Correction for #14 : Most Splatoon stages are rotationally symmetrical. The three stages mentioned feature bilateral symmetry. Love your content, keep up the good work
Adding to this a few other possible terms depending on the context: If thinking in 3D space and geometry, most stages have axial symmetry while saltspray, skipper and lemuria have planar symmetry. When viewed from a bird's eye view, and since the symmetry planes/axies are aligned with the vertical axis, they turn into point and axial symmetry respectively. PS: Apparently the mathematical terms are rotational symmetry and reflectional symmetry according to wikipedia
@@ProChara What helps me remember: the 3 maps mentioned are reflected down the middle as if by a mirror, so it's reflectional symmetry Normal maps are like if you took half the map, rotated by 180°, and glued it to the other half. So it's rotational symmetry
Tbh they were made basically redundant in Splatoon 2's iteration by the ink rail two feet away, as well as basically all map modes besides turf war just auto-lowering them/having a route to that spot from the spawn
i was thinking about this, my theory is mahi mahi has next to no ramps and thats the only way salmonids can move from a low to high elevation. And even using the rainmaker layout or something, its still really small and flat with a ton of areas that are inaccessible to salmoninds.
@@potatojuiceultra Theres nothing stopping the devs from just adding ramps for the big run version of the map though, I'm pretty sure all of the big run maps we've gotten had extra ramps or changed terrain to make salmonid pathing work, so Mahi Mahi probably wasn't constrained by that
@@felixfraser-krauss669 I disagree - for example, the islands would be super weird in low tide. Even if you use the Rainmaker/Clams ramp connect them with grates or something, they would only serve to make the side area more cramped and I don't see the point of the high ground anyway. Then look at mid, its almost completely flat and open. A flat mid sort of worked for Eeltail but that's because it had a whole second layer to work with, Mahi would probably feel awful. I think high tide using the spawn area could work, but that's about it.
With how small and cramped Mahi can sometimes, I feel like Big Run on that map would _not_ have been fun. Especially with how many random ledges there are to slip off of - a single hit from a Cohock could spell disaster on so much of that map.
Wahoo World has a major stage gimmick aside from the middle spinning on half the modes and those two platforms extending and retracting, and it's called sucking ass.
Man, watching this made me realize how much I miss Splatoon 1's stage design :'). They felt like little platforming levels when compared to a lot of what came in 2 and 3, and it meshes really well with the game's mechanics.
Splstoon 1 was just peak in so many esys snd I'm afraid the devs aren't capable of catching that type of magic again. As much as i love s3s current bslence, the maps feel so ungodly bad that i just can't.
@yukioacumora4430 I dunno-- personally I'd say each splatoon game has something worth revisiting for, with the stages and obvious nostalgia just being splatoon 1's thing. Octo Expansion is still my favorite singleplayer splatoon experience though, and despite the poorer stages, I'd still say Splatoon 3 has the overall best multiplayer, with how far balance, content and customization have come.
@yukioacumora4430 imagine if we had the balance of splatoon 3 with actually good stages. Mind you a lot of the newer stages like ramen are really good, but at launch and even still there are so many terrible maps. At least most everything else in this game is great, and that's why I'm really hopeful for splatoon 4 whenever that comes out. Literally the onoy blemishes of this game were the maps and lack of third kits, maybe you could count the update cycle but the game turned out great despite of that.
9:15 this made me realize that salmon run does this exact thing with the tide levels, it really does enhance the sr stages!! Also a Shifty Stations ranking video would be really cool maybe you could possibly rank Tri-color maps at some point too (probably after Grandfest would make sense)
@@SALTYTOAD00 I wouldn't say they hate fun, they just find fun in their own way, some people like to master the mechanics of the game, some people like to master the mechanics of their character, Some wanna throw around items mindlessly, some people just wanna fight someone else without learning what a stage does, mastery or not.
@@SALTYTOAD00 it seems like a bad thing until you consider sonic. lets say you go on temple, he gets one hit on you and then runs away for seven minutes. the stage list is small to discourage people from playing as agonizingly boring like that
@@Dylan-lh3xx Naw, Temple should be banned. I'm talking about stages like Yoshi's Story and Fountain of Dreams, which I'm pretty sure are banned, at least in Ultimate.
Does anybody actually even uses the timer? It's neat that it's there but I've always assumed that most people ignore it or don't even know it's a thing
@@theclown2257 the thing that surprises me is that when the moving bridge is retracted, the spinning section below has its wall line up with the other teams static bridge, making that the new left side path while the moving bridge is retracted, but everyone just kind of ignores it.
@@THEFREEEMAN it's not that people ignore it, it's just far from ideal. At the top of the route you'll have to stand on uninkable ground, sometimes without any cover at all depending on the mode. And then in others it blocks you from going under that same bridge, so it's taking away just as many options as it adds. In general you never really want to be in that trench area, you only pass through it to get somewhere else.
@@squiddler7731 yea, its not exactly ideal, but if the other team isnt looking then it is at least usable. i guess you just have to take what you can get, ya know.
Yeah, we all knew Wahoo World was gonna be at the very bottom. The fact that they choose that stage to bring back for 3 over Blackbelly or The Reef is wild.
Blackbelly? Are you confusing this with another stage? Blackbelly was an S1 stage, and thus the fact it was in S2 clearly barred it due to double repeats so far not happening for returning stages
1:03 The Wahoo World retractable bridge would not have been as big an issue had there been another flank route besides the carousel. Only Splat Zones is played competitively because it is the only mode in which the bridge remains extended.
@@Spacewizard9 The ones where you shoot them and they extend a segment, and eventually reach max length with enough shots (they also retract segments over time)
@@sonicrunn3r895 And if enemy ink hits the main block, they retract down to neutral, before extending with their ink. It was used in a lot of Side Order stages, and Battering deal 'contact' damage to any non-player object, including Sponge and Soaker blocks.
Honestly, the way the Tetris layouts currently affect the movment and flow of the game, they could qualify. Splatoon stages are evolving to be singular square.
Wahoo’s spinning mid is cool, and I think if they just spun the bridges too, everyone would enjoy it a lot more. The bridges are wide enough that there’d always be a route into mid even if it’s changing throughout the match. The timers can stick around they’ll just count down to the next rotation.
The glass isn't normal terrain to me (similar to hammerheads entire bridge) when its used that much. Closest I could think of is crableg tc which is tiny by comparison.
They affect the flow and movement of a stage just as a gimmick would. So much so I think hammerhead's and shellendorf's are too oppressive and deserve their low ranking.
@@ProChara Uninkable terrain is found abundantly on all maps, just in smaller sections that usually aren't the only surface for long bridges. Its the fact that they are long bridges that make them gimmicky.
The problem with Wahoo World’s gimmick is that it removes the main way to get into mid. If there were more ways to get into mid, it would be more fun. They could even set it up like Sturgeon where other platforms exist when the timer is off to just change where the routes are instead of removing them.
You forgot Camp Triggerfish's floodgates. You know, the ones that go down with 1 min left on turf war that allow significantly easier access to the opponents half of the map.
id absolutely adore seeing you rank shifty stations, i know like all pros seem to hate them but splat 2 was my first game and i only got to do the mario 35th anniversary splatfest so seeing all these really cool completely new stages was phenomenal to me
I love the wahoo timer as just a way to count how many details people pay attention to if you make a post about how you realized something obvious you get 1 added to your wahoo timered count post about something obscure you get one removed
I always wondered if the wahoo world bridge would be more interesting if it was linked to the objective (like in Mahimahi) instead of a timer. So if a team pushes pass 60, for instance, the bridge would be active for the rest of the game
That would be better. Alternatively I wonder if the timer effect could ever be implemented in a positive way? A route that is always changing is prolematic, besides the random moving platform on Saltspray rig.
7:26 hearing chara say museum d'alfonsino reminded me I've never called that by its full name and only referred to it as museum, I never actually knew that's how it's pronounced 😭
Super hot take about the water level gimmick: If you want to periodically change the map geometry multiple times in a match to create different options throughout a match, you're just left with the Wahoo World gimmick. Like that's just what it is.
@@Spacewizard9 It depends on your perspective. You probably think that Wahoo World without the gimmick always has the bridge and the gimmick periodically removes it. But the changing water levels also restrict everyone's options for half the time. The Wahoo World bridge situation changes depending on the mode. Turf war and clam blitz have a decentralized objective, Tower control lets you jump over the gap when the bridge is gone and Rainmaker and Clam blitz add more movement options to the lower part of the map while also taking the objective out of mid for the majority of the game. I'm trying to say that the version of Wahoo World where it's a huge deal when the bridge is gone doesn't actually exist on any of the modes
I'm hoping so hard that we _start_ with stages having unique gimmicks in the next Splatoon game, the fact that it took so long to get them in this game is a crime
This would be like Mahi 2.0 tbh and a really smart cool idea, considering barnacle is surrounded by water. More water stages should inherit this gimick.
mahi mahi's gimmick is really nice but mostly in S1, where it would go from a good map to a greater map, in s3 it goes from awful to bearable, and weapons like dualies that needs space to roll around it genunely awful to play for the first half of the match
the rising plataforms in saltspray and bluefin are similar but they do serve very different porpuses in bluefin it was kind of a nerf to its previous version, its to slow down players rushing up the sniper and ALSO MOSTLY to force players to either go in or out as you can no longer stay on the wall waiting for the moment to shoot, if you are in the plataform you are forced to rise and fight whch often lead to getting punished (its better for tent and splashwalls too tho), and since it only rises when there is a player it becomes a much more risky thing to do since ppl will know you are there as for saltspray, its meant to be a sneaky attack, you can hide in the plataform and shark there waiting to rise, and since it rises on it's own ppl wont be so allerted when seeing it, its a very casual strategy but differs enough to have a different purpose, it also means its a slow and unreliable route. i'm not arguing that they should have their own sections in the video, just pointing out they are different
Even though it was already ranked very high, I think that the moving zone on S3 Bluefin should be even higher. I think that a lot of maps could greatly benefit from having a moving zone like this. On good maps I'd argue that the stationary zone really isn't much of an issue at all, but on long narrow hallway maps, or maps that are very lockout heavy (S3 Hammerhead, Sturgeon, Eeltail, etc) a moving zone could go a long way to make them feel better to play on
At first I disagreed with the ranking and thought it should be lower, but I realized this was because I hate bluefin as a map so much. I think this bias affected Chara's ranking of it too. The gimmick itself is fun and could transform lockout heavy maps into good maps very easily, Without much change to how it already exists. after learning about all these gimmick I realize s4 maps are brimming with much potential.
When your climbing up your wall when the spinner is tilted vertically, the enemies have the advantage of the high ground and fall off damage/AOE. When they see you peak on the platform they have plenty of time to splat you. Its really annoying to defend, and mostly why the stage is so lockout heavy.
Did the editor mess up why does #12 have no music at all. All music in this video feels way quieter than it should be too... I almost didn't notice #11 had music Also why is Gourmet Race credited as "(Brawl) - Smash Ultimate? Just say it's from Brawl lol
I think in addition to map gimmicks like this, having a strong layout (even if it may be unbalanced) is also key to a stage's identity. Think of the slopes of Blackbelly Skatepark and its tower that everybody played King of the Hill on. The alternating escalation of Moray Towers, which made it easy to get into mid but hard to push into enemy Turf. The way the crates in Port Mackerel are laid out where going into enemy Turf felt like sneaking in Metal Gear. All of these helped give each stage a clear identity to where you could just glance at the terrain and know where you are if you weren't paying attention before. The same can't be said for a majority of S3's maps, which all suffer from a Tetris-like layout and general bowl structure (aside from Lemuria) to the point where you can't tell what stage it is half the time.
We are deprived of content but this video is still deserved. Gimmicks are key features to maps and are what made maps so memorable and fun in the early games. Also the current trilogy is ending so its a good time to reflect on what makes splatoon games as special as they are.
Because they affect the pacing of the game just like any other gimmick. They defiantly deserve to be lower tier because they are not very special and boring.
You were very generous with Lemuria's platforms. Those platforms make it my literal least favorite stage in Splatoon 2 or 3 combined, somehow dethroning Wahoo World, Sturgeon Shipyard, and Scorch turf/zones, which I didn't think was possible. They're horrible to move on or past, they throw you in random directions, they make your jump height completely unpredictable for yourself, they clip through suction bombs without destroying them which can make them impossible to see, and they contribute to making taking back the center bridge an utter hell.
Can we agree that the moving platforms should have just been the zone itself, below the bridge so it would have had some purpose and make retake on bridge easier?
It’s not rotational symmetry that’s the gimmick, it’s reflective symmetry. 90% of splatoon maps are *rotationally symmetrical* which means rotated around the middle they are the same. Maps like lemuria hub are reflectively symmetrical, like, in a mirror.
Tbh the lack of gimmicks I think is the biggest issue with Splatoon 3's stages, like Mincemeat could've had one of those big magnet cranes lift up the big blocks of scrap metal on the sides of mid at halfway through the match which could open new side routes, Undertow Spillway should've been much bigger as those underground spillways are extremely huge, Barnacle & Dime could've had escalators (or diagonally oriented conveyors at least), Brinewater Springs could've used more of it's hot spring theme to add something interesting, both Um'ami Ruins and Crableg Capitol have cranes but all they do is hold up panels to block certain sniper angles whereas they could've had something like Saltspray Rig's moving crane platform, Marlin Airport has the propeller platforms but it should've also had conveyer floors like in actual airports. Meanwhile for stages like Mahi-Mahi Resort and Hammerhead Bridge their gimmicks were toned down or even removed entirely.
Hate to be that kid but your using the term rotational symmetry wrong. Rotational symmetry, also known as radial symmetry, is when an object is symmetrical about every possible, radial axis that goes through its center. this is what almost every Splatoon stage is. What Saltspray, skipper and Lemuria have is mirror symmetry, the stage is only identical on both sides along one central axis. Shapes like circles, hexagons, and nearly all equilateral polygons are rotationally symmetrical. But a shape like a heart only has mirror symmetry.
I seriously don't get why Mahi is number 1 considering it's just like wahoo... Idk it always annoyed me, just give me all of the map from the beginning
I actually really like the whahoo world timer I’m a casual player but it feels exiting to all of a sudden have either more area to defend or new opportunities to take mid
So if I understand correctly, peak map design is having fans you have to constantly shoot to keep the platform above water. Lit. More seriously, having fans you could shoot to send a platform *down* into water would make for some amazing plays.
It has a gimmick, getting the signals will make the idols start raining fizzbangs onto the stage for your team (plus we've seen that the attacker spawns have a long platform plus a lower route). Idk if that answers your question (and this is identifiable information based on the Twitter posts about it, not leaked information)
At first I disagreed with the ranking of bluefin's moving zone and thought it should be lower, but I realized this was because I hate bluefin as a map so much. I think this bias affected Chara's ranking of it too. The gimmick itself is fun and could transform lockout heavy maps into good maps very easily, Without much change to how it already exists. after learning about all these gimmick I realize s4 maps are brimming with much potential.
To be honest. I don’t see the problem with Wahoo Worlds gimmick. It teaches you to adapt to different situations. Even if the main bridges are temporarily gone, there’s even the rotating bridges that appear.
I would watch the hell out of a shifty station ranking, even if it's just a tierlist video on the second channel. I find them all really stupid, and I love them so much for that.
If the wahoo timer affected the spinning platform and the bridge was up the whole time the stage would be a lot better. At least we have the Wahoo pole tho.
Lemuria's moving platforms being so high up is... surprising, to say the least, considering how much they just get in the way of my movement / break specials / subs etc They're more of a nuisance you have to deal with than anything, even outside of Rainmaker The only way I think you could add them without them feeling awful is if they're affected by turf - much like one of those switch thingies in the Singleplayer modes / that one Shifty Station in S2
Correction for #14 : Most Splatoon stages are rotationally symmetrical. The three stages mentioned feature bilateral symmetry.
Love your content, keep up the good work
I always mix those 2 up thank you
Adding to this a few other possible terms depending on the context:
If thinking in 3D space and geometry, most stages have axial symmetry while saltspray, skipper and lemuria have planar symmetry.
When viewed from a bird's eye view, and since the symmetry planes/axies are aligned with the vertical axis, they turn into point and axial symmetry respectively.
PS: Apparently the mathematical terms are rotational symmetry and reflectional symmetry according to wikipedia
@@ProChara What helps me remember: the 3 maps mentioned are reflected down the middle as if by a mirror, so it's reflectional symmetry
Normal maps are like if you took half the map, rotated by 180°, and glued it to the other half. So it's rotational symmetry
i also call it flip symmetry or reflection symmetry
Came here to say this… lol
The Camp Triggerfish walls that come down in the last minute in turf war have been forgotten. It’s over for camp triggerfish enthusiasts.
Tbh they were made basically redundant in Splatoon 2's iteration by the ink rail two feet away, as well as basically all map modes besides turf war just auto-lowering them/having a route to that spot from the spawn
was about to comment this
That's because Chara plays comp and only comp
@@dyingstar24he mentioned port cars tho
Am surprised at the amount of people I've seen saying this in the comments.
The fact that we never got a big run on mahi-mahi was a big missed opportunity. imagine the stage changing based on the tide
i was thinking about this, my theory is mahi mahi has next to no ramps and thats the only way salmonids can move from a low to high elevation. And even using the rainmaker layout or something, its still really small and flat with a ton of areas that are inaccessible to salmoninds.
@@potatojuiceultra Theres nothing stopping the devs from just adding ramps for the big run version of the map though, I'm pretty sure all of the big run maps we've gotten had extra ramps or changed terrain to make salmonid pathing work, so Mahi Mahi probably wasn't constrained by that
@@felixfraser-krauss669 I disagree - for example, the islands would be super weird in low tide. Even if you use the Rainmaker/Clams ramp connect them with grates or something, they would only serve to make the side area more cramped and I don't see the point of the high ground anyway. Then look at mid, its almost completely flat and open. A flat mid sort of worked for Eeltail but that's because it had a whole second layer to work with, Mahi would probably feel awful. I think high tide using the spawn area could work, but that's about it.
With how small and cramped Mahi can sometimes, I feel like Big Run on that map would _not_ have been fun. Especially with how many random ledges there are to slip off of - a single hit from a Cohock could spell disaster on so much of that map.
sr has tide changes
I wanted to make a joke about a certain map’s stage gimmick simply “being bad,” but I couldn’t pick which.
Real
TC brinewater
Wahoo World has a major stage gimmick aside from the middle spinning on half the modes and those two platforms extending and retracting, and it's called sucking ass.
Wahoo world is tame compare to lemutia hub now that a awfull map @@nurfgal
Saltspray
Man, watching this made me realize how much I miss Splatoon 1's stage design :'). They felt like little platforming levels when compared to a lot of what came in 2 and 3, and it meshes really well with the game's mechanics.
I think they are also the success and fun behind s2's stages since most s3 maps don't have a gimmick.
Splstoon 1 was just peak in so many esys snd I'm afraid the devs aren't capable of catching that type of magic again. As much as i love s3s current bslence, the maps feel so ungodly bad that i just can't.
@yukioacumora4430 I dunno-- personally I'd say each splatoon game has something worth revisiting for, with the stages and obvious nostalgia just being splatoon 1's thing. Octo Expansion is still my favorite singleplayer splatoon experience though, and despite the poorer stages, I'd still say Splatoon 3 has the overall best multiplayer, with how far balance, content and customization have come.
@yukioacumora4430 imagine if we had the balance of splatoon 3 with actually good stages. Mind you a lot of the newer stages like ramen are really good, but at launch and even still there are so many terrible maps. At least most everything else in this game is great, and that's why I'm really hopeful for splatoon 4 whenever that comes out. Literally the onoy blemishes of this game were the maps and lack of third kits, maybe you could count the update cycle but the game turned out great despite of that.
9:15 this made me realize that salmon run does this exact thing with the tide levels, it really does enhance the sr stages!! Also a Shifty Stations ranking video would be really cool maybe you could possibly rank Tri-color maps at some point too (probably after Grandfest would make sense)
"One thing that everyone likes is stage gimmicks"
The competitive smash player watching this video: 🤨
Yeah, comp Smash players hate fun, since it seems like every year, the list of viable stages gets smaller and smaller.
@@SALTYTOAD00 I wouldn't say they hate fun, they just find fun in their own way, some people like to master the mechanics of the game, some people like to master the mechanics of their character, Some wanna throw around items mindlessly, some people just wanna fight someone else without learning what a stage does, mastery or not.
@@youcantbeatD Yeah, they find fun in making the game as boring as possible and harassing people who play top tiers.
@@SALTYTOAD00 it seems like a bad thing until you consider sonic. lets say you go on temple, he gets one hit on you and then runs away for seven minutes. the stage list is small to discourage people from playing as agonizingly boring like that
@@Dylan-lh3xx Naw, Temple should be banned. I'm talking about stages like Yoshi's Story and Fountain of Dreams, which I'm pretty sure are banned, at least in Ultimate.
Wahoo Pole >>>>> Every other gimmick that stage has, let's be real here
Ink vac
Guys… the Wahoo World timer is every 30 seconds… You don’t have to look at the screens…
Does anybody actually even uses the timer? It's neat that it's there but I've always assumed that most people ignore it or don't even know it's a thing
@@theclown2257
the thing that surprises me is that when the moving bridge is retracted, the spinning section below has its wall line up with the other teams static bridge, making that the new left side path while the moving bridge is retracted, but everyone just kind of ignores it.
ay ay, some helpful competitive advice to actually deal with the stages difficulties.
@@THEFREEEMAN it's not that people ignore it, it's just far from ideal. At the top of the route you'll have to stand on uninkable ground, sometimes without any cover at all depending on the mode. And then in others it blocks you from going under that same bridge, so it's taking away just as many options as it adds. In general you never really want to be in that trench area, you only pass through it to get somewhere else.
@@squiddler7731
yea, its not exactly ideal, but if the other team isnt looking then it is at least usable.
i guess you just have to take what you can get, ya know.
Every time I see footage of S1 I wonder where all the inkable walls went
I ate them
Yeah, we all knew Wahoo World was gonna be at the very bottom. The fact that they choose that stage to bring back for 3 over Blackbelly or The Reef is wild.
Blackbelly isn't good either though.
I'm also surprised they didn't bring urchin underpass back
@@ShounenAyt Yeah, that one is the most surprising since it's in Mario Kart 8 Deluxe, which came out a few weeks before Splatoon 2.
Blackbelly? Are you confusing this with another stage? Blackbelly was an S1 stage, and thus the fact it was in S2 clearly barred it due to double repeats so far not happening for returning stages
1:03 The Wahoo World retractable bridge would not have been as big an issue had there been another flank route besides the carousel. Only Splat Zones is played competitively because it is the only mode in which the bridge remains extended.
It's crazy that we still don't have maps using every single player features.
Sponges and rails are not even used to their full potential.
Hell yeah give me soaker blocks!!!!!
If splatoon was free-for-all I could see more of these gimmicks being implemented.
@@sonicrunn3r895 Why are these again?
@@Spacewizard9 The ones where you shoot them and they extend a segment, and eventually reach max length with enough shots (they also retract segments over time)
@@sonicrunn3r895 And if enemy ink hits the main block, they retract down to neutral, before extending with their ink.
It was used in a lot of Side Order stages, and Battering deal 'contact' damage to any non-player object, including Sponge and Soaker blocks.
I’m surprised the best stage gimmick wasn’t even mentioned in this video: The Tetris piece
Honestly, the way the Tetris layouts currently affect the movment and flow of the game, they could qualify. Splatoon stages are evolving to be singular square.
Wahoo’s spinning mid is cool, and I think if they just spun the bridges too, everyone would enjoy it a lot more. The bridges are wide enough that there’d always be a route into mid even if it’s changing throughout the match. The timers can stick around they’ll just count down to the next rotation.
prochara: im not going to be count any gimmicks that are just the way the stage is laid out
shellendorf institute:
@@qwertyqwertperson Hammerhead Bridge and bilateral symmetry:
The glass isn't normal terrain to me (similar to hammerheads entire bridge) when its used that much. Closest I could think of is crableg tc which is tiny by comparison.
They affect the flow and movement of a stage just as a gimmick would. So much so I think hammerhead's and shellendorf's are too oppressive and deserve their low ranking.
@@ProChara Uninkable terrain is found abundantly on all maps, just in smaller sections that usually aren't the only surface for long bridges. Its the fact that they are long bridges that make them gimmicky.
Didn’t they kinda bring it back in Splatoon 3 with the shorter glass arcs?😐
3:38 That was smooth!🎉
glad you like it!, wanted to show off grates in a creative way
@@KryZenGraphicsUnreal editing all around, keep up the brilliant work!
The problem with Wahoo World’s gimmick is that it removes the main way to get into mid. If there were more ways to get into mid, it would be more fun.
They could even set it up like Sturgeon where other platforms exist when the timer is off to just change where the routes are instead of removing them.
You forgot Camp Triggerfish's floodgates. You know, the ones that go down with 1 min left on turf war that allow significantly easier access to the opponents half of the map.
id absolutely adore seeing you rank shifty stations, i know like all pros seem to hate them but splat 2 was my first game and i only got to do the mario 35th anniversary splatfest so seeing all these really cool completely new stages was phenomenal to me
I love the wahoo timer as just a way to count how many details people pay attention to if you make a post about how you realized something obvious you get 1 added to your wahoo timered count post about something obscure you get one removed
not to add on the meme but "HOLD ON, THERE IS A 2ND TIMER AT SPAWN?????"
I'm so happy that some of the Splatoon 3 gimmicks are at the top of the list
As for my favourite splatoon 3 stage gimmicks,
1:57 this is axial symetry and normal stages have rotational symetry
Marvellous new video ProChara and I'm very impressed with you, keep up the good work. 💖❤️
A shifty station video would be cool…
We need a ranking of every shifty station
1:30 Having not known this after the whole timer meme feels especially bad.
Am with you.
I always wondered if the wahoo world bridge would be more interesting if it was linked to the objective (like in Mahimahi) instead of a timer. So if a team pushes pass 60, for instance, the bridge would be active for the rest of the game
That would be better. Alternatively I wonder if the timer effect could ever be implemented in a positive way? A route that is always changing is prolematic, besides the random moving platform on Saltspray rig.
7:26 hearing chara say museum d'alfonsino reminded me I've never called that by its full name and only referred to it as museum, I never actually knew that's how it's pronounced 😭
Super hot take about the water level gimmick: If you want to periodically change the map geometry multiple times in a match to create different options throughout a match, you're just left with the Wahoo World gimmick. Like that's just what it is.
It just gets better with that gimick while the timer only makes things worse the whole game.
@@Spacewizard9 It depends on your perspective. You probably think that Wahoo World without the gimmick always has the bridge and the gimmick periodically removes it. But the changing water levels also restrict everyone's options for half the time.
The Wahoo World bridge situation changes depending on the mode. Turf war and clam blitz have a decentralized objective, Tower control lets you jump over the gap when the bridge is gone and Rainmaker and Clam blitz add more movement options to the lower part of the map while also taking the objective out of mid for the majority of the game. I'm trying to say that the version of Wahoo World where it's a huge deal when the bridge is gone doesn't actually exist on any of the modes
I'm hoping so hard that we _start_ with stages having unique gimmicks in the next Splatoon game, the fact that it took so long to get them in this game is a crime
Now we need a map with all gimicks
haha😂
This should be a grandfest map lowkey
Id kinda love to see chara try to create a splatoon map and see how it looks 😭
THERE'S A SECOND TIMER????
I really hope that the next Splatoon game goes all out on stage gimmicks. I was honestly kinda burnt out by all the boring stages in Splatoon 3.
4:12 Bridges is accurate. Specifically, they're draw bridges, designed to go up and down.
One thing about the mahi water drop. What if it was on barnacle, where the bottom area was extended to be a flank route when the water dropped
This would be like Mahi 2.0 tbh and a really smart cool idea, considering barnacle is surrounded by water. More water stages should inherit this gimick.
Hey, now you can just throw on a "oh yeah triggerfish's gates" opening when you do the Shifty Station vid!
mahi mahi's gimmick is really nice but mostly in S1, where it would go from a good map to a greater map, in s3 it goes from awful to bearable,
and weapons like dualies that needs space to roll around it genunely awful to play for the first half of the match
Oh I would absolutely love a shifty ranking
Sure, I'd like a shifty station tier list
the rising plataforms in saltspray and bluefin are similar but they do serve very different porpuses
in bluefin it was kind of a nerf to its previous version, its to slow down players rushing up the sniper and ALSO MOSTLY to force players to either go in or out as you can no longer stay on the wall waiting for the moment to shoot, if you are in the plataform you are forced to rise and fight whch often lead to getting punished (its better for tent and splashwalls too tho), and since it only rises when there is a player it becomes a much more risky thing to do since ppl will know you are there
as for saltspray, its meant to be a sneaky attack, you can hide in the plataform and shark there waiting to rise, and since it rises on it's own ppl wont be so allerted when seeing it, its a very casual strategy but differs enough to have a different purpose, it also means its a slow and unreliable route.
i'm not arguing that they should have their own sections in the video, just pointing out they are different
This a really small gripe but Saltspray, Skipper and Lemuria have mirrored/bilateral symmetry, not rotational.
Every other stage has rotational.
Even though it was already ranked very high, I think that the moving zone on S3 Bluefin should be even higher. I think that a lot of maps could greatly benefit from having a moving zone like this. On good maps I'd argue that the stationary zone really isn't much of an issue at all, but on long narrow hallway maps, or maps that are very lockout heavy (S3 Hammerhead, Sturgeon, Eeltail, etc) a moving zone could go a long way to make them feel better to play on
At first I disagreed with the ranking and thought it should be lower, but I realized this was because I hate bluefin as a map so much. I think this bias affected Chara's ranking of it too. The gimmick itself is fun and could transform lockout heavy maps into good maps very easily, Without much change to how it already exists. after learning about all these gimmick I realize s4 maps are brimming with much potential.
I kinda wanna see a stage with soaker blocks and/or those fast launch ramps in the future.
The fast launch ramps would work if splatoon had a free for all mode.
I'm actually watching the video of Gus with you hahaha.
Rank every single map ever in splatoon
1:30 WAIT THAT THINGS A TIMER?!
Wahoo timer moment
WHO WANTS HIM TO RATE SHIFTY STATIONS?! 🖐️🖐️🖐️🖐️
We absolutely need a ranking of all the shifty stations gimmicks
I honestly forgot about the Sturgeon spinners, they really don’t do too much imo
When your climbing up your wall when the spinner is tilted vertically, the enemies have the advantage of the high ground and fall off damage/AOE. When they see you peak on the platform they have plenty of time to splat you. Its really annoying to defend, and mostly why the stage is so lockout heavy.
Saltspray crane was peak Splatoon
Hot take: I don’t like the fans’ moving platforms. I agree with everything else though
Did the editor mess up why does #12 have no music at all. All music in this video feels way quieter than it should be too... I almost didn't notice #11 had music
Also why is Gourmet Race credited as "(Brawl) - Smash Ultimate? Just say it's from Brawl lol
That type of music was just quieter. This video didn't go as hard with editing as they usual do tho.
Yay more Splatoon videos on trivia!!
I think in addition to map gimmicks like this, having a strong layout (even if it may be unbalanced) is also key to a stage's identity. Think of the slopes of Blackbelly Skatepark and its tower that everybody played King of the Hill on. The alternating escalation of Moray Towers, which made it easy to get into mid but hard to push into enemy Turf. The way the crates in Port Mackerel are laid out where going into enemy Turf felt like sneaking in Metal Gear.
All of these helped give each stage a clear identity to where you could just glance at the terrain and know where you are if you weren't paying attention before. The same can't be said for a majority of S3's maps, which all suffer from a Tetris-like layout and general bowl structure (aside from Lemuria) to the point where you can't tell what stage it is half the time.
Number 16: Uninkable walls.
Seriously, Nintendo.
STOP!
you should totally rank the shifty stations!!!!!
after grandfest he will. Trust
1:32 THERE’S A SECOND TIMER?????
You know we are deprived of content when we start doing stage gimmick tier lists
We are deprived of content but this video is still deserved. Gimmicks are key features to maps and are what made maps so memorable and fun in the early games. Also the current trilogy is ending so its a good time to reflect on what makes splatoon games as special as they are.
Babe wake up Chara just posted
Does the Camp Triggerfish dropping gates not count as a gimmick?
i dont really understand how shellendorfs glass or hammerheads grates count as a gimick and not part of the stage but whatever, nice video
Because they affect the pacing of the game just like any other gimmick. They defiantly deserve to be lower tier because they are not very special and boring.
I hate most gimmicks in competitive tbh. Its cool however to have these in turf war
1:31 i'll be honest, i didn't even know there was a second one 😭 (i knew the first one is a timer already, just never noticed the one in spawn LMAO)
The stage seems a lot cooler for me since I learned that.
ProChara is the best male splatoon youtuber!
Now I gotta ask, whos the best female"
*?
SHIFTY STATION GIMMICK RANKING PLS
It would be cool to see a ranking for which shifty station gimmicks you most want to see a real stage made out of!
I genuinely can’t name one time I found lemuria hubs moving platforms fun. It just feels super inconvenient to have them
I’m really surprised the gates in Camp Triggerfish don’t count as a gimmick.
Please rank the shifty stations!
You were very generous with Lemuria's platforms. Those platforms make it my literal least favorite stage in Splatoon 2 or 3 combined, somehow dethroning Wahoo World, Sturgeon Shipyard, and Scorch turf/zones, which I didn't think was possible. They're horrible to move on or past, they throw you in random directions, they make your jump height completely unpredictable for yourself, they clip through suction bombs without destroying them which can make them impossible to see, and they contribute to making taking back the center bridge an utter hell.
Can we agree that the moving platforms should have just been the zone itself, below the bridge so it would have had some purpose and make retake on bridge easier?
Yes we want shifty station plz and the video was very good by the way
i miss saltspray crane
It’s not rotational symmetry that’s the gimmick, it’s reflective symmetry. 90% of splatoon maps are *rotationally symmetrical* which means rotated around the middle they are the same. Maps like lemuria hub are reflectively symmetrical, like, in a mirror.
Someone already pointed this out 9 hours ago and I didn’t notice dang
Bluefin's S1 zones gimmick of changing locations between matches is pretty cool
I cant find anyone talking about the netcode buff, has it had any noticeable effects? Do trades happen less often?
I think it completely alters tier lists. I noticed that killer wail does more damage now and low tier weapons are easier to use.
Tbh the lack of gimmicks I think is the biggest issue with Splatoon 3's stages, like Mincemeat could've had one of those big magnet cranes lift up the big blocks of scrap metal on the sides of mid at halfway through the match which could open new side routes, Undertow Spillway should've been much bigger as those underground spillways are extremely huge, Barnacle & Dime could've had escalators (or diagonally oriented conveyors at least), Brinewater Springs could've used more of it's hot spring theme to add something interesting, both Um'ami Ruins and Crableg Capitol have cranes but all they do is hold up panels to block certain sniper angles whereas they could've had something like Saltspray Rig's moving crane platform, Marlin Airport has the propeller platforms but it should've also had conveyer floors like in actual airports.
Meanwhile for stages like Mahi-Mahi Resort and Hammerhead Bridge their gimmicks were toned down or even removed entirely.
We want part 2 for shifty stations🤝
Rainmaker cheese on lemuria is tasty :P
Hate to be that kid but your using the term rotational symmetry wrong. Rotational symmetry, also known as radial symmetry, is when an object is symmetrical about every possible, radial axis that goes through its center. this is what almost every Splatoon stage is. What Saltspray, skipper and Lemuria have is mirror symmetry, the stage is only identical on both sides along one central axis.
Shapes like circles, hexagons, and nearly all equilateral polygons are rotationally symmetrical. But a shape like a heart only has mirror symmetry.
I seriously don't get why Mahi is number 1 considering it's just like wahoo... Idk it always annoyed me, just give me all of the map from the beginning
Yay I woke up to a new character video
I actually really like the whahoo world timer I’m a casual player but it feels exiting to all of a sudden have either more area to defend or new opportunities to take mid
So if I understand correctly, peak map design is having fans you have to constantly shoot to keep the platform above water. Lit.
More seriously, having fans you could shoot to send a platform *down* into water would make for some amazing plays.
what if you rank all the shifty stations?
Im just hoping that the grand festival bowl, the LAST map in this game is
A. Acceptably good (flanks)
And B, actually has a fun gimmick
I thought we would only be fighting on it for big run
@raviolinoob4435 no, the point is we need to take it from the salmon id's because we're fighting on it
It has a gimmick, getting the signals will make the idols start raining fizzbangs onto the stage for your team (plus we've seen that the attacker spawns have a long platform plus a lower route). Idk if that answers your question (and this is identifiable information based on the Twitter posts about it, not leaked information)
@@sonicrunn3r895 kewl
If its the last map I hope it stays permanently in the rotations. That would be a good send off.
It would be really nice if salmon run stages would have floating platforms that move with the water level changes like on Mahi
but... what about the camp triggerfish walls...
Ah, Piranha Pit, my beloved. I was hoping we'd see it return in Splatoon 3, but alas.
yes please make a shifty stations video chara
At first I disagreed with the ranking of bluefin's moving zone and thought it should be lower, but I realized this was because I hate bluefin as a map so much. I think this bias affected Chara's ranking of it too. The gimmick itself is fun and could transform lockout heavy maps into good maps very easily, Without much change to how it already exists. after learning about all these gimmick I realize s4 maps are brimming with much potential.
To be honest. I don’t see the problem with Wahoo Worlds gimmick. It teaches you to adapt to different situations. Even if the main bridges are temporarily gone, there’s even the rotating bridges that appear.
I would watch the hell out of a shifty station ranking, even if it's just a tierlist video on the second channel. I find them all really stupid, and I love them so much for that.
Camp walls, gone and apparently forgotten
You should rank the tricolors after grand fest!
If the wahoo timer affected the spinning platform and the bridge was up the whole time the stage would be a lot better. At least we have the Wahoo pole tho.
Lemuria's moving platforms being so high up is... surprising, to say the least, considering how much they just get in the way of my movement / break specials / subs etc
They're more of a nuisance you have to deal with than anything, even outside of Rainmaker
The only way I think you could add them without them feeling awful is if they're affected by turf - much like one of those switch thingies in the Singleplayer modes / that one Shifty Station in S2
YESSS I LOVE SHIFTY STATIONS PLEASEEE