I’m VERY happy with Umami’s glowup but I 100% agree with you with the aesthetics. I wanted that map to be good BECAUSE I loved the theme so much, and because it felt like such a blank template for a good stage on launch. What gets me is the inconsistency of which textures are inkable and which ones aren’t- Splatoon 3 basically has me assuming by default that walls AREN’T inkable, and it feels quite constricting. Umami has these weird metal plates on the floor and the walls, but their “inkability” varies and it feels off. The geometry’s a strong point as well, look at how curved Wahoo World is for example. Even great maps like ROM-em feel more like something made in a level editor than an organic location. Umami’s mix with the slight slope and the hieroglyphs is awesome, I just wish we got MORE of that. Something I really like is that the floors underneath the grates have these lil’ pits that were dug out, and they suit the theme while being memorable! They’re fun, and games are best when focusing on fun. But I will say, I’m grateful this happened at all. I’m grateful they took the time to give these things extra textures. And I can have a WAY easier time seeing referees placing these blocks around, for example, than picturing how that one part of Undertow poofs out of existence in Turf War specifically.
For sure, a few blocks here and there aren’t immersion breaking because it’s logical that they could be used for the in-game sport of ink battles. It’s just when they make up almost every single piece of cover that it starts to bother me. And yeah, I’m not a big fan of when massive parts of the terrain are changed between modes. It feels like they design maps for turf war and then have to awkwardly modify them to work for the other modes, which is kinda silly at this point in the series. There are still tons of details to appreciate; it’s just a shame that maps with mostly organic design seem to be a dying breed
4:06 the way you exactly understand my main frustation of the game's maps SO MUCH. Splatoon is a game based on a Sports League type company making a game out of different locations in the world, that's why it allows for so many locations to be useable and in Splatoon 2 you could tell what blocks were added in via the League itself depending on the mode via the grey and black blocks. It most so felt to me that "oh in order to make in balanced in lore, they changed and move stuff around via these blocks to help make it legal", which I thought was very interesting. In Splatoon 3, they brought back the black textures blocks but also added in other blocks that are themed around the stage and are uninkable and man it just CLASHES. It makes the maps feel so much more cluttered. And then the actual paintable blocks have all these unique textures and it makes it hard to tell what is inkable and what parts aren't from time to time. I see it a lot when players are trying to know what a new map is like. The way Splatoon 2 handled it made it look simple and easy, it separated the actual map from the added in areas, and showed players easily via the block's unique grey design to say "hey these are paintable and inkable and can lead to a new route on this mode!" I really dislike the whole "everything has to have a unique texture" thing they are doing cause all it does is make everything feel, as you said "cluttered".
I'm glad I'm not the only person who feels S3 just has uglier and less natural maps than previous games, I've always struggled to get my point across to people on the matter so it feels great to not be alone in thinking about it. I feel like S3 maps, as you pointed out, lack that "lived in" quality of other games maps, even S2 had it better. S1 maps were the peak of this good design, though, with inkable walls, blocks, and even just general stage geometry having more varied and rounded shapes, and smaller details that worked to remove the flatness from a wall or a piece of cover, while still keeping it as an obvious flat surface you can cleanly swim up/over. Maps like Saltspray or Kelpdome, ironically, did this very well in my eyes, and they're always the maps I go back to when explaining this point, along with the other good maps like Mahi and Flounder.
Absolutely. S1 Flounder is by far my favorite map in the series, and that’s not only because of the fun terrain, but all of the details that make it feel like an actual place. The grass, the trees, the windows, and the sounds of cicadas make it feel like you’re running around in someone’s backyard, which is perfect for the vibe of Splatoon’s world and characters. For me these details are a big part of why Splatoon 1 “feels different,” and it’s an element I find sorely missing in many (not all!) of the maps in S3
if we're gonna talk aesthetics, poor flounder man the original felt like a place i would've lived in as a child and feels very nostalgic for that reason despite me not starting with splatoon 1, not even playing the game until 2018 or so; the lighting, how the map was mostly enclosed by the walls, cicadas near the trees (although the bird sounds in s3 are nice), weeds growing between cracks in the concrete, ivy on the fences, painted markings on the asphalt for parking, chalk drawings for hopscotch, power lines strung between buildings, it all contributes to the map feeling like a real place (although if you stop to think about it, it's kinda weird how ALL THIS is on the rooftop of one singular building lol) now there's weird gaping holes in the walls (oh wow you can reset the rainmaker better... hardly see anyone do that anyway), there's a stupidass drop in the alley (you know the one) that's right in front of a door so whoever lives in the place and exits just... falls down 6 feet because reasons, but OH WAIT that's only there in some modes and it's inexplicably filled in! most of the grass is gone except now its on the roof for some reason??? the new version just feels so sterile and even more fake. also why did they choose what looks like aluminum foil to designate some walls as uninkable??? it looks so dumb, they had a formula already to stop people swimming up walls they didnt want and that was just putting pipes along the tops of walls and that's on top of the map just... being bad in s3
Absolutely. Splatoon 1 Flounder is one of my favorite locations in the entire series. Splatoon 3's feels so small and artificial. I actually don't think it really suffers from the Block issue I described in the video, but another (potentially bigger) problem with Splatoon 3's maps where it feels like they're prioritizing gameplay over aesthetics, but then the gameplay isn't good either, so I'm just left wondering what they were even trying to do. Especially weird for maps that were (pretty much objectively) better in both departments in previous games.
I do like the longer horizontal blocks overlooking the Splatzone in Barnacle & Dime that are textured like plastic crates. Very similar to the stone textured wall, where it blends it into the world better and helps sell it as something less gamey.
Yeah, there are plenty of good examples. It’s just the inconsistency that kills me. Even on the best maps, these little changes just feel a little too messy and random for my liking. I do think it will be less intrusive once I get used to it, but for now… there’s a lot of ugliness that stands out
@@TheCosmicCloud I completely agree that the inconsistency is the biggest issue. You absolutely can have the new geometry blended more or less seamlessly into the existing map. They just... didn't, but some of the time they did.
I agree about the blocky feeling of the maps. Ive noticed this about Splatoon 3 ever since the pole update. I feel like it's just a part of the game's identity at this point, so i can't be too surprised or upset. Im glad about the gameplay improvements. Just hope Splatoon 4 will feel more natural in this regard
in famitsu interview 6 months after s3 released they said maps and their shapes were the last thing they decide on and i quote ''the shape of a stage isn't something we decide on ahead of time'' and i personally think it goes way deeper than that, not just the shape byt the looks and theming too. Give any non-splatoon player one of the maps, they will not guess the theme / name of it at all and now that they're reworking maps the negative side effect of their map philosophy is really biting them and us in the ass, the maps were barely cohesive and now it's even worse... (i hate the ugly dark uninkable blocks please they're so ugly please stop putting them) anyways this will always be my fav splatoon game tho
Yeah, that interview was really baffling. Half of the maps in Splatoon 3 are an EXTREMELY similar shape (Tetris/ diagonal line), so I don’t really buy that they “don’t think of the shape.” And even if they don’t, it seems… very obvious that they should? I really don’t know how to interpret that quote, because it frankly doesn’t make any sense. All we know is that for whatever reason the devs decided to go with a different approach for S3. It’s just unfortunate that there’s no elegant way to fix maps made under this direction
bit of a correction but splatoon doesn't actually have any game servers. they only have matchmaking servers. once you get in a game it uses a switch switch connection
There's a super niche aspect of these reworks that i like, a while back they buffed undercover so you have full jump height while shooting, and the blocks actually make that useful now, because before i never noticed the change
The main thing I don’t like about splatoon 3 maps is how boring they all look. So many maps have generic settings of just boring buildings (eeltail, inkblot, flounder, etc.) and the maps that do have cool settings barely utilize them to make the map interesting, which makes every map feel the same
a lot of splatoon 1 stages and 2’s to an extent felt like they were actually in the environment they were built around. a lot of 3’s stages feel like a small amount of rectangles placed on top of an existing area. I feel like they did an incredible job reincorporating that old feeling of fighting in the setting with Crableg, Shipshape, and Ramen however
personally I disagree with ramen’s map connecting to its theme. Actually I think it’s one of the maps that makes the least sense because why would you have a sport as messy as turf war in a place where food is being served?
I think part of the video gamey map aesthetic is intentional. A lot of the in game explanations for the maps in Splatoon 3 is that a lot of the stages are made specifically to be used as turf war maps. For example, Marlin Airport, Barnacle and Dime, and Lemuria Hub are made specifically to be played on by inklings as a sort of business/marketing tactic. So it explains why they don't feel as natural. It is like an official laser tag arena in a Train Station. I also really like how we can see the change in inkling culture through this map aesthetic. Splatoon 1 was when turf war was just starting out, so the maps are more underground/ like you aren't supposed to be there like Hammerhead and Flounder Splatoon 2 is when the official turf war league starts to take shape. There is still natural maps like Skipper and the Reef, but we begin to see more of a rise in maps like Mako, where it is literally a marketing ploy. Splatoon 3 is where everyone is starting to try and cash in on the trend. The maps feel way more manufactured, or at least a good deal of them.
On some level, yes, it's definitely a part of the worldbuilding. I would personally argue that something is lost by making the maps feel manufactured, though. Part of that is my own preference for the underground vibe of Splatoon 1's battles, but I think it's also fair to criticize the maps for only serving a functional role while not being as immersive. Ink Battles are canonically a "game" within Splatoon's fictional world, but the rest of that world is really interesting, too! The more organic the maps feel, the more of that world we actually get to explore outside the context of just what happens in the game, and I think that's what I feel is lacking in Splatoon 3
Exploring maps and interesting spots in recon mode is one of my favorite things to do in the game! I haven't done so since the update came, so I'm not sure how the increasing number of blocks would affect my enjoyment of the maps, but even then, some of my favorite spots are outside the playable map itself or in those little windows you can see in some stages, the terrain of the map itself it's not terribly interesting to me, but I plan on taking note of it later on. That is to say, I like this video! I like that you think about those aspects, because those are the kind of things that make Splatoon so good! I, personally, do put a priority to how the map plays though, not to an extreme, but I do think I won't mind blocks as long as they make the game better to play lol.
That's what I thought too. It would fit in with all of the beta Splat 3 maps looking better than the final versions. Still have no idea why they got worse by release lol
Imagine you go into Minecraft and suddenly see a 1 to 1 map of 8.1.0 version of barnacle & dime because your trying to prove that this looks like the new Minecraft update in splatoon 3💀
I dont know about anyone else but when I saw the new maps my jaw dropped also y did they change the middle for Haggle like its always getting changed for no reason
I didn't mention haggle in the video but I actually like mid a lot more now, especially with the blocks that let you get on top of the stack things on the sides
I’m VERY happy with Umami’s glowup but I 100% agree with you with the aesthetics. I wanted that map to be good BECAUSE I loved the theme so much, and because it felt like such a blank template for a good stage on launch. What gets me is the inconsistency of which textures are inkable and which ones aren’t- Splatoon 3 basically has me assuming by default that walls AREN’T inkable, and it feels quite constricting. Umami has these weird metal plates on the floor and the walls, but their “inkability” varies and it feels off.
The geometry’s a strong point as well, look at how curved Wahoo World is for example. Even great maps like ROM-em feel more like something made in a level editor than an organic location. Umami’s mix with the slight slope and the hieroglyphs is awesome, I just wish we got MORE of that. Something I really like is that the floors underneath the grates have these lil’ pits that were dug out, and they suit the theme while being memorable! They’re fun, and games are best when focusing on fun.
But I will say, I’m grateful this happened at all. I’m grateful they took the time to give these things extra textures. And I can have a WAY easier time seeing referees placing these blocks around, for example, than picturing how that one part of Undertow poofs out of existence in Turf War specifically.
For sure, a few blocks here and there aren’t immersion breaking because it’s logical that they could be used for the in-game sport of ink battles. It’s just when they make up almost every single piece of cover that it starts to bother me. And yeah, I’m not a big fan of when massive parts of the terrain are changed between modes. It feels like they design maps for turf war and then have to awkwardly modify them to work for the other modes, which is kinda silly at this point in the series. There are still tons of details to appreciate; it’s just a shame that maps with mostly organic design seem to be a dying breed
4:06 the way you exactly understand my main frustation of the game's maps SO MUCH. Splatoon is a game based on a Sports League type company making a game out of different locations in the world, that's why it allows for so many locations to be useable and in Splatoon 2 you could tell what blocks were added in via the League itself depending on the mode via the grey and black blocks. It most so felt to me that "oh in order to make in balanced in lore, they changed and move stuff around via these blocks to help make it legal", which I thought was very interesting. In Splatoon 3, they brought back the black textures blocks but also added in other blocks that are themed around the stage and are uninkable and man it just CLASHES. It makes the maps feel so much more cluttered. And then the actual paintable blocks have all these unique textures and it makes it hard to tell what is inkable and what parts aren't from time to time. I see it a lot when players are trying to know what a new map is like. The way Splatoon 2 handled it made it look simple and easy, it separated the actual map from the added in areas, and showed players easily via the block's unique grey design to say "hey these are paintable and inkable and can lead to a new route on this mode!" I really dislike the whole "everything has to have a unique texture" thing they are doing cause all it does is make everything feel, as you said "cluttered".
I'm glad I'm not the only person who feels S3 just has uglier and less natural maps than previous games, I've always struggled to get my point across to people on the matter so it feels great to not be alone in thinking about it.
I feel like S3 maps, as you pointed out, lack that "lived in" quality of other games maps, even S2 had it better. S1 maps were the peak of this good design, though, with inkable walls, blocks, and even just general stage geometry having more varied and rounded shapes, and smaller details that worked to remove the flatness from a wall or a piece of cover, while still keeping it as an obvious flat surface you can cleanly swim up/over. Maps like Saltspray or Kelpdome, ironically, did this very well in my eyes, and they're always the maps I go back to when explaining this point, along with the other good maps like Mahi and Flounder.
Absolutely. S1 Flounder is by far my favorite map in the series, and that’s not only because of the fun terrain, but all of the details that make it feel like an actual place. The grass, the trees, the windows, and the sounds of cicadas make it feel like you’re running around in someone’s backyard, which is perfect for the vibe of Splatoon’s world and characters.
For me these details are a big part of why Splatoon 1 “feels different,” and it’s an element I find sorely missing in many (not all!) of the maps in S3
if we're gonna talk aesthetics, poor flounder man
the original felt like a place i would've lived in as a child and feels very nostalgic for that reason despite me not starting with splatoon 1, not even playing the game until 2018 or so; the lighting, how the map was mostly enclosed by the walls, cicadas near the trees (although the bird sounds in s3 are nice), weeds growing between cracks in the concrete, ivy on the fences, painted markings on the asphalt for parking, chalk drawings for hopscotch, power lines strung between buildings, it all contributes to the map feeling like a real place (although if you stop to think about it, it's kinda weird how ALL THIS is on the rooftop of one singular building lol)
now there's weird gaping holes in the walls (oh wow you can reset the rainmaker better... hardly see anyone do that anyway), there's a stupidass drop in the alley (you know the one) that's right in front of a door so whoever lives in the place and exits just... falls down 6 feet because reasons, but OH WAIT that's only there in some modes and it's inexplicably filled in! most of the grass is gone except now its on the roof for some reason??? the new version just feels so sterile and even more fake. also why did they choose what looks like aluminum foil to designate some walls as uninkable??? it looks so dumb, they had a formula already to stop people swimming up walls they didnt want and that was just putting pipes along the tops of walls
and that's on top of the map just... being bad in s3
Absolutely. Splatoon 1 Flounder is one of my favorite locations in the entire series. Splatoon 3's feels so small and artificial. I actually don't think it really suffers from the Block issue I described in the video, but another (potentially bigger) problem with Splatoon 3's maps where it feels like they're prioritizing gameplay over aesthetics, but then the gameplay isn't good either, so I'm just left wondering what they were even trying to do. Especially weird for maps that were (pretty much objectively) better in both departments in previous games.
I do like the longer horizontal blocks overlooking the Splatzone in Barnacle & Dime that are textured like plastic crates. Very similar to the stone textured wall, where it blends it into the world better and helps sell it as something less gamey.
Yeah, there are plenty of good examples. It’s just the inconsistency that kills me. Even on the best maps, these little changes just feel a little too messy and random for my liking. I do think it will be less intrusive once I get used to it, but for now… there’s a lot of ugliness that stands out
@@TheCosmicCloud I completely agree that the inconsistency is the biggest issue. You absolutely can have the new geometry blended more or less seamlessly into the existing map. They just... didn't, but some of the time they did.
I agree about the blocky feeling of the maps. Ive noticed this about Splatoon 3 ever since the pole update. I feel like it's just a part of the game's identity at this point, so i can't be too surprised or upset. Im glad about the gameplay improvements.
Just hope Splatoon 4 will feel more natural in this regard
in famitsu interview 6 months after s3 released they said maps and their shapes were the last thing they decide on and i quote ''the shape of a stage isn't something we decide on ahead of time'' and i personally think it goes way deeper than that, not just the shape byt the looks and theming too.
Give any non-splatoon player one of the maps, they will not guess the theme / name of it at all
and now that they're reworking maps the negative side effect of their map philosophy is really biting them and us in the ass, the maps were barely cohesive and now it's even worse... (i hate the ugly dark uninkable blocks please they're so ugly please stop putting them)
anyways this will always be my fav splatoon game tho
Yeah, that interview was really baffling. Half of the maps in Splatoon 3 are an EXTREMELY similar shape (Tetris/ diagonal line), so I don’t really buy that they “don’t think of the shape.” And even if they don’t, it seems… very obvious that they should? I really don’t know how to interpret that quote, because it frankly doesn’t make any sense.
All we know is that for whatever reason the devs decided to go with a different approach for S3. It’s just unfortunate that there’s no elegant way to fix maps made under this direction
I wish they'd actually make a splatoon game with decent servers/connection lol but otherwise this map update is pretty cool
bit of a correction but splatoon doesn't actually have any game servers. they only have matchmaking servers. once you get in a game it uses a switch switch connection
There's a super niche aspect of these reworks that i like, a while back they buffed undercover so you have full jump height while shooting, and the blocks actually make that useful now, because before i never noticed the change
The main thing I don’t like about splatoon 3 maps is how boring they all look. So many maps have generic settings of just boring buildings (eeltail, inkblot, flounder, etc.) and the maps that do have cool settings barely utilize them to make the map interesting, which makes every map feel the same
inkblot is from 2. flounder is from 1. Your point doesn't make sense
a lot of splatoon 1 stages and 2’s to an extent felt like they were actually in the environment they were built around. a lot of 3’s stages feel like a small amount of rectangles placed on top of an existing area. I feel like they did an incredible job reincorporating that old feeling of fighting in the setting with Crableg, Shipshape, and Ramen however
personally I disagree with ramen’s map connecting to its theme. Actually I think it’s one of the maps that makes the least sense because why would you have a sport as messy as turf war in a place where food is being served?
Nintendo: Has a Pole and Block fetish, apparently
I think part of the video gamey map aesthetic is intentional. A lot of the in game explanations for the maps in Splatoon 3 is that a lot of the stages are made specifically to be used as turf war maps.
For example, Marlin Airport, Barnacle and Dime, and Lemuria Hub are made specifically to be played on by inklings as a sort of business/marketing tactic. So it explains why they don't feel as natural. It is like an official laser tag arena in a Train Station.
I also really like how we can see the change in inkling culture through this map aesthetic. Splatoon 1 was when turf war was just starting out, so the maps are more underground/ like you aren't supposed to be there like Hammerhead and Flounder
Splatoon 2 is when the official turf war league starts to take shape. There is still natural maps like Skipper and the Reef, but we begin to see more of a rise in maps like Mako, where it is literally a marketing ploy.
Splatoon 3 is where everyone is starting to try and cash in on the trend. The maps feel way more manufactured, or at least a good deal of them.
On some level, yes, it's definitely a part of the worldbuilding. I would personally argue that something is lost by making the maps feel manufactured, though. Part of that is my own preference for the underground vibe of Splatoon 1's battles, but I think it's also fair to criticize the maps for only serving a functional role while not being as immersive.
Ink Battles are canonically a "game" within Splatoon's fictional world, but the rest of that world is really interesting, too! The more organic the maps feel, the more of that world we actually get to explore outside the context of just what happens in the game, and I think that's what I feel is lacking in Splatoon 3
Exploring maps and interesting spots in recon mode is one of my favorite things to do in the game! I haven't done so since the update came, so I'm not sure how the increasing number of blocks would affect my enjoyment of the maps, but even then, some of my favorite spots are outside the playable map itself or in those little windows you can see in some stages, the terrain of the map itself it's not terribly interesting to me, but I plan on taking note of it later on.
That is to say, I like this video! I like that you think about those aspects, because those are the kind of things that make Splatoon so good! I, personally, do put a priority to how the map plays though, not to an extreme, but I do think I won't mind blocks as long as they make the game better to play lol.
Is it me or does Unami look Like the old version from the splatoon 3 direct a little bit
That's what I thought too. It would fit in with all of the beta Splat 3 maps looking better than the final versions. Still have no idea why they got worse by release lol
They could have just placed plants in pots. Makes perfect sense for any area.
When the Order fan finds Chaos game
Imagine you go into Minecraft and suddenly see a 1 to 1 map of 8.1.0 version of barnacle & dime because your trying to prove that this looks like the new Minecraft update in splatoon 3💀
I haven’t played a match on them yet due to internet issues but they look cool.
I dont know about anyone else but when I saw the new maps my jaw dropped also y did they change the middle for Haggle like its always getting changed for no reason
I didn't mention haggle in the video but I actually like mid a lot more now, especially with the blocks that let you get on top of the stack things on the sides
@@TheCosmicCloud It does make comp play more strategic if someone does go up there, a good spot for snipers but a risky one too
the maps are annoying the problem that i find the worst is that i can get matched into a top 1 x rank player when i am playin series as an A+
i first thought this was a minecraft video till i read the title and was about to click "dont show vids of this channel" wooops
Confirmed block hater