Are The NEW Splatoon 3 Maps (And Changes) Good?
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- Опубликовано: 28 май 2024
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We got a new stage, a returning stage, and stage changes. Let's see if this is a step up we need or a bit underwhelming.
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Timestamps:
Um'ami Ruins - 0:00
Manta Maria - 5:57
Stage Changes - 11:43
Music is From Octopath 2
Hinoeuma
Hinoeuma (Night)
The Winterlands
The WIldlands
Normal Battle I - Игры
This isn’t bad, but I really wish the Devs returned to the Box Playground approach (more like The Reef), instead of the Diagonal Line.
THIS. I think this was a philosophy that pervaded most of the Splatoon 1 stages as well. "Playground" is the perfect word to describe it.
I 100% agree
Splatoon 1 maps were the most fun to play on and a big part of why I love Splatoon so much.
This game would be *PERFECT* if they fixed:
1) Map Designs (add more viable flanks and *VERTICALITY PLEASE)*
2) Last but not least remove Shooter Bias #MakeRollersGreatAgain, buff VRoller and Flingza vertical low-range damage to 50 at least pls, 40 is just atrocious and increase the high-damage width’s range slightly on the horizontal flick.
@@SimoneBellomonte While I think that flank routes are a perfect change, I still feel that vertical maps suck, (cough cough, Moray Towers), and as for rollers, I feel like if you were to buff any roller it'd be the Swig since it has 0 damage output and eats a quarter of your tank a flick.
@@SimoneBellomontehonestly, I feel like all non shooters should have a 5% - 15% ink efficiency buff or lowered wait time for ink recovery.
If adding a single pole to mahi is considered "good" then yes.
it's bullshit (:
“Map changes and new flank routes”
zipcaster update
It actually did improve Zones quite a bit, even though the other modes are still terrible.
@@itsfrankie757 I wouldn’t say they’re all terrible, everyone just is so negative yet they still play the game to fuel their crippling game addiction
sponges are one of the most genius things they added into the game, a block that only a certain team can swim on that perfecly ties with the games paint mechanic and is so useful when balancing to limit where each team should be able to move to and yet they completely forgot about it in this update, they even removed one on eel tail that goes to top left
Honestly, i kinda wish they used sponges more in maps, not just to stop an enemy team from going somewhere, but also as cover!
Unsure how i would be implemented, but just the concept is cool
Honestly I’m on copium hoping that the only reasons the stage changes were so weird was because Nintendo actually listened to the community, but only started last minute and are planning more extreme renovations in the future
them making renovations at all proves they are at least putting in effort to improve maps. it definitely looks rushed but this gives hope that they will make much better changes in the future
People were advocating for less inkable walls?
@@Duckybacca Yeah hopefully they’ll give us more viable flanks (as in more than 0 lol) and add more inkable walls and squid surge spots pls.
@@sundae4033 They weren’t?
@@Duckybacca The only things that don't feel rushed in Splatoon 3 are the campaign and animations. Nearly everything else feels rushed or last minute like hairstyles and clothing being for everyone instead of making more equivalent styles that match, similar to how Octolings eyes and hair are. Oh yes, nothing feels well "planned" like Copy and Paste clothing and hair for boys and girls
I just love the irony that a pole added for the sole reason of blocking long range attacks ends up hurting short range attacks more, is not wide enough to block long range attacks, and serves as good cover for long ranged weapons
Like this pole would be a good change if they wanted to give long range weapons a boost
Cobra effect in full swing.
i almost miss when the maps felt unnecessarily big, it was kind of fun
Saltspray Rig and Moray Towers
I completely miss it
I miss when the maps had more verticality, so much was shrunk down from Splatoon 1.
You mean never?
They were great, even a bit small for my taste... now they're just elongated arenas
@@lorenzoniccoli99ln did you play splatoon 1? you could get lost in those maps easily. unless you're one of those people who plays other shooters too. perhaps that'd change your standards. im speaking on the basis of splatoon 3 vs the first game.
Honestly I’m really impressed with the design and layout of the new stage. Much more enjoyable to play on and I completely agree with Chara’s perspective
I like the new stage. But I don’t really like zones on it. Still a good stage though
Um’ami Zones is insanely tiny, I can cap a zone solo with a splatana wiper in a second, they Really need to make the zones bigger
@@EclipseAtDusk yeah it makes it so your going back and forth a lot of the time
@@EclipseAtDusk They just need to make the maps less like a hallway and more like a box (like in Splatoon 1), why are they so persistent on not giving us viable flanks and remove verticality. 😭
how does an e liter pierce through multiple layers of inkling/octoling flesh, but cant pop a barrier in game? huh?
It may be copium, but I would really like to believe since your map change/rework video was completely translated by the Japanese
Community, I wanna believe someone from Nintendo has seen it. Hope bigger and better changes are soon to come 🙏
Copium is deadly, i dont recommend using it to often otherwise you get addicted to it
Oh cool! Do you have a link to the Japanese version?
@@geekblue5612 nah but it was all over twitter, they translated word for word
@@geekblue5612 check the original video's captions, Japanese ones were added
@@MistKitten Original video? So not this one?
There are a LOT of places that the devs could toss a sponge and it would be a no-downside improvement to the map. There really is no harm at all in letting defenders retreat or double back against a flanker. They would even be great as cover that the attacker could shrink down if they shot it enough. There are a lot of underused interactive objects from hero mode that would help a lot of these maps stand out. Those rolled up mats that you could unroll by shooting come to mind. Its like a deployable bridge that you can only use when there aren't enemies around to shoot it back. The devs just need to put in the effort and not lazily throw poles and signs everywhere. Where is my grind-rail flank route?
THIS
I have mixed feeling of how they handle ”cover blocks” and ”anti-sightlines panels” in splatoon 3 because they just don’t fell natural, like they aren’t supposed to be part of the stage.
Most of the extra cover they added in the update just don’t blend in with the rest of the stages they fell like add-ons that are out of place more than anything .
I know this is a small nitpick compared to the utility they provide but it just looks weird
Oh god I feel the same way about the added changes
Total Agreement. The one in Mahi looks so out of place and the pole in Wahoo? Why?
My problem with the map changes is that they aren’t so much “changes” as they are “minor additions”. I get that this patch was supposed to focus more on making longer range options less effective, but it just doesn’t feel like the devs understood just how much needs to be changed in order for that to happen.
As for the new stages, I honestly really like what they did to Manta. I know it wasn’t the best stage in 2, but compared to what we have in this game it’s still a solid addition. Umami just feels way too limited to me… like it’s already a skinny stage to begin with, and yet it’s held back even more by the terrible left flanks. I can only hope that at some point the devs realize that having the map layouts be a bit more complicated isn’t a bad thing.
the map changes reek of being rushed. i cannot imagine that putting a bunch of random poles and signs in out-of-place areas was a calculated decision. this was a panic-patch -- a bunch of poor developers were tasked with "fixing" a dozen stages in a few weeks, so they just put down some obstacles to reach the deadline.
@@durdleduc8520 exactly this feels more like a quick fix update to alleviate some of the bigger issues until they can actually make bigger reworks that serve as a permanent solution to the bigger problem
@@durdleduc8520 Especially with how many of the changes either don’t even hamper long range options, or worst case scenario, make them even better for snipers by providing cover against other long range counters. The car poles in mincemeat have made sniper positions stronger, as they can just shoot you at your feet from the other side meanwhile bombs to deter them get blocked by it. For Eeltail, spawnlocking was made just way easier and while the random placement of poles and blocks kinda “works”, the large amount of random bs just makes it feel so cumbersome to navigate now. Idk why the devs are trying so hard to make these hyper aggressive tiny maps work when it’s obvious whatever they add wont work without completely changing the layouts like in Tri-color
Funnily enough i feel the opposite abt umami and manta.
Umami feels fine to me but i really hate manta (i have even since 2) but even i have to admit manta is a better map than like 70% of the maps in the game so.
Video 95 of commenting on Chara videos till brella gets fixed
Is that 95 vids or 95 days since first vid
@@DamTay_13 video
Something worth considering about map reworks was that in Splat 2 the first map 'renovation' with actual map size etc changes was Starfish and that was just before Skipper Pavilion came out... which was the last new map added. Map changes before then were also with blocks and stuff (though the poles and signs this time were more than anything we saw in 2).
Whilst it's a depressing prospect, it might be the same in this game - no proper map reworks until all the maps are released or completed internally.
I think a lot of people are overlooking small block placement changes in this update as well. Most maps did in fact get more additions than just a big stick in the way of a liter sightline that do make for more effective defensive cover. Scorch, Mahi and Mincemeat also lost pillows that Wavebreakers could sit on for insane coverage as well.
scorch wasn't changed
@@funtm7 it was, they just forgot to put it in the notes. they added some more blocks to plat and changed a pillow into a jagged wall on zones
Didn’t Urchin in S1 have major revamps?
@@voltimer_ oh my god I thought I was going insane , thank you for that
@@clappytriofan2098 it did. wanna say that splat 1 was an exception though
If, by Nintendo's next content patch, squid labs *doesn't* start addressing the root cause of crab meta (the crab itself or the lack of flanks,) then Im convinced they just won't
I think it’s a good start, but more still needs to be done in order to properly improve
imo thats what they were going for, smaller additions to better grasp what the community thinks of them. im sure we'll get bigger and better renovations in the future
At this point I feel as if we need to start coining the term “clam blitz privilege” for stages that somehow are just 10 times better in Clam Blitz
My biggest problem with Um’ami is that the right side sucks. The left side is good with the inkrail but the right side is just nothing that can help you get into mid
Thank you Mr. Matt from wii sports
"Um'aim" lol
But yeah, the right side actually sucks
"We haven't seen sideways grates since urchin"
Mans just forgot about goby arena
I see the map changes as the devs testing the waters for something that could be drastic, rather than them going "add a pole in wahoo it's good enough" like everyone thinks
Um'ami ruins is one of the most fun maps i've played so far tbh, as a splat3 newbie, feels a lot like a battleground, a bit more flexible than some other maps here. Some of my other favorites are Mako Mart & Flounder Heights
It feels open and big while not being too open for long range, and the side areas while less useful aren't useless either
@@arttukettunen5757 Definitely not a perfect mp by any means (idk even what would make me notice how "good" a map is) but yeah, it feels like it's pretty friendly to weapons I like to play (typically frontline Skirmishers & Supports. Zaps, Wiper, picked up Tetras recently, CJr, Ttek, Tri Nouveau, etc etc)
(...okay I'd play more big bubbler weapons if they were on Mains/Kits I liked, most of my Support means Tacticooler)
I DEFINETLY agree on Manta Clams feeling amazing. having played it in Open with my team, it felt amazing to play, and felt like i could get a good sense of how much i've improved.
Octopath 2 is actually the reason i've been laying off Splatoon lately. Great music choice, stellar mate!
Can we begin to coin the term "Clam Blitz bias"? I've really noticed how basically every time a map actually has decent flanks and is at its best, it's always in Clam blitz. Just seems peculiar to say the least
Well I guess flanks are probably the most important in clam blitz as the whole point is to sneak into the base and throw. But I do wish there was more flanks in all modes
the fact wahoo pole doesn't even defend well against chargers makes it even funnier, thank you for this information
My verdict is that the changes to manta and all the other maps weren’t *t h a t* bad and is a step in the right direction. I wouldn’t say it enough to completely fix them but they definitely feel more enjoyable tho, and if anything I’m glad they didn’t make TOO large changes to the maps in this patch and their taking small steps to see if the community will approve of the direction their taking.
Also, Um’ Ami Ruins isn’t bad at all and I also found it really fun to play on.
One thing I have to say about the Ruins map is the excessive amount of grates, especially on defender spots. I mean sure they're meant to be in style with the map but having it on a defenders spot means they have to nail that defense perfectly or they're just easy pickings and the defense is practically useless, since turning into squid/octo form makes you fall through the grate - most likely to your death - and you have no place to refill your ink if it runs out, also resulting in an easy pick.
(But this is coming from someone who plays competitive modes casually and alone, so I have little experience of on-the-spot team coordination, take my opinion with a grain of salt and feel free to disagree with it.)
Imo They are good (besides eeltail’s changes) but they aren’t enough
i think the scariest part is that, based on the directs, they have been intentionally changing the maps to remove options and flanks and i dont think anyone knows why these decisions were made. what might be even worse is that theyre so adverse to reversing them, instead just adding walls to stop chargers instead of actually fixing the problem.
If time is the issue, I’d rather them put their efforts to fixing one map at a time rather then really small changes in every map that don’t really surmount to anything
Tuned in for insightful commentary, was caught off guard by (very welcome) Octopath 2 music, great choice 👍
same
I like the new inkrails on manta maria, and especially the fact that you can get on one of the smaller boats that you couldn’t get on in the last game without glitches. Umami ruins is also nice, it’s not too small but not too big either.
They should add the left manta maria flank by having you go along a line of larger hanging lifeboats like the ones in spawn except covered so it's a semi-continuous flat INKABLE surface. This preserves the existing left side jump being risky and would be lower than said jump so it still keeps the payoff of ending up on high ground
One thing i'd like to see with specifically map changes
Not neccesarily for the layout but for post big run changes
It would be so cool if maps that were just under attack in big run were under repairs for a while after a big run
For example for the next month or so... inkblot's main buildings near the actual stage had there glass smashed aswell as the pools off at the side of the stage had the green dirty water from salmon run instead of the nice clean water it has normally
Also uma'mi ruins is good especially for cover there slowly starting to make maps better but hopefully they will start making newer maps bigger and more complicated than just a straight line or a Z tetris block
When your so early the video hasn’t finished rendering. Keep up the grind Chara love your vids!
4:04
“I also like this sideways grate part, […] we haven’t really seen something like this since Urchin”
The 3 Goby Arena fans are crying right now
Goby Arena's sideways grate sucked so much lol, pushing in clam blitz was a nightmare
manta also has a block in the bunker on tc that was removed, which at the very least i feel like they could've replaced with a sponge or something (same thing with the removed block on tc and rm)
as for the map changes i figured they would be relatively small, when clam blitz was added in splatoon 2 they also made changes to maps and they were basically just slapping blocks, sponges, and ramps down
The new poles SUCK SO MUCH as a roller/flingza main. Yeah I get it's supposed to prevent vantage points for long range weapons but I feel like it also just hurt weapons with good distance and slow fire rates like Dynamos, Explosher and Flingza a lot more. Now I don't have as many options and I have to get in closer with a slower weapon.
I low key want a day and night system just so I can play on manta at night. It’ll look so amazing!
I already realized they were just gonna put a block or two when they mentioned they were only gonna touch zones on mahi in the patch notes
3:46 something cool they could do with that rail to give it a use again is make it go under the stage and have a spot where you can jump up through a grate like in some story mode missions. maybe even going as far as the block nearby or the block that attaches to the low ground, meaning you could flank by going to the enemy's lowground via the inkrail while still having some distance to keep going to get to the basket, spawn, or point
plus long-arming a burst bomb to the enemy's ink rail would mean a pretty cool flank route for a solid cost (the risk of getting in and launching the burst bomb)
Pffft, Splatoon developers? Thinking outside of the box and implementing interesting mechanica in their stages? Keep dreaming.
I played one game on Umami and was like "so it's bent Springs?"
I appreciate how the bend gets mid away from spawn and how the plateau breaks it up, they combo together to incentivize more than 1 thing. But for most other unfortunate reasons, yeah, it's Springs.
Manta honestly doesn’t need a lot. Just keep that damn block and add a rail to flank mid. And maybe add a graded path on the left side out of spawn to where the CB basket is. So you don’t have to swim up that wall.
clearly the answer is to bring back salt spray rig
as a salmon run stage
honestly im hopeful about the map changes, for now it feels like a rough thing to try and make it better before doing bigger reworks
I will say one thing about the signs they added in some maps, for splatzones they can be good spots to put sprinklers on
I miss humpback with all the pipes
stripper pole in mid was less bad than I thought it'd be since, even if it's cover with holes in it. It's still cover, I love kraken but it's literally the one of the 2 aggressive specials that don't just get instigated immediately. getting triple kills with zipcaster is super fun but 80 percent of the time it's just zip and do nothing or get immediately btfo'd by like 2 people
Hot take but I love how Umami ruins is actually a large stage and not some claustrophobic corridor
It's still super tiny compared to any splat 1 stage lol
It's so small, yet it feels so big! That's one thing they did right.
Spent a couple hours over the past few days playing on Umami Ruins and honestly I find it surprising balanced for all weapon classes, though I agree that the modes are a little skewed. Still has more opportunities for unique strategies compared to some of the other maps, which is nice too
Also definitely disappointed with the Inkblot Big Run map. Or rather, the map wasn’t horribly thought out, but some of the salmonid spawn positions left me seriously scratching my head.
I hope they bring back kelp dome. That was a great map
The main issue with the map changes are that none of them actually fix the core issues with the maps, they're still just linear funnels/hallways into mid with limited flanking options, hopefully these changes are a sign of things to come where along with weapon balance changes we'll get map adjustments more frequently instead of Splatoon 1&2's bigger but less frequent map revamps
Personally Considering they flat out removed routes from manta. I’m very worried about the state of the maps. The devs still seem to be in a “flank routes are bad” mindset.
The fact that consistently the beta versions of maps are better than the final version makes me worry that the splatoon devs have a very different idea of how the game should be played. do they think flank routes are a bad thing or something? or is this just my paranoia?
The "Pole and Sign Update" sounds like a Minecraft update, to be honest.
Um'ami ruins is surprisingly fun (because the clutter makes fighting up close more fun than it nerfs long range lmao) but I don't give the devs that much credit as the side routes still feel very vestigial at best and just don't help in most of the modes. Also this map made me realize how bare manta Maria is in comparison, yet both have the same sight line issues inherent to most maps in 3
as a non charger backline main, I'm not a huge fan. there's no places that reward good positioning, it feels like a map that just wants you to put on your best DPS weapon, qr, and run at each other mindlessly, not play intelligently and with your team. especially with how heavily it favors attackers, it feels like it really wants you to do cool solo plays and ignore your team which really hurts a lot of weapons in the game and makes it less fun even for those weapons who can get those cool plays because the rest of the time it's just annoying to play on
It really is weird how averse they are to adding sponges in this game. Like a defensive sponge on instead of a one way drop would massively improve like half of the map modes in the game.
4:08 there is a sideways grate in Goby Arena too!
Great vid assessing the new stages and stage changes!
Also, using Octopath Traveler 2 music is actually based af
“Haven’t seen something like this since Urchin”
goby arena has been completely forgotten
I think that the devs need to make walls taller. They gave us a movement option for vertical climbing but then never implemented maps with walls that need it. Everything is a flat hallway that has a bow tie layout. Salt spray rig had so many random paths and vertical height to it
I’m just glad they say in the notes what they’re aiming to do w the changes. That’s why when I read it I figured no flank routes added.
Nice to known there's plenty of signs indicating Nintendo knows their maps need work!
i almost feel like the devs just. forgot. that sponge blocks exist. if they want to prevent attackers from rushing certain routes but still leave them open for defenders, literally just put a sponge next to an otherwise one-way drop and suddenly those routes have actual utility again
4:09 goby arena had them too
i just am so kind of baffled that they can’t seem to get it right? like i’m not trying to be mean i know a TON of hard work and love goes into making a game… but i feel like every player in japan and in the west has been very loudly giving feedback and it just feels like none of it is received which is very frustrating
‘We haven’t really seen something like this since urchin’
Goby arena: 😞
lets just hope the devs listen to the problems we have with these maps and fix them in the next update
I am so glad Prochara exists because he is probably one of if not the best person at covering splatoon 3.
The twitter preview definently gave Umami Ruins a bad first impression. Fans were VERY quick to be quite gloomy on it since it looked small, restrictive and hallway-like.
Thankfully, not all was what it seemed. Despite still being hallway-like, the middle was more open, had more cover and there were a bit more routes heading towards middle. Based on what I seen online, fans seems to see Umami as decent or even good.
Stage still needs a bit more improvements, but at least it's a brand-new map that won't have most people sighing when it's in rotation.
@ProChara, I just watched the OLED announcement trailer for some reason, and I noticed that tri-stringer had a charge hold, I personally really want a charge hold for tri
It feels like they’ve forgotten how useful sponges can be for map design. It’s a way to allow a certain team to access an area.
Why does it look like Nintendo are removing good map designs? I’ve heard chara talk a fair bit about how maps in teasers ect were better than when they were released
The map changes for the existing maps feel like a band-aid on the issue as redesigning all the maps in the game takes time. Cover from long range weapons is much easier to slap uninkable objects everywhere as "cover" than to create what will basically be building a new layout, which needs staff to get the textures for it, build the models for the collision and textures, test it, get approval from the higher-ups, and even then, the devs can still mess it up. As for eeltail, I speculate that the devs think it's easy to get spawncamped on that map, which it isn't, but getting spawncamped on eeltail always feels horrible because the enemy only ever has to watch drops into two locations (which only ever happens because the map is a Tetris line piece, but I digress.) I think either these changes are band-aids on maps that the devs see as lost causes and will just never bother fixing them, or these are temporary band-aids for potential map design overhauls (please), or maybe both with some maps getting overhauls but not others.
The more I think about it, it's also possible the devs want to balance the maps such that getting spawncamped happens less frequently (hence why every point on the map is a choke point) and even if you do get spawncamped, you have advantages to work with (the new respawn mechanics). It seems on eeltail, they're trying to make marching into the enemy spawn a huge risk and want to heavily dissuade the attackers from getting into the spawn drop area so the defenders have more room to build specials and push back in. In some ways, this is a positive change, but what I loved about the first game's maps was the freedom the maps gave you and it feels like these band-aids on all the maps just restrict creativity more and more and it sucks. I just think defenders should just get more answers to get back in instead of attackers getting less options to get in.
shoutout to the museum rainmaker defender sponge
it's cool
In short, what we need is more sponges and ink rails! Seems simple enough. Bit will the developers do it?
Can’t wait for splatoon 5 where umami ruins will be completely excavated and they’ll make the map way worse because of it
boo, I was hoping for some commentary about how these maps and changes are like for the casual TURF WAR mode~
The way they mismanage this game at every opportunity makes me feel like every actually good decision they've made had just been a miraculous coincidence
imagine if nintendo is secretely working on the stages we have right now showed in the trailers and direct and when they're totally finished they give us the real stages we were supposed to get
they already had the layouts and models at least mostly completed long before the game released. if they were working on that, it would've been out multiple updates ago, if not at launch, and would basically just mean they released an unfinished game with test stages
@@apersonwhomayormaynotexist9868 i kinda think splatoon 3 was a bit unfinished at launch, it didnt have a lot of things we should had on launch (expecially online table turf battles) but i think that they might do some changes ti them or add a new mode and they're working for that, but it eould be strange sice as you said most of them were mostly finished before the game even released, maybe when all stages will be released theyll think to revert the changes to their original design
I didn't even realize that change to Eeltail since I haven't played on it yet (was waiting for the initial Kraken Craze to calm before trying to rank up) what the hell is that 💀
Y'all talking about Manta Maria being kinda better in 3... I'm excited that the Manta Maria ocean doesn't look like a square anymore 😭
Hoping that once they aren't swamped with getting new content out via seasons and working on the side order dlc, that we'll start to see more things happening on the balance and map design front
The reason most clam blitz maps are good is because the splatoon devs wanted people to actually like it
I'd give Um'ami Ruins on average a B Tier Stage like Undertow Spillway with SZ a A-, TC a B, RM a C+, and CB a A-.
4:04 WE'VE ALREADY FORGOTTEN GOBY ARENA
I loved Splatoon 1, but at this rate, I have more hope they will update Splatoon 2 to restore Brella weapons and the balance of the game than them actually repairing the maps in Splatoon 3 to have that Splatoon feel.
I love manta maria, haven't gotten to play the new map tho...
yoooo octopath music w luci
Im on that Octopath 2 grind
@@Luci_4k nice, who was your first pick? I went with agnea
I think I saw you join the "autobomb" pool that Vicvillion created.
Octopath music
Mmm yes Z-shaped tetris block maps
In all seriousness, I havent played the maps yet because i am in the middle of Big Run hell
If their dead set on turning Reef into a hallway then I’d honestly rather just go back to S2 then play on Mahi 2.0
me watching, hoping he mentions a route i located day 1, he does the jump on maria rm, he says its a good route, happy i knew about a good route.
I legit jumped off the side of Manta thinking the same damn thing my first game on it XD they seriously should recolor the wood down there or something
Devs are really putting all their efforts into ruining stages right before releasing them... almost feels insulting
What I like the new stages why is it that when a person likes the stages in splatoon 3 their viewed by the fanbase as a person with poor taste.
I do wish they added more sponges into the game when they updated it.
There's not a lot of them despite havin an entire level in story mode dedicated to usin them, you'd think they'd add them to the main stages, but no.
Only a few maps have them, and for some reason they just never added more despite the way the game is right now.
(seriously if they were gonna remove the left ramp on eeltail, they should've just added a sponge so the opposin team had to take the glass path and were vulnerable and the defendin team had cover and a way back into spawn)
Goddammit Chara, that has to be the best pun I have seen in a bit. No need to be sorry to be sorry for that one.
i like the little boat it is nice :>
For their first changes, there was clear effort to address stuff. Did it work? Hardly, but Atleast they are trying. Maybe we’ll see some really good changes soon enough
Tbh i think the boat map is fine it has the wall swim and jump fighting style all over the place and that makes the map so fun, i hate the new map i ain't talk about that one its way to big there a places that don't matter couse it will always be the color of that team
Yo Chara, If you've seen a player called LetsKraken, that was me the person playing Sploosh o Matic Neo on Flounder Heights and Hammerhead Bridge Turf War.