I Genuinely love (almost) everthing about this!!! All the stuff seems super well designed, I love the buffs for Ultra Stamp and Wave Breaker, I really like how you're reskinning the old second kits to make them easier to identify durring gameplay to get rid of confusion, the new weapons seem really fun, AND YOU GAVE BAMBOO MK1 MY DREAM KIT!!! THAT GENUINELY MADE MY DAY!!! I have a few criticisms if you want to hear them out, most notably with the Killer Wail Revert, Super Missiles, and the Platform sub. I AM ABOUT TO YAP SO MUCH SO IF YOU DON'T WANNA READ IT NO SHAME!!! Starting with Super Missiles, I get why you would want to do this, Getting rid of a horribly designed and outdated special (missiles), and combining it with Chump which isn't particularly strong, is theoretically a great idea, and as a bonus, makes the special actually do it's job at displacement, rather than it just being a pushing tool! Don't be mistaken, I really like the idea, however in practice this essentially makes it a weaker booyah bomb with zones cheese that can't be counterplayed. Here's the breakdown: What makes booyah bomb threatening is a couple things. 1.) You can hold it for a good amount of time (In my testing, around 8 secconds) to get information and to essentially halt the game, because you can put the huge bomb radius on anyone approaching you, objective, or any choke point. 2.) The special's radius can easily peek around corners and ledges, helping against sharking players. 3.) When you actually put the bomb down (which the enemy team does not know where exactly you will put it down), it expands into a lethal range very quickly. Super Missiles would cover what Booyah Bomb wants to do, which is displace people with a lethal amount of damage and paint, however it falls flat in a few ways. Opposed to Booyah Bomb, the Super Chump Markers tell where they will land, giving players enough time to get away. For something like Triple Inkstrike, which also has a marker, it's ballanced because you can put it in 3 different locations, however for chump you are only putting it in one, severely decreasing the strength of the special. Seccondly, this adds Zones Cheese. Super Chump is already pretty good on zones because of it's high paint, however it's very well ballanced because you can counterplay it easilly by breaking the chumps before they explode. In this rework, They explode instantly, which could very easily auto cap most zones. Looking at Platform it seems like a great idea!!! I think that it would be really useful to have considering that the maps in the game don't have many flanks, and this provides an option for that. However, you're redesigning multiple maps to be better, so theoretically it won't really be needed. The idea of a platform sub became pretty popular because of the poor map designs of Splatoon 3, essentially putting a band-aid on the maps to hope it'll work. Here's the thing, If platform is still very useful after all map redesigns are done, then the redesigns weren't good enough, and if platform is really bad by the time the map reworks are done, it won't be used, because you're trading a long range displacement or utility for something that won't really be useful because the maps would (theoretically) be better. If you still want to have a platform, I reccomend two things, making it the color of your ink so that you can squid surge and squid roll off of it, and give it HP. Finishing with the Killer Wail Revert, I think that it just wouldn't be strong in this game. What made Killer Wail Useful in Splatoon 1 was the amount of flanks and thin pathways that it could cover, however because of Splatoon 3's maps, there are less thin walkways and practically no flanks for this to be threatening to. The main use of this would be an auto win button for anyone on the Eeltail Bridge, and for choke points. Again, I want to reiterate that I love what you're doing with this modpack. I have literally no gripes apart from the ones listed above. (I didn't look over all the kits but i saw the Bamboo Mk1 kit and glanced at TTek so I'm sure you know what you're doing.) I hope my feedback becomes helpful! 🐙❤🦑 also thanks for getting rid of screen lol and please let me write a multiplayer song (or at least pitch one to maybe be used)
ty for responding with feedback in a respectful tone! heres my response to it all: Super Missiles are still experimental and theres only so much you can do with modding mains, subs and specials. How super missiles are balanced of what we have right now is that it does 25 indirect damage, 55 direct damage. Might tone down the paint to prevent zones cheese as much (you can still paint over it from my testing) and the missiles itself still land randomly like how chumps did in vanilla S3. It does land slower than vanilla chumps did in S3 by quite a bit and the moment the fake jump markers disappear thats when the missiles itself lands. kinda mimicking stealth jump in a way if that makes sense? Like with booyah bomb and strikes, it forces people to move out of the way, thats the intent design along with trying to attempt to make a healthier design with tenta missiles. even if we did keep base game chumps, im honestly not sure how to balance/rework around it where its both healthy and good at the same time, thats a really, really hard task. I get where your concerns are coming from, trust me. We'll try our best to balance around the missiles concept and try our best to make it look more interesting overall, as I've already had a few comments on that 🫡 Splatform is designed around all the maps, including the ones we got coming up in the works. There will be more paintable walls but at the same time some walls wont be paintable still. The idea for Splatform is to be like a "broken-down Zipcaster" because some people struggle to use the sub. This gives into even MORE flanking routes and reach places you normally wouldn't be able to, while still having new flanks in the modpack (think of it like 50% of the walls aren't paintable and 50% is paintable). Splatform is meant for mobility and as i said. Summing things up, weve equalized the amount of spots for whats a paintable wall and for flanking and what moments can Splatform can enable even more. Sadly we can't make it be able to squid surge on it or make it "paintable" but it does have 50hp. Anyone in your team, including yourself, or the opposing team can destroy your sub at any given moment. Its also a risk-reward sub Killer Wail's Revert is still good for denying out areas as if you try to pass it, you die and get evaporated. We also wanted to have Wave Breaker the only special thats able to locate (unlike base-game killer wail/tenta missiles), so that way it can get value. Also, the hitbox size is bigger than it looks (Matching S1 Killerwails hitbox size iirc). Gotta adjust the visuals on that if were able to, otherwise were nerfing the hitbox size (which i dont even wanna do tbh) Despite everything, including the kits (and 3rd kits!), each and everything is still subject to change and were still mainly doing this for fun. Again tysm for the feedback, I'm gonna bring this up with the team and see what they think :)
@ yeah of course!!! I wanted to give some feedback cause I see value in this pack! it’s ambitious, quality, and looks really fun! Genuinely considering modding my switch for it. Keep up the stellar work!!!
@BandannaWonder if you are genuinely interested of trying out our modpack for the full release, I encourage you to invest into an unpatched V1 switch instead (they're around $150 by average on ebay and come quick) or legally dump your copy of S3 on the latest firmware onto an emulator that you have a PC to access with that can run a switch emulator with ease Also of you still want to help with making a song track or stuff like that, I'm willing to hear some samples if you'd like. My discord is zipsweep, add me on there 🫡
@@ZipSweep The biggest problem I see with the splatform is the combination of short weapons and not having a splatform, if someone gets onto something where something like an inkbrush can't reach and they destroy the splatform it will be really unfun for the inkbrush because it won't be able to counter it. The first thing I can think of is to make it so the splatform is inkable by both teams and can't be destroyed but it also might take away from it. Especially because the only splatform kit i see so far is on a charger .🤔
@OwenMoellering-zu3ql valid concern, but don't fret. Splatform still has weaknesses overall and majority of kits (at least 1 out of the 3 kits) for each weapon has some sort of way to poke from a distance and has some of range for either it's sub, special or both. Also in most cases for these maps specifically, regardless of a weapons range they should be able to reach/access to destroy the sub or get on it. If not, we'll make adjustments to fix whatever we can Obv not everything will be perfect in this modpack, it's straight up impossible to make Splatoon in general a "perfect" game. I hate the word perfect because like in life, no one, nor nothing will ever be perfect in all of existence. It's what makes everything unique and special in their own rights
The mod will be uploaded on gamebanana when we're finished with the mod. To install it, you must have a hacked switch. There are many guides about it. If you are genuinely interested to try it then I'd encourage to look up more about it
@OwenMoellering-zu3ql if I'm honest, I originally wanted rain on brella too, trust me 😭🙏 Some others didn't want it and suggested something better for it's 3rd kit, it was simply that good... trust me, I think it's 3rd kit is better than rain brella
@FubbyForceOfficial there are methods online where people can create their own custom servers to play in PBs. There are guides about that online involving hacked switches/emulators to play with others
Gotta say that is a huge mod project good luck
ty, its been an experience to say at the least lol
Ok Chara, supporting the smaller Splatoon creators. That's what makes great content creators. Love your videos btw
If this gets taken down by Nintendo we know third kits are happening
I don't plan on modding my Switch, but I'm looking forward to seeing other ppl use this mod
UR MAKING STAGE REWORKS?! THAT'S MY JOB! All jokes aside, this modpack looks great! Looking forward for more info in the direct!
I Genuinely love (almost) everthing about this!!! All the stuff seems super well designed, I love the buffs for Ultra Stamp and Wave Breaker, I really like how you're reskinning the old second kits to make them easier to identify durring gameplay to get rid of confusion, the new weapons seem really fun, AND YOU GAVE BAMBOO MK1 MY DREAM KIT!!! THAT GENUINELY MADE MY DAY!!!
I have a few criticisms if you want to hear them out, most notably with the Killer Wail Revert, Super Missiles, and the Platform sub. I AM ABOUT TO YAP SO MUCH SO IF YOU DON'T WANNA READ IT NO SHAME!!!
Starting with Super Missiles, I get why you would want to do this, Getting rid of a horribly designed and outdated special (missiles), and combining it with Chump which isn't particularly strong, is theoretically a great idea, and as a bonus, makes the special actually do it's job at displacement, rather than it just being a pushing tool! Don't be mistaken, I really like the idea, however in practice this essentially makes it a weaker booyah bomb with zones cheese that can't be counterplayed. Here's the breakdown:
What makes booyah bomb threatening is a couple things. 1.) You can hold it for a good amount of time (In my testing, around 8 secconds) to get information and to essentially halt the game, because you can put the huge bomb radius on anyone approaching you, objective, or any choke point. 2.) The special's radius can easily peek around corners and ledges, helping against sharking players. 3.) When you actually put the bomb down (which the enemy team does not know where exactly you will put it down), it expands into a lethal range very quickly.
Super Missiles would cover what Booyah Bomb wants to do, which is displace people with a lethal amount of damage and paint, however it falls flat in a few ways. Opposed to Booyah Bomb, the Super Chump Markers tell where they will land, giving players enough time to get away. For something like Triple Inkstrike, which also has a marker, it's ballanced because you can put it in 3 different locations, however for chump you are only putting it in one, severely decreasing the strength of the special. Seccondly, this adds Zones Cheese. Super Chump is already pretty good on zones because of it's high paint, however it's very well ballanced because you can counterplay it easilly by breaking the chumps before they explode. In this rework, They explode instantly, which could very easily auto cap most zones.
Looking at Platform it seems like a great idea!!! I think that it would be really useful to have considering that the maps in the game don't have many flanks, and this provides an option for that. However, you're redesigning multiple maps to be better, so theoretically it won't really be needed. The idea of a platform sub became pretty popular because of the poor map designs of Splatoon 3, essentially putting a band-aid on the maps to hope it'll work. Here's the thing, If platform is still very useful after all map redesigns are done, then the redesigns weren't good enough, and if platform is really bad by the time the map reworks are done, it won't be used, because you're trading a long range displacement or utility for something that won't really be useful because the maps would (theoretically) be better. If you still want to have a platform, I reccomend two things, making it the color of your ink so that you can squid surge and squid roll off of it, and give it HP.
Finishing with the Killer Wail Revert, I think that it just wouldn't be strong in this game. What made Killer Wail Useful in Splatoon 1 was the amount of flanks and thin pathways that it could cover, however because of Splatoon 3's maps, there are less thin walkways and practically no flanks for this to be threatening to. The main use of this would be an auto win button for anyone on the Eeltail Bridge, and for choke points.
Again, I want to reiterate that I love what you're doing with this modpack. I have literally no gripes apart from the ones listed above. (I didn't look over all the kits but i saw the Bamboo Mk1 kit and glanced at TTek so I'm sure you know what you're doing.) I hope my feedback becomes helpful! 🐙❤🦑
also thanks for getting rid of screen lol and please let me write a multiplayer song (or at least pitch one to maybe be used)
ty for responding with feedback in a respectful tone! heres my response to it all:
Super Missiles are still experimental and theres only so much you can do with modding mains, subs and specials. How super missiles are balanced of what we have right now is that it does 25 indirect damage, 55 direct damage. Might tone down the paint to prevent zones cheese as much (you can still paint over it from my testing) and the missiles itself still land randomly like how chumps did in vanilla S3. It does land slower than vanilla chumps did in S3 by quite a bit and the moment the fake jump markers disappear thats when the missiles itself lands. kinda mimicking stealth jump in a way if that makes sense? Like with booyah bomb and strikes, it forces people to move out of the way, thats the intent design along with trying to attempt to make a healthier design with tenta missiles. even if we did keep base game chumps, im honestly not sure how to balance/rework around it where its both healthy and good at the same time, thats a really, really hard task. I get where your concerns are coming from, trust me. We'll try our best to balance around the missiles concept and try our best to make it look more interesting overall, as I've already had a few comments on that 🫡
Splatform is designed around all the maps, including the ones we got coming up in the works. There will be more paintable walls but at the same time some walls wont be paintable still. The idea for Splatform is to be like a "broken-down Zipcaster" because some people struggle to use the sub. This gives into even MORE flanking routes and reach places you normally wouldn't be able to, while still having new flanks in the modpack (think of it like 50% of the walls aren't paintable and 50% is paintable). Splatform is meant for mobility and as i said. Summing things up, weve equalized the amount of spots for whats a paintable wall and for flanking and what moments can Splatform can enable even more. Sadly we can't make it be able to squid surge on it or make it "paintable" but it does have 50hp. Anyone in your team, including yourself, or the opposing team can destroy your sub at any given moment. Its also a risk-reward sub
Killer Wail's Revert is still good for denying out areas as if you try to pass it, you die and get evaporated. We also wanted to have Wave Breaker the only special thats able to locate (unlike base-game killer wail/tenta missiles), so that way it can get value. Also, the hitbox size is bigger than it looks (Matching S1 Killerwails hitbox size iirc). Gotta adjust the visuals on that if were able to, otherwise were nerfing the hitbox size (which i dont even wanna do tbh)
Despite everything, including the kits (and 3rd kits!), each and everything is still subject to change and were still mainly doing this for fun. Again tysm for the feedback, I'm gonna bring this up with the team and see what they think :)
@ yeah of course!!! I wanted to give some feedback cause I see value in this pack! it’s ambitious, quality, and looks really fun! Genuinely considering modding my switch for it. Keep up the stellar work!!!
@BandannaWonder if you are genuinely interested of trying out our modpack for the full release, I encourage you to invest into an unpatched V1 switch instead (they're around $150 by average on ebay and come quick) or legally dump your copy of S3 on the latest firmware onto an emulator that you have a PC to access with that can run a switch emulator with ease
Also of you still want to help with making a song track or stuff like that, I'm willing to hear some samples if you'd like. My discord is zipsweep, add me on there 🫡
@@ZipSweep The biggest problem I see with the splatform is the combination of short weapons and not having a splatform, if someone gets onto something where something like an inkbrush can't reach and they destroy the splatform it will be really unfun for the inkbrush because it won't be able to counter it. The first thing I can think of is to make it so the splatform is inkable by both teams and can't be destroyed but it also might take away from it. Especially because the only splatform kit i see so far is on a charger .🤔
@OwenMoellering-zu3ql valid concern, but don't fret. Splatform still has weaknesses overall and majority of kits (at least 1 out of the 3 kits) for each weapon has some sort of way to poke from a distance and has some of range for either it's sub, special or both. Also in most cases for these maps specifically, regardless of a weapons range they should be able to reach/access to destroy the sub or get on it. If not, we'll make adjustments to fix whatever we can
Obv not everything will be perfect in this modpack, it's straight up impossible to make Splatoon in general a "perfect" game. I hate the word perfect because like in life, no one, nor nothing will ever be perfect in all of existence. It's what makes everything unique and special in their own rights
looks insane man cant wait for the trailer !!!
Keep up the good work man ts gonna be fire
Ultra stamp and Wavebreaker are my go-to specials so this is basically Splatoon utopia for me
Can’t mod my switch but all the changes look rad
honey wake up new splatoon game just dropped
brella withs no shield
@@jamesonsmoogle7407 basically but it has 2 separate firing modes
This looks great! Hope everything goes well!
I really like the utilty sub parings you've picked!
Seen some of the ideas beforehand and seeing how it all has evolved since then seems like an absolute sight to behold! (Before watch)
This was REALLY WELL DONE! Going to analyze a bit to see if I missed anything but this is amazing. Also got a lotta questions but I'll ask in dms
scrapgun and markling would be so silly in salmon run
is that BLAZIN' SPLATMIX?
@@some_dude_named_john inspired by it, but no lol
Read the description for more information :)
PEAK DUAL SQUELCHER IS BACK
I am beyond hype for this
this looks so cool omg
absolute cinema
Looks amazing, nice
Yooo this is sick, HIRE THEM IMMEDIATELY
Is this a new season for splatoon 3
@@phillippentzeriv8512 yes
honestly you could've just replaced nova with the dual squelchers
@dani8361 we did lmao
Super cool.
Yep, i'm moding my switch.
OH THIS SHIT LOOKS FIRE👏🏿👏🏿👏🏿👏🏿
Swifties that play splatoon would say this season is the foolish one (that being a ts song)
How do I install this mod when it releases?
The mod will be uploaded on gamebanana when we're finished with the mod.
To install it, you must have a hacked switch. There are many guides about it. If you are genuinely interested to try it then I'd encourage to look up more about it
*about hacking switches
@@ZipSweep alrighty thanks man
This is really cool !! (Give dualie squelcher ink storm dart it will be so fun im begging as a ds player)🙏
yoooo wyguy sweep
no, thats wyguy. im zipsweep /j
jokes aside goated friend
HI BROWNIE 🤯
YEA !!!!! this feels like the CTGP (mkwii) moment for splatoon i'm so excited !!!!!!!!
@Kobalent god i love CTGP sm dude
Cooking
what was the music for this?
@@chilwildyl original music meant for the modpack. Read the description for more information :)
Just a suggestion but give a brella rain! such a missed opportunity!
@OwenMoellering-zu3ql if I'm honest, I originally wanted rain on brella too, trust me 😭🙏
Some others didn't want it and suggested something better for it's 3rd kit, it was simply that good... trust me, I think it's 3rd kit is better than rain brella
this is cool and all but the splatforms are actually game-breaking because of how some maps are designed
@@dynamorolleruser and that's part of why we're reworking them lmao
How would this work? Would it be like we'd need enough ppl to justify servers?
Id never modded my switch but this looks soo gooood 🥲 want it so bad
@FubbyForceOfficial there are methods online where people can create their own custom servers to play in PBs. There are guides about that online involving hacked switches/emulators to play with others