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Splatoon

Scout Chaopokechao7

07/17/2016 3:30 PM ·Spoilers

My Top 5 Most Hated Splat Zones Stages: Today, I got destroyed and I can think of four words. "Splat Zones are Brutal!" Of all the Ranked modes, this requires the most teamwork. However, there are always those stages that people take advantage of and make you lose your mind... So, I'm counting down my Top 5 most hated Splat Zone Stages. See more in the comments... Please be patient til the end.

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  • Before I begin, I apologize in advance for nerves to be struck. These are my standards for the list. 1. Based on personal experience and my opinion alone. Expect surprises... 2. These stages will be judged based the design in both theory and in practice on the mode. 3. I'm not going to hold back too much on this. This is my honest opinion of each stage and their flaws.

    Yeahs0
    Played
  • 5. Arowana Mall: Well, I'm going there... Arowana Mall was one of the first stages of the Pre-DLC Splatoon. I honestly think it holds up today, except its Ranked form... SZ (Splat Zones) Arowana has one small Splat Zone in the middle platform. Sounds easy...except for the fact that it's easy to get locked out of it. I mean one teamhas the zone, they're not losing it.

    Yeahs0
    Played
  • Continued... Your team can only truly enter the mid from two directions, one from the center paths and one from the right alleyway. Both directions can easily be guarded by the enemy. Luckily, Inkstrikes can take the zone easily. That's pretty much why this stage is not any higher on the list.

    Yeahs0
    Played
  • 4. Bluefin Depot -Now Bluefin can be summed up in two words, "Missed Opportunity." -The stage is pretty much designed, born for two zones, it would be awesome. What do we get instead? An awkward one zone stage. WHAT?!? Both sides are not the same! Why would you do that?!? -One side of the stage has the zone, while the other is empty and only has ramps that allow players to jump to the other side.

    Yeahs0
    Played
  • Continued... -Each team gets a different set of obstacles on their side of the zone. One team gets the natual stage ramp, while the other gets...a tall block tower?!? >_< -The thought that this was ok was why this stage is here, otherwise...it's ok at best... Seriously...why?

    Yeahs0
    Played
  • 3. Blackbelly Skatepark -Oh? Did I hear nerves strike yet? Ah nevermind. At lauch, the concept was great! The modern execution $~#%s now! -Simply put, there are two zones on each side of the central tower and both need to be in your team's color for control. I know its standard, but at the time it meant some chaotic matches.

    Yeahs0
    Played
  • Continued... -Chaos is an understatement... -Matches get intense, but why is this on the list? Well, Brushes... -This stage and our modern weapon types don't mold well -It's very easy to get locked away from the zones due to either brushes on the tower or constantly getting splatted by snipers or splatlings -It's a decent stage, but it's quite exploitable...so sorry Blackbelly. Time was not kind.

    Yeahs0
    Played
  • 2. Walleye Warehouse & Urchin Underpass ...Ugh...why? Man these stages are brutal! I've had very poor experiences with these stages due to how easy it is to get locked out of the zone. Both stages are basic one zone places where there are not many ways to travel to the center and thus have high possibilities of lockdown.

    Yeahs0
    Played
  • -I find it so hard to believe I once liked these stages in their SZ forms. Was it time or something else? Regardless, one stage is just as dispicable as the other. And that's why there is a tie. The only reason these are not number one is that there is still a chance to comeback, but sadly number 1 is not like that...

    Yeahs0
    Played
  • Before number 1 is revealed, let's review my Dishonorable Mentions -Port Makeral: Great idea, but it's so easy to get locked out, more so than number one. -Kelp Dome: What? Did you expect THIS to be number one? Well the wierd zone boundries and brutal lockdown on grates might help, but it doesn't hit this list.

    Yeahs0
    Played
  • If you thought Kelp Dome was the worst, you have not played enough of this...

    Yeahs0
    Played
  • 1. Saltspray Rig -Why does this exist? Before you mortally scar me, listen... Saltspray Rig is not very well designed for Splat Zones period. There are only two directions you can enter the zone from. The path towards the upper cargo area or the walls on the side. I am not counting the lower path since that runs into enemy's path. Regardless, it is incredibly easy to hold the zone.

    Yeahs0
    Played
  • I had so many games go sour because my teammates kept on getting splatted those two paths Here's another thing once one team takes the zone, they have it for awhile. Unless you have superior infiltration skills, you will NEVER get the zone back! It hurts Don't get me started on the snipers! Every other stage, you still had a chace to get back the zone. This, you don't unless you're lucky.

    Yeahs0
    Played
  • Those were my worst stages...it's a bitter shame that the stages I liked pre-dlc became my worst enemy in Splat Zones. It's just my opinion and I needed something to take my mind off frustration... I truly appreciate your patience. Either way though...have a nice day.

    Yeahs0
    Played
  • Tal

    07/17/2016 4:49 PM ·Spoilers

    A very well organized argument you've got there. I was surprised to see Saltspray at #1, but then I thought about it and realized it is also one of my least favourite SZ maps! (Kelp Dome is the worst imo) I do enjoy SZ Walleye and Urchin, but I agreed with the rest you put here. Some maps just are not well designed for Splat Zones. Very nice list, I enjoyed reading through it. :)

    Yeahs0
    Played
  • Thank You. These usually have no real script at all...

    Yeahs1
    Played

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