. and being able to attack the fan platform from higher up is very valuable.
Not gonna lie, I want to get a bunch of players for recon just to recreate No Russian. Because it would be funny.
As a liter main I despise this map, even your teammates using the fans blocks your shots
So the theses is "bad map is bad..." we really just can't have nice things can we
you can always enjoy the map on your own terms! honestly way better than eeltail and mincemeat or whatever so i consider it a W
@@Rubellite-jq2kg no offense but we should all be having higher standards then this
@@Bowser6495 yeah, I suppose so
I just want a more open map without chokepoints
The Devs have been taking a couple steps towards achieving this goal, but they always end up falling flat on their face
@@Rubellite-jq2kg yep...
Robo romen is better but marlin is good overall
This map isn't great for brushes. They keep making the game not great for the brush mechanic
tell me why
@@squiddu ain't nothing but a heartache