Have you played Splatoon? Have you been able to witness the tension of a match? You have? Great. Because I'm here to tell you some Map Ideas that will make matches a blast to play, and as intense as a k-ink
in the road. It's in no particular order, so without further ado, let's dive into the deep:
5 - Guppigilt Arcade
Arcades made gaming spike in popularity- so why not spike your match with the tensity of an arcade? Guppigilt Arcade is an arcade with many arcade machines dotted around. These arcades will not only show the nostalgic games like Squid Jump, Squid Ball, Squid Beatz and Squid Racer, but they can also be knocked over to rank up kills. Sheesh, hope you don't have to pay for breaking those. Additionally, you can enter back rooms that can be used as hiding spots. The front room and counter can also be entered, but the main arcade area is the best place to use your ink. In the arcade room, you can reach higher semi-solid platforms on each side of the room that are connected by squid rails. Be careful though! You can get killed by an enormous "decoration": a giant claw machine's claw! There are three squid rails, so choose wisely if being grabbed isn't what you're aiming for. Overall, the map is pretty small.
4 - Salmon Sails
Ah, the relaxing cruise swipes your problems away like the flick of an inkbrush- ARgHh?! Was that a splodge of ink? That's right! You'll be inking a cruise ship! You start at a port, but swimming your way down a staircase will get you out into the open seas, and you can then use squid rails to get yourself onto the cruise! the cruise has four floors, and the floor that the squid rail connects you to has a special pool of ink; 'cause water's not your friend in this game. and whichever team is dominating gets the pool their colour! The advantages of this is that is quickly refills your ink meter. If the opposite team jumps into the pool, they will have an instant death. If the opposite team suddenly starts dominating, however, free ink resource for them! The floor above the one you are connected to is the driver's bay. It's solely a roofless place to splat your ink, but if you spray the buttons they make little noises. The two floors under the floor that you are connected to are both a cafe and a balcony space respectively. Not much else exciting, other than in tower mode you mostly follow a rail above the water, which gives you a higher risk of dying if you aren't careful. The floors split apart on the map on the gamepad and results screen, as you wouldn't be able to see the ink on each floor if it didn't split.
3 - Port Mackerel (Day Edition)
If these maps were ever featured in the real game, I'd want Port Mackerel to have a day & night cycle. At night, you can play the original Port Mackerel. At daytime, it's a completely different story. Cranes lift the crates up and down and the map shifts in shape as this happens. some crates don't move, however, and can be used as hiding spots if a crane lifts the crate blocking the hiding space. It will then be lifted downwards, creating a defensive hiding spot. What's that? Crane lifted the crate and the other team found you? Yeah, that's 'cause unfairness doesn't make a good match. Moreover, since Port Mackerel is known for having different lanes, in the day cycle the lanes can be blocked off by crates and you'll have to find a new way out. The trucks that drive through the lanes in the original Port Mackerel can also be seen parked near both starting points. At the point in time where there's one minute left, though, the trucks drive upwards and block off the "sniper spots". Died at your sniper spot at the one minute mark? Then you gotta join your team mates in an all-out rumble, with no hiding spots. It can be hard to picture this, but I know how it's pictured, so it makes sense. Trust me.
2 - Area 81
Hehe, Area 31 reference. Fite me. What's the 8 for? 'Cause octopi have eight legs. The map is a dark map, and gives you the feeling that you should be stealthy. Maybe that's because at the "final minute" mark an Octostriker strikes it's inkstrikes twice.
Yeah. That's just in the bigger, main room though. Both teams start off at hallways with Shielded Octotroopers that shoot their ink from above, in glass boxes and cannot be distracted, or killed. Since there can't be three ink colours at once, the Octarian's purple ink basically means "there isn't any ink there" in the final results. The purple inkling colour cannot be played as in this map. On either side of the Octostriker room there are wide corridor rooms with blueprints on the walls. Octosnipers will strike if you get too close to them, and, again, you cannot kill them. One of the blueprint shows how they might get DJ Octavio out of your snow globe. Also, the Octoweapons (bosses) are in glass containers and are either out of battery or trying to get out. Every minute, a Twintacle Octodiver will pop out from ink and go on a shooting rampage. You can kill this one, and it counts as a kill and a free ink refill. I love the idea of this map, but it seems hard.
1 - Sea Snail Site
Spyke only wanted all the Super Sea Snails he could ever get, but he never found out there was an entire capture site for them. This map has conveyor belts, and are more dangerous than the ones in Piranha Pit, since they are used for giant sea urchins to roll against. These sea urchins have little perplexed faces like the urchin in the Squid Squad.
Once the player dodges the sea urchins at the start of the map, which is a dome with entries that you cannot enter but only exit (hence the sea urchins use them), you enter a room wherein piles of Super Sea Snails are the floor! There aren't many to begin with, but if you give it time, you'll be inches away from the ceiling! Sooner or later, some urchins will also roll in and sabotage the Super Silly Super Sea Snail Super Stack, and crash through the wall creating a new room. Each time the floor rises (which is every 15 seconds) entries that were once impossible to enter will be accessible. Make sure to get every room! I love how crazy this one sounds- it'd be like a factory in self destruct mode! You may be thinking, though: What if the Sea Snails block the dome's entry to the main room? Don't worry, one minute in (when the entry is blocked off) an urchin will create a hole that links from each starting dome to the top of the main Sea Snail room, so no matter how high the stack is you will reach it's top.
Hope you enjoyed that Top 5! I certainly did have a blast writing it.