Someone from the stage design team must've thought letting the Rainmaker get carried on a moving platform and move 20 points would be the funniest thing ever
cause its all about walls now, just a teaser for incoming splatoon 3 WALL UPDATE comment “I ❤️ Wall” and we’ll unconsentually add walls to all your favorite stages
It is sad that so many stages that people loved didn't come back, but the maps we're getting now in Splatoon 3 are good too. I agree that some of those old stages are still better, but it's not as big of a problem as some people are making it out to be
It's the same fiasco as Wii Stans complaining that Toads Factory isn't in 8 Deluxe, like, gimme a break. Do Melee Stans clamor for Pokemon Floats in Smash 6? No! So why should you?
It's good for splatoon 3, but for splatoon overall, man they fumbled some stuff, but that's expected for splatoon 3 It's still a fun map for casuals at least
As a blob main, this is definitely a bloblobber-friendly stage. Sprinkler on the moving platform to get more use, high angles the blobs can go over, and plenty of short walls for the bubbles to bounce off of.
3:56 OMG OMG station square best video ever unconditionally and yah, its solid in any case and I’m glad to hear you at least generally like it considering yah it probably is the last map. I’ve actually only played zones and clams so far anyway, and even before hearing anything, I figured clams was probably best.
When the rainmaker moves up on the platform, you don't just "get a bunch of points." You still have to grab it which requires fighting up to that point. If anything it becomes like a mini tower control on that stretch, which is really cool. It also goes both ways. Also, isn't the platform giving the rainmaker to the defending team kind of a bad idea? If it slides up to their spawn, it's easier for them to grab it and reset it or use it to push. Maybe it is broken, or maybe it's just different, but either way, you don't just get a bunch of points for free. I wonder why comp Splatoon is so used to banning stages but not specials or main weapons or subs.
The issue for me with the platform is that there are many ways to avoid fighting up to that point, the most obvious being kraken but there's other ways as well that can cheese it that I don't think are healthy. I also think the platform forcing the defending team to grab rainmaker is a downside. I think its better to let it reset on its own so you don't lose out on the 4th players special or life if they jump off the map, but the platform can make it risky to leave the rainmaker there which puts more pressure on defenders to grab it. Ban wise we've never been able to ban anything stage or weapon. Mostly because Nintendo tournaments use everything anyway so u kinda just get what stages are popular or gimmick events that are rulesets chosen by the TO. The only thing we got close to banning on a large scale was kraken jump cheese in clam blitz because it was so heavily complained about but they patched it out while that was discussed. I think the community should be more open to bans though.
@@ProChara Oh that's interesting, the picture I had put together from watching was that the community just informally banned certain map/mode combos. That's too bad; I hope they keep the platform and make rainmaker hover over it
i have a feeling Nintendo will address the moving platforms in the spawn region of Rainmaker by just removing them from that version of the map. It would suck for sure but the only other thing I can think of is making it so that the Rainmaker resets when the moving platform touches it.
They could just make the rainmaker stay in place while the platform moves under it...that way you need to die in front of the pole for it to work. (and if that's still bad they could just...remove the pole)
Haven’t been watching u and playing on my switch for 6 months now due to my exams. My exams are almost over and I can finally play Splatoon once it’s over. It’s nice being back watching ur videos ❤
The vibes are immaculate, I love the transit hub setting. Also there’s the references to The Lion King, Phantom of the Opera, and Wicked which is awesome.
I like the moving platforms as an idea, but I almost always end up wishing that they weren’t there, particularly the one on the center bridge. I’m constantly getting splatted because I’m trapped by the platform coming towards me as I try to retreat, or missing out on a crucial pick because it sweeps the opponent away or holds me back. It might just be that Hydra is not the greatest weapon to use them to its advantage, but in my eyes the best version of this stage would have that bridge be slightly wider than the moving platform so you could choose when use the platform and not be always interrupted by it.
I miss when inkable walls were the default and uninkables were the exception. Seems like the opposite these days. Still a decent map but could've easily been amazing, I don't know why Nintendo is so afraid of one of the franchise's main selling points
@@SimoneBellomonte I don't know how to say this and make it sound real but...me, i did, i have an art program and i halfway know how to use it and i guess halfway was enoug
as a casual, it's ...okay. i think the main problem for me is how dumb the moving platforms are. they could have done sooo much more with them. imagine if the super large moving platform between the spawns was like a bridge instead, connecting the two areas every once in a while! i know it'd be like wahoo where the path is cut off a lot of the time, but at least casually it would be a lot better. i think the devs play it too safe with a lot of this game, even when they DO finally add gimmicks
I know we're not getting new Catalogs after Sizzle Season, which is unfortunate, but I hope Nintendo brings back Camp Trigger Fish, Morray Towers, Urchin Under Pass, Salt Spray Rigg, Piranha Pit, and or Black Belly Skate Park. I want to see those maps in Splatoon 3 and maybe see them as Big Run Stages.
Finally a train course. Thank god I really like this map despite the mixed reception I've seen from my friends and other comp players. Do I like it more than plane course (Marlin Airport)? No because I like my high risk, high reward behavior feels more at home there rather than Lemuria Hub. I still really love this stage and appriciate it for what it doesn't do that other stages in S3 did.
I love how large the stage feels and how many little blocks and elevation changes there are to fight around. I feel like it flows very naturally from fighting spot to fighting spot, where other maps feel like fighting spot CHOKE POINT fighting spot CHOKE POINT. I get the criticisms of the layout in the video, but this is prob the most fun map for me.
When I first saw this map I was impressed by how close to being absolutely amazing it is. So I got to work, and adding three whole blocks and one sponge solves the entire map. The first one is in the bowl section, adding a bit more height to the block in SZ/CB to make it possible to jump to the bridge from it. In RM/TC, there's just a block beside the bridge that allows direct access to the upper mid area. The second one is in that upper portion of the map you cover ar 1:35, just a small block that allows a quick wall jump up to the spawn area in all modes. Huzzah, the area is at least somewhat useful!! The final one covers the glass in upper mid, allowing an extra route in on all modes and providing a way over the wall in TC. In RM specifically it's replaced with a grate that allows a checkpoint jump up to that higher bit of terrain-- plus removing the rainmaker free zones since there are now routes through those areas. Last is a defending sponge at the exact place you mentioned at 7:35, apart from in RM where it's a normal block to allow that extra route to the goal. Does this make it perfect? No, but my modding capabilities are limited when they throw every bit of mode-exclusive terrain into a single model, so I can't just say, delete the wall in TC without also deleting half the map. I do think it makes it significantly better though, and it really shows how close this map is to being really good.
I tested the Bamboo on this map. The high ground with the platform is just out of the way enough that there's not a great shot from the low ground, but the high ground can get a great shot on you.
i was baffled when i found out that the spawn areas are next to each other, and not opposite each other. i can work with that, actually... but my one problem is that someone can just sneak behind you when they're close to spawn, and you're on the far end. it's already enough when someone can just flank you. another problem is that, in Tower Control, there's a relatively small raised platform in spawn, and it's the *only* part that is safe. while the rest of spawn is accessible to the attackers. spawn-camping is my main concern (suffered this in Scorch Gorge more times than i should), which is why i call it a problem.
Why can't Nintendo just make a 3000p+ map with 5 different heights, so many obstacles that backliners are nerfed, triple as many options to move and all paintable walls, 5 different gimmicks and squid surge spots? *Might as well throw in the 4th dimension for extra options*
**Lemuria Hub Patch Notes:** Expanded the platform on the far side of the bridge and made that the new mid. Added a round pole on top of the square pole on top of each moving platform. Made the Tower Control wall into a one-way ramp, because that’s clearly what you wanted. Fixed the moving platforms picking up the Rainmaker - the platforms now crush the Rainmaker instead, ending the match early.
What I appreciate about this stage is really just that it has a strong sense of identity. Sure, there’s some flaws but the fact that it’s a bigger stage, not a hallway, and has a strong design identity gives it a lot of plus points to me.
When it comes to Rainmaker I think there are two options for how to "fix" the ramp, either A. Move the goal podium further away, or B. Remove the moving platform on the ramp and maybe add more blocks to climb up the sides so you're not stuck to going in a straight line up the bare ramp.
Btw, they added a pole, because of course they did, on the top of the map, which completely blocks the shots of anchors. They could keep a shorter pole and add grates or smth which would move with the platform. It would be a risky, but it would solve the useless top problem.
Fun fact if u time everything to the exact nano second u can squidsurge then squid roll right at the top of the front of the block onto the grates on the bridge in lemuria hub in turf war u can also do the same thing on the side of the wall where u normally which is way easier
Something I find funny to imagine and curious why they didn't do it: I recall on some of Chara's Day 1 streams, the moving platforms would destroy Power Clams and Objects if they move over them instead of having them placed on the platform. Wonder why they decided to let it move the Rainmaker instead of maybe popping it or maybe resetting it (if it was going to react at all). It makes me think that movement has to be deliberate to the design since it's the only non-player entity that seems to react that way to getting caught on it.
Should have used the astralchain train station music. And by that i mean the exploration version, not the combat version, to be more in line with the calmer musics in this video.
Tower having the walls removed would just end up with both teams being able to try and set up in front of the tower way faster than actually reaching it, then you just one person back for free points
I’ve seen some questions about what the big moving platform between the spawns is for since it doesn’t really go anywhere. My guess is that it’s supposed to be the “wahoo timer” equivalent. The tower on it is really tall so you can see it from basically anywhere on the map. All the platforms move sync so if you know where that one is you’ll know where the other ones are.
This stage is so bizarre and kinda unlike most maps in the game and I think it's exactly what we needed. It's janky, it's gimmicky, it's casual at times. Perfect
Had my first clam match in open for S+, both sides struggled to push into the other basket to score for the entire. match. we were all playing the newly released weapons and on overtime i managed to actually push in with a ball by constantly dash slashing with the CDeca, i wish i got it on recording because i was holding my hands to my face in relief, and bewilderment. i thought at first this map had the same problem as mincemeat prepatch and i was gonna struggle on all of my matches to score...thankfully..it was just that one time.
Only just now I realized how important sponges are... They prevent one-way-outs for one team specifically... For instance, if the attacking team could get an overwhelming advantage if it was a normal two-way path instead.
Considering the rainmaker platform cheese is literally the only route the rainmaker has to get up to the pedestal, it works okay. It's still a little jank for sure, but it's funny, and plays interesting given it's an entirely new vibe to pushing the rainmaker. If it was just a ramp up, no moving platform, the map mode would be like 40% worse, tbh.
As a whole I absolutely love this stage, might be my favourite Splat 3 original stage. I love tge gimmick and have been wanting more gimmicks since Splatoon 2 almost stopped having them, and overall I think this map is just really fun overall even besides that
Man unkinkableilitis striking hard again here. Just give me stages like the reef man. That stage was too good especially as an inkbrush user where you need options. The outplay potential there was wild.
I honestly think this map is a lot worse than people are talking about it. It's so incredibly defender-favored that it just never feels like progress is being made, especially in rainmaker. It just isn't as fun when it feels like the entire match is a roadblock.
I really do enjoy this stage, despite RM being a literally meme on it thanks to the RM moving on the platform. I've always had a soft spot for these type of stages, and this stage is no different What I think is really cool is all the Easter eggs on it like you can see posters of Shellendorf and Kelp Dome below the team's spawns as wella s a poster to Arrowana Mall there. Not only that but on one of the maps on the display in the background, you can actually see apart of the Deep Sea Metro, love when the devs add details like that too the stages
I don’t know why people say this map is similar to skipper pavilion. To me it is much more similar to The Reef. It has most of the same landmarks: giant bridge for long range, the deadly pit under, multiple routes around the map. The only major difference is that the map is flipped like skipper pavilion and has a gimmick of moving platforms.
There’s one thing I dislike in clams if someone has bubble they can just put it on the moving platform and get a power clam up to the basket pretty easily. Other then that small thing I don’t mind the stage and I basically agree with everything you said Chara
the last catalogue but nowhere was it said that this was the last map lmao We just need to wait for them to say it was the last one before we jump to conclusions
About it getting picked up by the platform, sure if they manage to re pop they could get alot of points... but it also gets it closer to defenders making it easier for them to pick it up so idk i feel like its not something you can fully strategies around. Kinda feels like a double edge sword.
To be honest I don't really like Zones on this map from what I've played of it. It's like, you win a team fight, cap zone, and then... now what? You can push up for about 2 metres and then you just run into a wall and can't get any further in. Makes it feel incredibly flip-floppy because if the defenders push back, like, at all, then the attackers are now fighting in the zone death pit and it'll be getting contested and stalled a million times, so you kinda just have to keep winning team fights and getting, like, maybe 10 points every time you do.
i think personally it'd be better for rainmaker to have that ramp like in splat zones, so that could esentially get rid of the little "what the hell just happened" moment where one team gets a ton of points which essentially leads to a round over. i can honestly see that feature getting abused if it was worked well enough. i honestly wish this map was more like skipper pavilion which could've lead to a lot more cheeses and flank routes.
I have ran into that wall from turf and tower more times than I can count because I had forced my brain in some way to go thought that path. Regardless I still love lemuria and it’s my favorite map in s3
EDIT: This isn't a comment made towards ProChara or his Video, but towards Comment Sections in general after looking up the newest map on RUclips! sorry bout the confusion mate! You know what bums me out, nothing is ever good enough for the players, and when you like a new map and go look at others opinions online nobody is happy and everyone just want old maps and always compare the new maps to the old. Like I completely understand why everyone complains but c'mon it can get so very tiring when it lasts the whole game's lifecycle! from launch to the end of content updates it's always never good enough.
I'm a bit confused here is this just a general statement? Because this video is trying to be a review of the map so things like comparisons for it are kinda par for the course here, and I said I liked the stage overall. Just trying to understand what you mean here.
@@ProChara ah no worries mate! This was just a general statement on my part and I genuinely didn't expect ya to notice! sorry about that! I'm happy that you Splatoon Content Creators enjoy this map, and yeah it's understandable that even a good map still has it's problems 'looking at you, Rainmaker!' I guess what made me make the comment was less towards ya and more just how in general when you read comment sections on a video after searching up the newest patch on RUclips, half of the time it's people complaining and comparing.
The stage is pretty good to me but I do not like how they put the spawn right next to each other if they were across from each other I think I would like the stage more
With small changes,,, this map should be soook freaking good. Give some terrain beyond bridge, give the moving platform a route to base (sponge or normal block) and add some blocks/paintable walls would make the map incredible. This is my new top candidate for rework. Please give us more reworks!!!
im a casual and usually stay in salmon run, but i had it on clam blitz last night, and it sure was an experience?? i think i'm just not used it it yet, but it felt pretty good for clam blitz
The moving platform on Rainmaker would prolly not be as controversial if it 1st wouldn't end next to the goal and 2nd wouldn't be capable of giving up to 20 units. Since it is a 1 stage only thing and both sides can do that I am not as conflicted but in Rainmaker the moving platform might benefit from only going half the way (starting from bottom and ending in mid of its original path).
I absolutely hate the moving platforms. They mess me up way more than they help me. I try to retreat but BOOM moving platform bringing me to where I don’t want to be
Someone from the stage design team must've thought letting the Rainmaker get carried on a moving platform and move 20 points would be the funniest thing ever
honestly I would’ve done the same it’s hilarious to me lmao
Relatable
Aside from a balance point it is very funny
Saltspray was funnier
@@Cluckenstein Whoever came up with the idea that you can ignore 70% of the stage on Saltspray splat zones is indeed pretty funny
I still want Wahoo World to have cannons, rails, and a speed increase for the middle spinning thing.
Pure chaos, like baby park
maybe then the stage would be actually fun
@@tinyclover3849 that's the idea
My first idea for the cannons was being able to launch yourself outta them rather than firing projectiles... Would be so cool
@@Rubellite-jq2kg both. Primary fire for projectile, sub weapon to launch yourself
Yeah, it feels nothing like a theme park although i still like it cuz its a pretty decent Flingza map. 🗿
R.I.P. Saltspray rig nation 😔
If they changed Mahi-Mahi Resort and Hammerhead Bridge entirely, maybe Saltspray Rig will see a future one day. Hopefully.
it would be so peak if they made it a SR map
isnt it implied saltspray rig got destroyed in a salmon run map?
@@harrisonmoore3841 but both of them were for the worse so we would see a worse version of salt
@@Alakrio I'd like to see them try
I love how you can always tell the video is edited by Logi just from the intro alone :))
@@ieatlotsofsandok they call me Krispy Kreme
@@_FizzyMmmmm Donuts
@@ieatlotsofsandok?
Love that this time he just ignores the poles lol
I have become numb to the poles.
@@ProChara thank you for existing
@@ProChara my god. the devs have broke him
cause its all about walls now, just a teaser for incoming splatoon 3 WALL UPDATE comment “I ❤️ Wall” and we’ll unconsentually add walls to all your favorite stages
@@saycap💀
Idk I haven’t watched the video yet
legit
Legit
Real
Legit
So real
Thanks for making all the music Train Station themed.
It is sad that so many stages that people loved didn't come back, but the maps we're getting now in Splatoon 3 are good too. I agree that some of those old stages are still better, but it's not as big of a problem as some people are making it out to be
It's the same fiasco as Wii Stans complaining that Toads Factory isn't in 8 Deluxe, like, gimme a break. Do Melee Stans clamor for Pokemon Floats in Smash 6? No! So why should you?
@@batmanbud2pokemon floats would be sick though
@@the.littlest.toaster eh. It looks like a crappy Big Blue (which isn't that great in the first place).
@@batmanbud2 the floats are way bigger though also you gotta love that Pikachu float lol.
@@batmanbud2The difference is many previous Splatoon stages were good, same with Toad, while poke floats is “fun”
7:43 that moving platform is Tetris shaped!
They’re embracing the Tetris piece and doing something good with it for once
Nintendo did a good job with this stage imo, it’s large and it’s definitely better than most of splatoon 3 maps
Yeah but chara always talks negative about everything
It's good for splatoon 3, but for splatoon overall, man they fumbled some stuff, but that's expected for splatoon 3
It's still a fun map for casuals at least
Tbh I think it's one of the worst stages In the game (at least In zones) but nothing can beat brinewater springs as the worst stage
@@Fl0shyyeah I hate it. The moving platforms are so annoying
@@BigPro1123 imo the moving platform aren't even the problem it's that it's way to easy for enemys to run you over cause the stage is too small
No The Reef, no Urchin and no Saltspray comeback. They really fumbled it
Urchin and Saltspray? those would need heavy reworks I think
Urchin is my favourite Splatoon map, and I’m thankful Splatoon 3 didn’t fumble it
Chen was peak
Think about it: you don't want the reef to come back. They wouldn't simply port it to 3. They would modify it to fit their more restrictive map style.
@@Platinum_XYZurchin is fine and I'd rather having it untouched despite a few lows than getting a hammerheaded/mahied version
As a blob main, this is definitely a bloblobber-friendly stage. Sprinkler on the moving platform to get more use, high angles the blobs can go over, and plenty of short walls for the bubbles to bounce off of.
“Death bowl” I like that term
3:56 OMG OMG station square best video ever unconditionally
and yah, its solid in any case and I’m glad to hear you at least generally like it considering yah it probably is the last map. I’ve actually only played zones and clams so far anyway, and even before hearing anything, I figured clams was probably best.
When the rainmaker moves up on the platform, you don't just "get a bunch of points." You still have to grab it which requires fighting up to that point. If anything it becomes like a mini tower control on that stretch, which is really cool. It also goes both ways. Also, isn't the platform giving the rainmaker to the defending team kind of a bad idea? If it slides up to their spawn, it's easier for them to grab it and reset it or use it to push. Maybe it is broken, or maybe it's just different, but either way, you don't just get a bunch of points for free. I wonder why comp Splatoon is so used to banning stages but not specials or main weapons or subs.
The issue for me with the platform is that there are many ways to avoid fighting up to that point, the most obvious being kraken but there's other ways as well that can cheese it that I don't think are healthy.
I also think the platform forcing the defending team to grab rainmaker is a downside. I think its better to let it reset on its own so you don't lose out on the 4th players special or life if they jump off the map, but the platform can make it risky to leave the rainmaker there which puts more pressure on defenders to grab it.
Ban wise we've never been able to ban anything stage or weapon. Mostly because Nintendo tournaments use everything anyway so u kinda just get what stages are popular or gimmick events that are rulesets chosen by the TO. The only thing we got close to banning on a large scale was kraken jump cheese in clam blitz because it was so heavily complained about but they patched it out while that was discussed. I think the community should be more open to bans though.
@@ProChara Oh that's interesting, the picture I had put together from watching was that the community just informally banned certain map/mode combos. That's too bad; I hope they keep the platform and make rainmaker hover over it
“Nintendo, can we have Skipper or Reef in Splatoon 3?” “No, we have Skipper and Reef at home.”
Skipper/Reef at home:
Chara: I hope this map gets a rework in the future like other maps.
The Devs: Here come the polesssssss!!!!
Logi is such a good editor :)
The editing is brilliant! And that intro!!!!!❤
i have a feeling Nintendo will address the moving platforms in the spawn region of Rainmaker by just removing them from that version of the map. It would suck for sure but the only other thing I can think of is making it so that the Rainmaker resets when the moving platform touches it.
If the rainmaker resets everytime it's touched by the plattaforme it'd be worse than just grabbing it
They could just make the rainmaker stay in place while the platform moves under it...that way you need to die in front of the pole for it to work.
(and if that's still bad they could just...remove the pole)
Just split the moving platform in like 3 different platforms then?
For the competitive modes btw*.
Haven’t been watching u and playing on my switch for 6 months now due to my exams. My exams are almost over and I can finally play Splatoon once it’s over. It’s nice being back watching ur videos ❤
thats crazy your dedication is amazing
The vibes are immaculate, I love the transit hub setting.
Also there’s the references to The Lion King, Phantom of the Opera, and Wicked which is awesome.
Props to logi though??? love the intro and cannot get enough of it
I like the moving platforms as an idea, but I almost always end up wishing that they weren’t there, particularly the one on the center bridge. I’m constantly getting splatted because I’m trapped by the platform coming towards me as I try to retreat, or missing out on a crucial pick because it sweeps the opponent away or holds me back. It might just be that Hydra is not the greatest weapon to use them to its advantage, but in my eyes the best version of this stage would have that bridge be slightly wider than the moving platform so you could choose when use the platform and not be always interrupted by it.
the amount of times those moving platforms have pushed me into bombs bro 😭
I miss when inkable walls were the default and uninkables were the exception. Seems like the opposite these days. Still a decent map but could've easily been amazing, I don't know why Nintendo is so afraid of one of the franchise's main selling points
Thats my problem with this game imo almost every thing should be ink-able it would make for way better game play.
Great editing!
Intro goes hard
i like how logi used only train related music in reference to the map
this place is 🫁-shaped
Pfp (Profile picture) and / or Banner Sauce (Source [Artist])? 🗿
@@SimoneBellomonte I don't know how to say this and make it sound real but...me, i did, i have an art program and i halfway know how to use it and i guess halfway was enoug
as a casual, it's ...okay. i think the main problem for me is how dumb the moving platforms are. they could have done sooo much more with them. imagine if the super large moving platform between the spawns was like a bridge instead, connecting the two areas every once in a while! i know it'd be like wahoo where the path is cut off a lot of the time, but at least casually it would be a lot better. i think the devs play it too safe with a lot of this game, even when they DO finally add gimmicks
That sounds pretty terrible imo
Meanwhile they'd go to the pole-opposite approach on Splatoon 2, with the Shifty Stations... I miss them.
No. . .we really don't need another Wahoo situation.
@@hallaloth3112 Bro your option is no route or only a route there half the time and you're seriously going to pick no route at all? Dude.
I love them both as a casual and competitive playerszh tbh.
I love how if you place a splash wall on one of the moving platforms it will ink the ground under the platform.
People seriously overreacted to the Big Bubbler paint. It was the size of a power clam thrown paint
3:52 "The train heading to Inkopolis Square will be departing soon."
I know we're not getting new Catalogs after Sizzle Season, which is unfortunate, but I hope Nintendo brings back Camp Trigger Fish, Morray Towers, Urchin Under Pass, Salt Spray Rigg, Piranha Pit, and or Black Belly Skate Park. I want to see those maps in Splatoon 3 and maybe see them as Big Run Stages.
9:29 I think they should add a pole 🤔
Finally a train course. Thank god I really like this map despite the mixed reception I've seen from my friends and other comp players. Do I like it more than plane course (Marlin Airport)? No because I like my high risk, high reward behavior feels more at home there rather than Lemuria Hub. I still really love this stage and appriciate it for what it doesn't do that other stages in S3 did.
I love how large the stage feels and how many little blocks and elevation changes there are to fight around. I feel like it flows very naturally from fighting spot to fighting spot, where other maps feel like fighting spot CHOKE POINT fighting spot CHOKE POINT. I get the criticisms of the layout in the video, but this is prob the most fun map for me.
When I first saw this map I was impressed by how close to being absolutely amazing it is. So I got to work, and adding three whole blocks and one sponge solves the entire map.
The first one is in the bowl section, adding a bit more height to the block in SZ/CB to make it possible to jump to the bridge from it. In RM/TC, there's just a block beside the bridge that allows direct access to the upper mid area.
The second one is in that upper portion of the map you cover ar 1:35, just a small block that allows a quick wall jump up to the spawn area in all modes. Huzzah, the area is at least somewhat useful!!
The final one covers the glass in upper mid, allowing an extra route in on all modes and providing a way over the wall in TC. In RM specifically it's replaced with a grate that allows a checkpoint jump up to that higher bit of terrain-- plus removing the rainmaker free zones since there are now routes through those areas.
Last is a defending sponge at the exact place you mentioned at 7:35, apart from in RM where it's a normal block to allow that extra route to the goal.
Does this make it perfect? No, but my modding capabilities are limited when they throw every bit of mode-exclusive terrain into a single model, so I can't just say, delete the wall in TC without also deleting half the map. I do think it makes it significantly better though, and it really shows how close this map is to being really good.
That intro is fire 🤩🔥
I tested the Bamboo on this map. The high ground with the platform is just out of the way enough that there's not a great shot from the low ground, but the high ground can get a great shot on you.
i was baffled when i found out that the spawn areas are next to each other, and not opposite each other. i can work with that, actually... but my one problem is that someone can just sneak behind you when they're close to spawn, and you're on the far end. it's already enough when someone can just flank you.
another problem is that, in Tower Control, there's a relatively small raised platform in spawn, and it's the *only* part that is safe. while the rest of spawn is accessible to the attackers.
spawn-camping is my main concern (suffered this in Scorch Gorge more times than i should), which is why i call it a problem.
Why can't Nintendo just make a 3000p+ map with 5 different heights, so many obstacles that backliners are nerfed, triple as many options to move and all paintable walls, 5 different gimmicks and squid surge spots? *Might as well throw in the 4th dimension for extra options*
There's such a thing as too much.
I immediately thought of reef when I saw that area under the bridge
as a certified clams defender I continue to get joy every time chara decides that the clams variant of a given map is the best one
**Lemuria Hub Patch Notes:**
Expanded the platform on the far side of the bridge and made that the new mid.
Added a round pole on top of the square pole on top of each moving platform.
Made the Tower Control wall into a one-way ramp, because that’s clearly what you wanted.
Fixed the moving platforms picking up the Rainmaker - the platforms now crush the Rainmaker instead, ending the match early.
What I appreciate about this stage is really just that it has a strong sense of identity. Sure, there’s some flaws but the fact that it’s a bigger stage, not a hallway, and has a strong design identity gives it a lot of plus points to me.
When it comes to Rainmaker I think there are two options for how to "fix" the ramp, either A. Move the goal podium further away, or B. Remove the moving platform on the ramp and maybe add more blocks to climb up the sides so you're not stuck to going in a straight line up the bare ramp.
I like where stages' design is going for
Your really a hashira of splatoon you would really fit a character in the splatoon manga love the edits the octo hashira
The intro was sick 😎
It’s a fun map for sure. I like it. It provides some more variety that we’ve been needing in maps
I like it cuz it feels like blackbelly skatepark with how open its is
Also am i the only one who rememberd blackbelly skatepark park existed
Btw, they added a pole, because of course they did, on the top of the map, which completely blocks the shots of anchors. They could keep a shorter pole and add grates or smth which would move with the platform. It would be a risky, but it would solve the useless top problem.
I still have copium from worlds in 2022 - I’m still hopeful for more updates even though it’s highly unlikely to happen. Let me dream
Fun fact if u time everything to the exact nano second u can squidsurge then squid roll right at the top of the front of the block onto the grates on the bridge in lemuria hub in turf war u can also do the same thing on the side of the wall where u normally which is way easier
Something I find funny to imagine and curious why they didn't do it: I recall on some of Chara's Day 1 streams, the moving platforms would destroy Power Clams and Objects if they move over them instead of having them placed on the platform. Wonder why they decided to let it move the Rainmaker instead of maybe popping it or maybe resetting it (if it was going to react at all). It makes me think that movement has to be deliberate to the design since it's the only non-player entity that seems to react that way to getting caught on it.
Should have used the astralchain train station music.
And by that i mean the exploration version, not the combat version, to be more in line with the calmer musics in this video.
Final map noo we’re getting a content extension right !!?? Hahah (COPIUM)
Also fire intro 🔥
Tower having the walls removed would just end up with both teams being able to try and set up in front of the tower way faster than actually reaching it, then you just one person back for free points
Did no one else catch the fact that they didn't actually call this stage the final one tho like they did for bonerattle arena?
Since drizzle season 2023 this game keeps getting better
Babe wake up, ProChara posted a new map review
I’ve seen some questions about what the big moving platform between the spawns is for since it doesn’t really go anywhere. My guess is that it’s supposed to be the “wahoo timer” equivalent. The tower on it is really tall so you can see it from basically anywhere on the map. All the platforms move sync so if you know where that one is you’ll know where the other ones are.
I really like the moving platforms, it just feels fun to be on
This stage is so bizarre and kinda unlike most maps in the game and I think it's exactly what we needed. It's janky, it's gimmicky, it's casual at times. Perfect
Had my first clam match in open for S+, both sides struggled to push into the other basket to score for the entire. match. we were all playing the newly released weapons and on overtime i managed to actually push in with a ball by constantly dash slashing with the CDeca, i wish i got it on recording because i was holding my hands to my face in relief, and bewilderment.
i thought at first this map had the same problem as mincemeat prepatch and i was gonna struggle on all of my matches to score...thankfully..it was just that one time.
The idea of Lemuria Hub being near The Crater where we started the game is genius. Ending the game where it all began.
Lemuria specifically might be *the* train station. The very one we use to move between the hubs. So that also ties in Side Order
Only just now I realized how important sponges are... They prevent one-way-outs for one team specifically... For instance, if the attacking team could get an overwhelming advantage if it was a normal two-way path instead.
Considering the rainmaker platform cheese is literally the only route the rainmaker has to get up to the pedestal, it works okay. It's still a little jank for sure, but it's funny, and plays interesting given it's an entirely new vibe to pushing the rainmaker. If it was just a ramp up, no moving platform, the map mode would be like 40% worse, tbh.
8:45 It’s pretty cool that suctions(or probably other subs) don’t🥴
it feels like a glitch🥴
I didn't know I needed squid lion king wicked and phantom of the Opera until this stage
The EDITING bro 😫😩
As a whole I absolutely love this stage, might be my favourite Splat 3 original stage. I love tge gimmick and have been wanting more gimmicks since Splatoon 2 almost stopped having them, and overall I think this map is just really fun overall even besides that
Man unkinkableilitis striking hard again here. Just give me stages like the reef man. That stage was too good especially as an inkbrush user where you need options. The outplay potential there was wild.
I think the reason why that wall is there in turf war is because otherwise its super easy and super fast to just get to the enemy spawn
I honestly think this map is a lot worse than people are talking about it. It's so incredibly defender-favored that it just never feels like progress is being made, especially in rainmaker. It just isn't as fun when it feels like the entire match is a roadblock.
CHARAAAA! DROP ANOTHER SEASONAL WEAPON DISCUSSION AND MY LIFE IS YOURS
I really do enjoy this stage, despite RM being a literally meme on it thanks to the RM moving on the platform. I've always had a soft spot for these type of stages, and this stage is no different What I think is really cool is all the Easter eggs on it like you can see posters of Shellendorf and Kelp Dome below the team's spawns as wella s a poster to Arrowana Mall there. Not only that but on one of the maps on the display in the background, you can actually see apart of the Deep Sea Metro, love when the devs add details like that too the stages
I don’t know why people say this map is similar to skipper pavilion. To me it is much more similar to The Reef. It has most of the same landmarks: giant bridge for long range, the deadly pit under, multiple routes around the map. The only major difference is that the map is flipped like skipper pavilion and has a gimmick of moving platforms.
I like the map. The only thing i want added is a way to scale the wall that faces towards each team's spawn in the trench area.
There’s one thing I dislike in clams if someone has bubble they can just put it on the moving platform and get a power clam up to the basket pretty easily. Other then that small thing I don’t mind the stage and I basically agree with everything you said Chara
Potentially? The level 95 catalog titles confirm that this is the last one. The titles are: Thank you - for playing.
the last catalogue but nowhere was it said that this was the last map lmao
We just need to wait for them to say it was the last one before we jump to conclusions
@@blu2381 yeah since we definitely will get a new map mid-season 🙄
@@blu2381HEAVY COPIUM
@@EvilPearlie Or they just put in a new map without having new seasons. It worked the same in the previous games.
We're holding out hope okay? Let us have this
About it getting picked up by the platform, sure if they manage to re pop they could get alot of points... but it also gets it closer to defenders making it easier for them to pick it up so idk i feel like its not something you can fully strategies around. Kinda feels like a double edge sword.
it is my favorite splatoon 3 stage, tied with ramen, its just a lot of fun on all modes
To be honest I don't really like Zones on this map from what I've played of it. It's like, you win a team fight, cap zone, and then... now what? You can push up for about 2 metres and then you just run into a wall and can't get any further in. Makes it feel incredibly flip-floppy because if the defenders push back, like, at all, then the attackers are now fighting in the zone death pit and it'll be getting contested and stalled a million times, so you kinda just have to keep winning team fights and getting, like, maybe 10 points every time you do.
5:35 happy pride month to the wall!!
i think personally it'd be better for rainmaker to have that ramp like in splat zones, so that could esentially get rid of the little "what the hell just happened" moment where one team gets a ton of points which essentially leads to a round over. i can honestly see that feature getting abused if it was worked well enough. i honestly wish this map was more like skipper pavilion which could've lead to a lot more cheeses and flank routes.
I have ran into that wall from turf and tower more times than I can count because I had forced my brain in some way to go thought that path. Regardless I still love lemuria and it’s my favorite map in s3
EDIT: This isn't a comment made towards ProChara or his Video, but towards Comment Sections in general after looking up the newest map on RUclips!
sorry bout the confusion mate!
You know what bums me out, nothing is ever good enough for the players, and when you like a new map and go look at others opinions online nobody is happy and everyone just want old maps and always compare the new maps to the old.
Like I completely understand why everyone complains but c'mon it can get so very tiring when it lasts the whole game's lifecycle! from launch to the end of content updates it's always never good enough.
I'm a bit confused here is this just a general statement? Because this video is trying to be a review of the map so things like comparisons for it are kinda par for the course here, and I said I liked the stage overall. Just trying to understand what you mean here.
@@ProChara ah no worries mate! This was just a general statement on my part and I genuinely didn't expect ya to notice! sorry about that!
I'm happy that you Splatoon Content Creators enjoy this map, and yeah it's understandable that even a good map still has it's problems 'looking at you, Rainmaker!'
I guess what made me make the comment was less towards ya and more just how in general when you read comment sections on a video after searching up the newest patch on RUclips, half of the time it's people complaining and comparing.
The stage is pretty good to me but I do not like how they put the spawn right next to each other if they were across from each other I think I would like the stage more
With small changes,,, this map should be soook freaking good. Give some terrain beyond bridge, give the moving platform a route to base (sponge or normal block) and add some blocks/paintable walls would make the map incredible. This is my new top candidate for rework.
Please give us more reworks!!!
I think it’s a good map to end on. If the last map was say, for example, brinewater springs, then I would have a lot of issues.
I like this stage, but I can't tell you how many times ive placed down a big bubbler for it to get instantly eaten by a moving platform
If they just made it so that the rainmaker *stopped* the platforms if it touched one, then the map would be great!
these intros are getting insane
im a casual and usually stay in salmon run, but i had it on clam blitz last night, and it sure was an experience?? i think i'm just not used it it yet, but it felt pretty good for clam blitz
The moving platform on Rainmaker would prolly not be as controversial if it 1st wouldn't end next to the goal and 2nd wouldn't be capable of giving up to 20 units. Since it is a 1 stage only thing and both sides can do that I am not as conflicted but in Rainmaker the moving platform might benefit from only going half the way (starting from bottom and ending in mid of its original path).
I absolutely hate the moving platforms. They mess me up way more than they help me. I try to retreat but BOOM moving platform bringing me to where I don’t want to be
“We have Saltspary rig at home”
*Saltspray rig at home:*
That is a dumb foamstars meme