Pretty much exactly how I feel. It's crazy to think that Marooner's Bay and Spawning Grounds were the debut maps for salmon run in Splatoon 2, we've certainly come a long way with map design. Also what you said about spawning grounds? As much as the map can infuriate me sometimes, it's actually really fun if you get a team who knows it and knows what they're doing.
I had completely forgotten about smokeyard when they announced it, but now it’s one of my favorites. That map works really well for the updated salmon run mode in 3.
not even sure I have a fav. for the main maps. I like Hydroplant, Junction and Sockeye all just as much as eachother but my actual fav was Inkblot Big Run I had the most fun with Salmon Run there ever ngl. especially Horrorboros' introduction
The returning splatoon 2 maps excite me for their distinct aesthetics, while the new ones from 3 are better designed. Just wish more maps balanced both
It's kinda funny how different the splatoon 2 maps are from the new ones in 3 (honestly it's kinda wild that none of the old maps were adjusted at all). I remember back in splatoon 2, salmon run (and also just the game as a whole) was much easier, and so as new maps came out they were kinda meant to be where the challenge of salmon run comes from. Stuff like the grates, the long peirs, the elevator and moving platforms were all meant to act as an added challenge to spice up normal gameplay that would otherwise be mindlessly easy at what was the highest difficulty at the time. But then in 3 salmon run as a whole got much harder, and the new maps are explicitly designed to help players rather than hinder them (open space on high-tide, plenty of safe high ground, a layout that confines all stingers and flyfish to one half of the map rather than surrounding players on all sides). The difference in design is honestly night and day.
right, while Marooner's Bay is tough it's definitely doable. The grates on Spawning Grounds make it probably my least favorite map, or at least around it
Personally, the only thing I disagree with is Marooner's being in a tier below spawning grounds. Personally, I'd move spawning grounds into Marooner's tier, leave an empty tier above them, and then have the rest of the maps. Spawning grounds is a map where, no matter where you're standing, part of your vision is inhibited unless you stand on the smallest platform ever. Sure, you have verticality that you can paint, and thats good. However that verticality always funnels new players to that top platform so they can actively see the rest of the map because you can't see half of it without physically going to that half. Then high tide renders that half of the map functionally useless and kills about 80% of salmon run freelance matches unless you're in the top 1% of players. I may personally really enjoy marooner's due to personally liking *how* the slamonids get funneled but I won't deny that it sucks. That being said, from the boat, you can see both sides of the map rather than having half of the map always cut off from your sightlines. So yeah, both deserve to be at the *bottom* with an empty tier above them, then the rest of the maps. To me, those maps are just *that* terrible. At least smokeyard is unique, paintable, and most of your sightlines are open.
Spawning Grounds & Sockeye Station are meh to me, don’t hate them, but don’t love them either. I’ll give both a 5.5/10, a passing grade. I do like Marooner’s Bay, probably because that’s the map that was always in rotation when I played Splatoon 2’s Salmon Run. I only dislike the elevators when no one inks the sides and you get trapped and die. I give this one a 6.5/10, map is a bit annoying with the wrong team. Jammin’ Salmon Junction and Salmonid Smokeyard are my two favorite maps (even though I haven’t played the latter that much). Jammin’ gets a solid 10/10 and Smokeyard gets a 8.5 or 9/10 (further playing required). I absolutely hate Gone Fission Hydroplant though. It’s a cube and therefore I always lose sight of where everything is because every corner outside of the inner square looks the same to me. This map makes me dizzy and disorients me, which is something I only like on spinny rollercoasters. 3/10, makes me wanna barf.
Yeah even the lessers are much more powerful than they were in Splatoon 2. So having the advantage of the egg throw doesn't take away everything else that Splatoon 3 adds onto the difficulty of the boat.
I say junction is way better than hydro just because hydros lowtide is very bad. Its not grounds lowtide but trying to get high scores on bad spawns is insufferable. Jsj ht is definitely reminiscent of ark ht because of the side ledges and how good night waves can be on it. Hydro might have better seeking but junction has similar if not better placements. The right side is genius on how you can get to yhe statics while not having too much aggro. And you have full view of the map regardless of where you are which isnt the same for hydro since the block obscures statics on the other side.
You like it but Everyone that on freelance hate marooner cause some people dont know how to play it. Im top 30000 on rainmaker in takaroka, evp999 on everymap except marooner, playing on this map with random made me mad.
JSJ is my favorite as well but personally, i think its the easiest stage. designed well especially low tide.
My personal favourite SR map HAS to be sockeye station. I can actually MOVE about in all 3 tides without feeling overly constricted!
If no frame drops occurred whatsoever, Bay would be a lot more fun imo.
Pretty much exactly how I feel. It's crazy to think that Marooner's Bay and Spawning Grounds were the debut maps for salmon run in Splatoon 2, we've certainly come a long way with map design. Also what you said about spawning grounds? As much as the map can infuriate me sometimes, it's actually really fun if you get a team who knows it and knows what they're doing.
I had completely forgotten about smokeyard when they announced it, but now it’s one of my favorites. That map works really well for the updated salmon run mode in 3.
I find that Gone Fission Hydroplant is pretty good. There is quite a bit of space on the map and I like it
Pretty simple layout
not even sure I have a fav. for the main maps. I like Hydroplant, Junction and Sockeye all just as much as eachother
but my actual fav was Inkblot Big Run I had the most fun with Salmon Run there ever ngl. especially Horrorboros' introduction
The returning splatoon 2 maps excite me for their distinct aesthetics, while the new ones from 3 are better designed. Just wish more maps balanced both
It's kinda funny how different the splatoon 2 maps are from the new ones in 3 (honestly it's kinda wild that none of the old maps were adjusted at all).
I remember back in splatoon 2, salmon run (and also just the game as a whole) was much easier, and so as new maps came out they were kinda meant to be where the challenge of salmon run comes from. Stuff like the grates, the long peirs, the elevator and moving platforms were all meant to act as an added challenge to spice up normal gameplay that would otherwise be mindlessly easy at what was the highest difficulty at the time. But then in 3 salmon run as a whole got much harder, and the new maps are explicitly designed to help players rather than hinder them (open space on high-tide, plenty of safe high ground, a layout that confines all stingers and flyfish to one half of the map rather than surrounding players on all sides). The difference in design is honestly night and day.
right, while Marooner's Bay is tough it's definitely doable. The grates on Spawning Grounds make it probably my least favorite map, or at least around it
Personally, the only thing I disagree with is Marooner's being in a tier below spawning grounds. Personally, I'd move spawning grounds into Marooner's tier, leave an empty tier above them, and then have the rest of the maps.
Spawning grounds is a map where, no matter where you're standing, part of your vision is inhibited unless you stand on the smallest platform ever. Sure, you have verticality that you can paint, and thats good. However that verticality always funnels new players to that top platform so they can actively see the rest of the map because you can't see half of it without physically going to that half. Then high tide renders that half of the map functionally useless and kills about 80% of salmon run freelance matches unless you're in the top 1% of players.
I may personally really enjoy marooner's due to personally liking *how* the slamonids get funneled but I won't deny that it sucks. That being said, from the boat, you can see both sides of the map rather than having half of the map always cut off from your sightlines.
So yeah, both deserve to be at the *bottom* with an empty tier above them, then the rest of the maps. To me, those maps are just *that* terrible. At least smokeyard is unique, paintable, and most of your sightlines are open.
I miss ark Polaris but by far my least fav is spawning grounds ;-; (especially during high tide glowflies)
Great video quality
The funny thing about sockeye is that it can only be hard when the rotation is tortuous though that could be said for all the other maps as well
The Bay, baby!!!
Spawning Grounds & Sockeye Station are meh to me, don’t hate them, but don’t love them either. I’ll give both a 5.5/10, a passing grade.
I do like Marooner’s Bay, probably because that’s the map that was always in rotation when I played Splatoon 2’s Salmon Run. I only dislike the elevators when no one inks the sides and you get trapped and die. I give this one a 6.5/10, map is a bit annoying with the wrong team.
Jammin’ Salmon Junction and Salmonid Smokeyard are my two favorite maps (even though I haven’t played the latter that much). Jammin’ gets a solid 10/10 and Smokeyard gets a 8.5 or 9/10 (further playing required).
I absolutely hate Gone Fission Hydroplant though. It’s a cube and therefore I always lose sight of where everything is because every corner outside of the inner square looks the same to me. This map makes me dizzy and disorients me, which is something I only like on spinny rollercoasters. 3/10, makes me wanna barf.
Not putting spawning grounds in C tier is a crime
Your list is the same as mine, except I have Jammin Salmon Junction and Hydroplant switched.
The hell happend to the ship? It wasnt that bad on splatoon 2
the limitations of its design doesn't mesh well with Splatoon 3's Salmon Run waves/enemies being notably harder than 2's
Yeah even the lessers are much more powerful than they were in Splatoon 2. So having the advantage of the egg throw doesn't take away everything else that Splatoon 3 adds onto the difficulty of the boat.
The only reason reason why i found it bloody hard becuz the quota gets very high
I say junction is way better than hydro just because hydros lowtide is very bad. Its not grounds lowtide but trying to get high scores on bad spawns is insufferable. Jsj ht is definitely reminiscent of ark ht because of the side ledges and how good night waves can be on it. Hydro might have better seeking but junction has similar if not better placements. The right side is genius on how you can get to yhe statics while not having too much aggro. And you have full view of the map regardless of where you are which isnt the same for hydro since the block obscures statics on the other side.
Now the question is, which is worse to play on, Mincemeat Metalworks or Marooner’s Bay Freelance?
Tough one but Mincemeat wins
This shouldn't be an argument but easily mincemeat Bay feels impossible to play
MARROONERS BAY AND SPAWING GROUNDS CAN BURN 🔥 BRING ARK POLARIS
I LOVE MAROONERS BAY
Looking for new salmon run buddies 😊
Bay? More like Bae 😍
Close your trap
Had to stop the video when you said one of the best maps is the lowest. Marooner’s is a great map if people would just learn how to play it.
You like it but Everyone that on freelance hate marooner cause some people dont know how to play it. Im top 30000 on rainmaker in takaroka, evp999 on everymap except marooner, playing on this map with random made me mad.