a *definite* positive of Um'ami Ruins in Big Run is 2 - perhaps 3 - spots to cheese Glowflies (believe me, i did that)... and i HATE Glowflies - worse than Grillers. i like that. and i thought the Grizzco Splatana was bad... the Grizzco Dualies are worse! i hate those weapons.
@@NunnyNugget my problem with them is their *shite range. i don't judge weapons by their special/unique traits (like the Grizzco Splatana's slide dash); i judge them by their standard traits: firepower, fire rate and range. in Salmon Run, i value range more than any other stat... and the Grizzco Splatana and Dualies are my least favourites for the lack of it. you think they're great? that's fine; everyone has their tastes. *still amazed it's not a curse word.
@@jacktheomnithere2127 the grizzco dualies range is short, initially. but the range extends only when you do a roll. then the range goes back to normal.
well the two new maps would like to differ! (Especially the one that isn't crab or whatever that is. I personally like crab but i know it has 2 modes which are meh)
I think a cool concept for improving Brinewater would be to use geysers as a way to add new routes, and to also build out wooden jettys over the springs as a way to make it less cramped
it's like a practically new stage! i personally still feel like spawn miiight be a bit tough to get out of if you start to get camped but also the new routes added definitely help. really like the expanded side routes tho, as well as the extra theming to the map. (kinda lame when the coolest part of the OG map is like, in my opinion the least subtle ghost easter egg in any splatoon map)
The fact that you just designed a better map than the entire team at Nintendo says a lot. Also I’m really glad you touched on trying to give the map a bit more on an identity. Aside from them being suffocatingly small, my biggest problem with the splatoon 3 maps is that hardly any of them really stand out as having a memorable identity, and a stage design that leads into that. For most splat 1 maps, and a lot of them from 2, you could easily describe each map in a few words. “Two big towers” or “walkways in a greenhouse”. Now it’s just “collection of blocks apparently in a desert somewhere”.
This is actually fantastic. You actually address another issue I have with these maps other the ones you talked about; the stages are just boring as hell! They have literally nothing about them to make them stand out aside from some small level geometry changes, and this video not only fixes like all of my other problems with the map, it actually gives it so much more of an identity and just includes fun details that I think the map isn’t taking advantage of! It’s a ruins map and the fact its not integrating some awesome scenery is criminal imo. I love this rework, awesome video
I liked how in the big run, they included the religious aspect of the area, having the rings appear in the sky, just like in the they do in the story mode illustration.
HE COOKED ALRIGHT!! Um’ami is probably my least favourite stage in the game right now, and seeing this really showed how cool the stage could be. I especially love all the Egyptian designs, references and architecture that was incorporated
Umami is one of my favorite maps in both aesthetic and concept, yet its such a bad hallway map and so held back by pathetically incompetent design flaws that I struggle to play on it, same with Undertow and Brinewater. I had very similar ideas to you, and I really hope they revamp some of these maps to look more like their old forms, and I REALLY hope the next game brings on the old S1/S2 team.
Just as you say that the map design hasn’t gotten any better… they release Crableg and Shipshape Finally, good maps in Splatoon 3! It only took one year
@@platy4700 I’m genuinely beginning to have hope for the game’s future now that they finally stopped their obsession with Tetris layouts Who knows maybe they will rework already existing stages after seeing the feedbacks from those two stages
the defensive right side and spawn extension looks way better but i think the pit sides are a bit of an overcorrection. it definitely feels like a small ledge is missing there but i feel like just a simple rounded path with an entirely inkable wall would do the trick and keep the map way more focused. having wider side areas like that is much more effective on a stubbier map like snapper canal, i feel.
I'm a little late to this, but I have to say compared to other redesigning map videos I 100% understood what everything was on your mockup stage map and what was new and old, good job on that!
I looove this rework it's so good. having actual sides and spawn areas and defensive positions would make this map so much fun. I think the one thing I'd add is a sponge in spawn since the ramp is gone now (which was a good change) and also I think I'd actually prefer your double checkpoint rm design, 2 checks is always more interesting to me. I really like the fact that you incorporated more Egyptian architecture into the map that's so cool, rn the map just feels like a random layout plonked in the desert, but your design would feel so much more like it's actually made for the setting it's in. amazing work!
This is incredible! So creative, you really know your map design. I love the thought that went into this, including the aesthetics. What is the music in the background?
Gerudo Town - BOTW Dry Dry Ruins - Paper Mario Attack on Vah Naboris - BOTW Hail from the Past - Castlevania Portrait of Ruin Lanayru Sand Sea - Skyward Sword
@@RyanSumthn Thanks. But one criticism of the map is the tower path. It's a relatively straight line to the goal, which means that defenders can stand in one position the entire time, and attackers can do something similar. This creates a giant choke point and encourages stalling. The best tower paths force all players to move around the stage as the tower gives a "tour of the stage". Otherwise, it looks great!
@@tacenda3250 yeah the tc path was annoying for me to figure out how I wanted to do it, I felt that dropping it into the dudes would be really awkward so I had to contain to roughly the same areas as the old path lol
I did a massive rework to launch stages and gave them gimicks for example i gave mincemint metalworks saltspray crain that instead of grate its made out of inkable trash, anyways im stuck on umami and dont have an gimmik idea .
@@RyanSumthn Legend of Zelda music always goes hard Also I love your vision for what the map should look like. I also really dislike how Um'ami is as a map too
At the very least the new Crableg Capitol and Shipshape Cargo Co. are actually good stages, Crableg could use a few tweaks but overall it's still way better than Brinewater Springs, Mahi-Mahi Resort, Um'ami Ruins, Eeltail Alley, Scorch Gorge, Hammerhead Bridge and Mincemeat Metalworks
Yo! This video is awesome, can't really comment too much on how well the revised map would be because I'm not a competitive player, but it looks SO much better! Your really underrated man keep it up bro.
wow, i was just talking about splatoon maps with a friend that doesnt play splatoon and i gave him ur map video, a very fun coincidence that u have uploaded a video at the same time!!
I like how you said "do you wanna see the 2 new maps reworked?" And im like "uhm, Shipshape is good on all modes and Crableg is good on Rainmaker and Clams"
i wouldn't call shipshape good on rainmaker but other than that yeah i agree (and even then, yes the maps are good but there's always room for improvement)
I will say, for non zones modes, dont be afraid to drastically revamp the layout in certain regions of the stage, I think that’s why you were struggling with rm and tc. The devs do it all the time. They may not do it well, but it’s good that they bother nonetheless
The problem with splatoon maps is that they are all shaped like an S and there isnt enough variety...OR flank routes, like geez as a Luna main i have to hope the enemy team doesn't use their perifiral vision because there is no where to go to flank...also why so many uninkables, my favourite map flounder heights got butchered by uninkables...
1:57 compared to Mahi Mahi Resort's spawn area... how is it? this Um'ami redesign is genius, mate. will you look into Crableg Capital and Shishape Cargo Co. sometime?
what you did to mid plat kinda bothers me. can't you make closer part of the sides a inkable wall and the further part a unpaintable stair? asking because it is REALLY hard to paint stairs with some weapons. especially since these HAVE to be painted first so that you can even jump up them also i just had an idea: the side which has the paintable wall whould be extra tall. aka just add cover onto mid by increasing the height of the inkable wall.
I do honestly quite like the redesign but I think maybe the one slight issue is it’s still a little…too easy to get into their spawn. Like it's just gonna be a field day for AOE weapons in every mode they need to push up in, so I'd personally push the spawn backwards a little? Although RM and TC are kinda unfixable on Umami sadly without making some insane jank path in the new sections of mid though so I understand it there. Overall though a really nice stage rework concept, and I'm interested to see what you can do for Barnacle maybe (although I feel there's probably some super obvious similar changes there too, especially around the statues).
i walk around the entire map and just count block lengths lol, then draw it out on graph paper as i go then when that's done i transfer it into adobe photoshop (you could probably use illustrator for it tbh), turn on gridlines, and draw what i did on the paper (photoshop lets me snap to grid) all the mode specific changes are done through layers
This was pretty amazing, I’d love to see you do more things like this in the future, maybe an undertow rework (please I love that stage and I don’t want it to be ass 💀) Edit: also how did you make the rework layout? Just curious
I drew out the original map on graph paper first by literally walking all over the map and counting block lengths lol (as well as using other nearby platforms as a reference for where it starts/ends) Then I added on the changes I wanted and drew it all over again in Photoshop (you can snap the brush to a grid) You could probably skip the physical drawing step but eh I like doing it that way lol
So after i watched your "splatocalypse crowd reaction" video, i've been binge watching your reaction videos, coz you know, seeing people hyped up on this game makes me happy, stuff like that. However i noticed that you don't have any reaction for side order trailer, is that intentional?🤔
The one for the direct recently I didn’t have my setup… set up since I had to move for college, and the first one where inkopolis was also announced happened while I was in class lol
I’m seriously curious what is the Splatoon Dev’s obsession with un-inkable walls. They only limit freedom of movement in a MOVEMENT SHOOTER! And just make certain maps less fun to play on due to your lack of viable options.
The older games did it much better where you could paint walls but if they didn’t want you to move they just added a little lip to the wall so you can’t climb up it It’s especially baffling they did this in the game where you can wall jump
For some reason I think this or undertow may be my favorite new splatoon 3 map, they have what I see as minor issues and with easy fixes like the ones you showed could be amazing.
While the new idea you had looked great as a standalone stage, you changed so much that I barely feel like it would feel like Umami anymore. I'm not saying the idea was bad by any means, because I liked the look of the layout a lot. but I feel like you changed just a bit too much, if that makes any sense. Still, great video! I really enjoyed it.
Just in time for Big Run! Hope yall like it (both this video and the Big Run)!
a *definite* positive of Um'ami Ruins in Big Run is 2 - perhaps 3 - spots to cheese Glowflies (believe me, i did that)... and i HATE Glowflies - worse than Grillers.
i like that.
and i thought the Grizzco Splatana was bad... the Grizzco Dualies are worse!
i hate those weapons.
@@jacktheomnithere2127 whaaaa the dualies were awesome wdym
@@NunnyNugget my problem with them is their *shite range.
i don't judge weapons by their special/unique traits (like the Grizzco Splatana's slide dash); i judge them by their standard traits: firepower, fire rate and range.
in Salmon Run, i value range more than any other stat... and the Grizzco Splatana and Dualies are my least favourites for the lack of it.
you think they're great? that's fine; everyone has their tastes.
*still amazed it's not a curse word.
@@jacktheomnithere2127 the grizzco dualies range is short, initially. but the range extends only when you do a roll. then the range goes back to normal.
What do you think of the new maps?
This is literally so high quality, thought out, and creative. I love what you did with this map so much, it makes me genuinely want to play here.
It’s him!!!! Hi BP! You inspired me to make my own custom maps
Hi BP!!!!
You!
You inspired me to break my switch because of an image of a tweet you made!!111!1!1!!!1!!1!1
Tysm for the life changing image
Once moding for Splatoon one gets easier, you guys should work on designing maps and have someone make them
fr
Nintendo needs to hire this man, this would literally be the best map in the game if this is what it was.
well the two new maps would like to differ! (Especially the one that isn't crab or whatever that is. I personally like crab but i know it has 2 modes which are meh)
That rework was one of the most interesting map rework I’ve ever seen
I’d personally love to see a rework for Brinewater next
I’ll make sure to get to brinewater eventually 👍
I think a cool concept for improving Brinewater would be to use geysers as a way to add new routes, and to also build out wooden jettys over the springs as a way to make it less cramped
@@_CaptainCookie water kills inklings and octolings though
@@yinja3406 he probably means ink geysers like in hero mode
@@yinja3406 yeah geysers like the ones in story mode. They could periodically spout up or down and provide different routes.
knowing how GOOD new maps look in drizzle, honestly gives me hope i hope these other stages get redesigns
it's like a practically new stage! i personally still feel like spawn miiight be a bit tough to get out of if you start to get camped but also the new routes added definitely help. really like the expanded side routes tho, as well as the extra theming to the map. (kinda lame when the coolest part of the OG map is like, in my opinion the least subtle ghost easter egg in any splatoon map)
The fact that you just designed a better map than the entire team at Nintendo says a lot. Also I’m really glad you touched on trying to give the map a bit more on an identity. Aside from them being suffocatingly small, my biggest problem with the splatoon 3 maps is that hardly any of them really stand out as having a memorable identity, and a stage design that leads into that. For most splat 1 maps, and a lot of them from 2, you could easily describe each map in a few words. “Two big towers” or “walkways in a greenhouse”. Now it’s just “collection of blocks apparently in a desert somewhere”.
Those sides/pits look so cool.. I can already imagine it in my head and it almost looks as open as The Reef
THIS IS THE KIND OF LEVEL DESIGN WE NEED!
This is actually fantastic. You actually address another issue I have with these maps other the ones you talked about; the stages are just boring as hell!
They have literally nothing about them to make them stand out aside from some small level geometry changes, and this video not only fixes like all of my other problems with the map, it actually gives it so much more of an identity and just includes fun details that I think the map isn’t taking advantage of! It’s a ruins map and the fact its not integrating some awesome scenery is criminal imo.
I love this rework, awesome video
I liked how in the big run, they included the religious aspect of the area, having the rings appear in the sky, just like in the they do in the story mode illustration.
when the revamp was shown on screen i paused the entire video… it’s beautiful…
HE COOKED ALRIGHT!! Um’ami is probably my least favourite stage in the game right now, and seeing this really showed how cool the stage could be. I especially love all the Egyptian designs, references and architecture that was incorporated
Sizzle Season: I got your back bro
Umami is one of my favorite maps in both aesthetic and concept, yet its such a bad hallway map and so held back by pathetically incompetent design flaws that I struggle to play on it, same with Undertow and Brinewater. I had very similar ideas to you, and I really hope they revamp some of these maps to look more like their old forms, and I REALLY hope the next game brings on the old S1/S2 team.
This feels much better than it currently is.
“Things haven’t got any better”
Splatoon 3 with Crableg Capital And Shipshape Cargo Co. in the backpack:😼
Aka one of the best maps in the game
i am so glad that statement aged poorly lol
This is really amazing!! Honestly i think it could pass for a splatoon 1 map besides for the sponges and inkrails. This is a really good design!!
Just as you say that the map design hasn’t gotten any better… they release Crableg and Shipshape
Finally, good maps in Splatoon 3! It only took one year
Omg Platy’s not complaining!
@@TorayNix All it took was actual map design that didn’t come from Little Timmy
@@platy4700 I’m genuinely beginning to have hope for the game’s future now that they finally stopped their obsession with Tetris layouts
Who knows maybe they will rework already existing stages after seeing the feedbacks from those two stages
I love how you added to the egyptian theme
This reminds me of the stage renovations in splatoon 2, they gotta do that again
Funnily enough, the third video that pops up when you search "umami ruins" on youtube is yours
You made umami ruins look fun
the defensive right side and spawn extension looks way better but i think the pit sides are a bit of an overcorrection. it definitely feels like a small ledge is missing there but i feel like just a simple rounded path with an entirely inkable wall would do the trick and keep the map way more focused. having wider side areas like that is much more effective on a stubbier map like snapper canal, i feel.
that may be true but man i was so sick of maps in this game just not having sides period lol
@@RyanSumthn at least we got 2 more now 🙏
Literally looks so much better and looks like a ton of fun to play. If only the splatoon devs could make these adjustments TvT Seriously awesome job!
honestly the big run version on umami ruins is so much more fun to play on than the regular map, it has inkable walls
umami big run slaps, favorite big run map so far (wahoo is a close second)
I'm a little late to this, but I have to say compared to other redesigning map videos I 100% understood what everything was on your mockup stage map and what was new and old, good job on that!
I JUST now realized this whole time I've been saying this stage as "Ooh-Nah-mee" instead of "Ooh-Mommy" 💀
I looove this rework it's so good. having actual sides and spawn areas and defensive positions would make this map so much fun. I think the one thing I'd add is a sponge in spawn since the ramp is gone now (which was a good change) and also I think I'd actually prefer your double checkpoint rm design, 2 checks is always more interesting to me. I really like the fact that you incorporated more Egyptian architecture into the map that's so cool, rn the map just feels like a random layout plonked in the desert, but your design would feel so much more like it's actually made for the setting it's in. amazing work!
Love the DC at the end and the high jump trick shot clip 😂 Great video as usual!
You know I had to include that lol
Idk if you plan on doing more of these, but I absolutely love it. Keep up the good work
Only thing I need to say is: WHAT THE HECK IS THAT OUTFIT 1:59
Scrum cap, crispy crustume, and yellow toejamz 👍 isn't it beautiful?
the hottest outfit possible in splatoon
I swear Splatoon fans know more about map design then any of the Splatoon devs could, this is amazing!!
I’m gonna need you to stop, cause this is actually making me cry with how much better this version of the map is
For barnacle and dime it would be interesting to add a gimmick than a rework cuz the map is kinda fine. Just a lack of original gimmick
This is incredible! So creative, you really know your map design. I love the thought that went into this, including the aesthetics. What is the music in the background?
Gerudo Town - BOTW
Dry Dry Ruins - Paper Mario
Attack on Vah Naboris - BOTW
Hail from the Past - Castlevania Portrait of Ruin
Lanayru Sand Sea - Skyward Sword
@@RyanSumthn Thanks. But one criticism of the map is the tower path. It's a relatively straight line to the goal, which means that defenders can stand in one position the entire time, and attackers can do something similar. This creates a giant choke point and encourages stalling. The best tower paths force all players to move around the stage as the tower gives a "tour of the stage". Otherwise, it looks great!
@@tacenda3250 yeah the tc path was annoying for me to figure out how I wanted to do it, I felt that dropping it into the dudes would be really awkward so I had to contain to roughly the same areas as the old path lol
I did a massive rework to launch stages and gave them gimicks for example i gave mincemint metalworks saltspray crain that instead of grate its made out of inkable trash, anyways im stuck on umami and dont have an gimmik idea .
Gotta love the Vah Naboris music in the background
banger song fr
@@RyanSumthn Legend of Zelda music always goes hard
Also I love your vision for what the map should look like. I also really dislike how Um'ami is as a map too
WOOOOOOOWWWWWWWWW, I WAS THINKING OF REWORKING THIS STAGE, YOUR REWORK HAS MORE CHANGES THAN MINE WILL EVER HAVE, AWSOME JOB👏👏👏
Big Run is the best mode on Um'ami Ruins
so true
At the very least the new Crableg Capitol and Shipshape Cargo Co. are actually good stages, Crableg could use a few tweaks but overall it's still way better than Brinewater Springs, Mahi-Mahi Resort, Um'ami Ruins, Eeltail Alley, Scorch Gorge, Hammerhead Bridge and Mincemeat Metalworks
I REALLY HOPE SOMEONR MODELS THIS IN BLENDER OR SOMETHING CAUSE ITS SO GOOD
i imagine your stage idea would work very well in clam blitz :))
OH SHE COOKED SO WELL
i think that's the first time anyone has ever called me a she lmao
@@RyanSumthn sorry, im gay
Yo! This video is awesome, can't really comment too much on how well the revised map would be because I'm not a competitive player, but it looks SO much better! Your really underrated man keep it up bro.
wow, i was just talking about splatoon maps with a friend that doesnt play splatoon and i gave him ur map video, a very fun coincidence that u have uploaded a video at the same time!!
Now you can show him this one too lol
@@RyanSumthn indeed! :)
Such a great job on the editing and everything! Great vid!
So far Um'ami also seems to suck naturally as a big run stage. That's at least how I've faired on that stage anyway
funny that you mention that because i honestly like it, there isn't a tide level that i hate unlike the other big runs
That 360 was banger
I have good news
Why is it that umami got a better redesign than the actual advertised maps lol
nintendo gotta hire this man
Can we get like more of these Map redesigns please? This one was immaculate.
Absolutely, I’m working on barnacle right now!
I like how you said "do you wanna see the 2 new maps reworked?" And im like "uhm, Shipshape is good on all modes and Crableg is good on Rainmaker and Clams"
lol your correct
I personally find tower control really cool on crableg, but yeah it gets difficult after 2nd checkpoint ill admit
@@arjunbaweja7755 especially for defenders lol
i wouldn't call shipshape good on rainmaker but other than that yeah i agree (and even then, yes the maps are good but there's always room for improvement)
@@RyanSumthn eh, rainmaker is the weakest mode, but it's still better than all of Splat 3 Original maps
Yea the sides of the circle always felt unfinished. I’ve been falling off them, confused why there’s no walls
This map looks epic now lol, btw the new maps for splat 3 are actually glorious I actually love them
This is an amazing redesign, great job!
Yo thanks a lot man!
This map just funnels everyone straight into your base with mo way around.
I will say, for non zones modes, dont be afraid to drastically revamp the layout in certain regions of the stage, I think that’s why you were struggling with rm and tc. The devs do it all the time. They may not do it well, but it’s good that they bother nonetheless
True tbh, thanks for the advice!
Great video!! Just wondering what the song that plays at 4:15 is from... It's so familiar
attack on vah naboris from botw!
The problem with splatoon maps is that they are all shaped like an S and there isnt enough variety...OR flank routes, like geez as a Luna main i have to hope the enemy team doesn't use their perifiral vision because there is no where to go to flank...also why so many uninkables, my favourite map flounder heights got butchered by uninkables...
im tired of acting like flounder is a good map in this game lol, retaking mid is obnoxious without the far right flank
i like um'ami ruins, this rework makes me like it more (even though it's not a real rework)
1:57 compared to Mahi Mahi Resort's spawn area... how is it?
this Um'ami redesign is genius, mate.
will you look into Crableg Capital and Shishape Cargo Co. sometime?
I intend to but since the maps are already decent as is it’ll be smaller in scale
what you did to mid plat kinda bothers me. can't you make closer part of the sides a inkable wall and the further part a unpaintable stair?
asking because it is REALLY hard to paint stairs with some weapons. especially since these HAVE to be painted first so that you can even jump up them
also i just had an idea: the side which has the paintable wall whould be extra tall. aka just add cover onto mid by increasing the height of the inkable wall.
Good points, I debated just using the old beta design completely at one point so that could be another option too
cheers you did a great job i would take your solution all day long its better than what we have so yea gj mate
I do honestly quite like the redesign but I think maybe the one slight issue is it’s still a little…too easy to get into their spawn. Like it's just gonna be a field day for AOE weapons in every mode they need to push up in, so I'd personally push the spawn backwards a little? Although RM and TC are kinda unfixable on Umami sadly without making some insane jank path in the new sections of mid though so I understand it there.
Overall though a really nice stage rework concept, and I'm interested to see what you can do for Barnacle maybe (although I feel there's probably some super obvious similar changes there too, especially around the statues).
Thanks! Yeah the spawn probably needed an extra set of platforms so there's two layers of it kinda like Brinewater lol
Nice rework, it would be one of the best stages in the game if this happend.
They did not change the map for Big Run much and I think it's really funny
yeah but at least all the inkable walls were nice lol
Um’ami is my least favourite map in the entire series so I hope it gets a rework 😭
This needs to happen
Hey wait a minute, mom I'm on TV 2:58
SILLY 🫂
thanks for the footage lol
PLZZZZZ MALE THIS A SERIESS UR GOATEEDD MAN
given how much people love this video it'll definitely happen!
I’m working on a rework of marlin airport right now and I wanna know how you created the costume map for this video
i walk around the entire map and just count block lengths lol, then draw it out on graph paper as i go
then when that's done i transfer it into adobe photoshop (you could probably use illustrator for it tbh), turn on gridlines, and draw what i did on the paper (photoshop lets me snap to grid)
all the mode specific changes are done through layers
@@RyanSumthn ah okay thanks
I love this stuff! Thank you!❤
youre telling me this map can have actual DEPTH!?!?
MY BROTEHR IS IN THIS AT 2:58 HELP..
I need this in my life
In it's current state, this map is far too easy to get spawn camped in. Like, FAR too easy!
Are we gonna get a version of this video but with the barnacle renovation you made on Twitter?
eventually yes, been really busy with college
also that redesign i made for twitter was just a meme and won't be the real thing lol
@@RyanSumthn understood. Looking forward to it!
Just remove from the game. Fixed
Actually the new map you designed looks fire
What do you use to make maps like these?
photoshop
This was pretty amazing, I’d love to see you do more things like this in the future, maybe an undertow rework (please I love that stage and I don’t want it to be ass 💀)
Edit: also how did you make the rework layout? Just curious
I used Photoshop (it probably would've been better to use Illustrator since it would be vector graphics but oops I don't have it lol)
Ah, alright, thanks man!
How in the did you make that graphic for the redesign?
I drew out the original map on graph paper first by literally walking all over the map and counting block lengths lol (as well as using other nearby platforms as a reference for where it starts/ends)
Then I added on the changes I wanted and drew it all over again in Photoshop (you can snap the brush to a grid)
You could probably skip the physical drawing step but eh I like doing it that way lol
So after i watched your "splatocalypse crowd reaction" video, i've been binge watching your reaction videos, coz you know, seeing people hyped up on this game makes me happy, stuff like that.
However i noticed that you don't have any reaction for side order trailer, is that intentional?🤔
The one for the direct recently I didn’t have my setup… set up since I had to move for college, and the first one where inkopolis was also announced happened while I was in class lol
Pharaoh? Gender? Reeeeeeeeeeeeee. 😂
Amazing!!
Who send this rework nintendo? It’s ingenious
I’m seriously curious what is the Splatoon Dev’s obsession with un-inkable walls. They only limit freedom of movement in a MOVEMENT SHOOTER! And just make certain maps less fun to play on due to your lack of viable options.
The older games did it much better where you could paint walls but if they didn’t want you to move they just added a little lip to the wall so you can’t climb up it
It’s especially baffling they did this in the game where you can wall jump
never rework the new maps, they are practically perfect. (with few acceptions)
there's always room for improvement, the changes i make just won't be very drastic
what about a hammerhead rework
i may have some plan for that...
wait wtf aren't you the guy who took the screenshots for a ton of the inkipedia maps?
yep that's me lol
For some reason I think this or undertow may be my favorite new splatoon 3 map, they have what I see as minor issues and with easy fixes like the ones you showed could be amazing.
i want this map
While the new idea you had looked great as a standalone stage, you changed so much that I barely feel like it would feel like Umami anymore. I'm not saying the idea was bad by any means, because I liked the look of the layout a lot. but I feel like you changed just a bit too much, if that makes any sense.
Still, great video! I really enjoyed it.
changing the map so much that it doesn't feel like the original map anymore is also a statement that applies to mahi and hammerhead lol, but thanks!
Splatoon 3 maps in general just suck. I enjoyed 2 much more. And they might not be the most well designed either. But they’re at least fun to play on.
I wish 😢
Does anyone else want to watch these videos but never do because you don't want to feel sad about a series you've sunk 100s of hours into? 🥲