#12: Moray Towers
This shouldn't surprise anybody. Limited approach options, very little room to maneuver in (though there's a bit more space in the center during Ranked, but fighting anywhere else still sucks), and of course E-Liters are too strong here.
#11: Flounder Heights
Again there isn't much space to work namely on top of the center buildings, but otherwise this map actually has the opposite problems from Moray, where there are way too many approach options, thus long range focused weapons can be underwhelming here since the enemy can easily pop up within their ideal range.
#10: Arowana Mall
This Map is basically Moray Lite, as it also has limited approaches and little space to maneuver, but it's not as bad and Chargers are much easier to get to. Tower Control and Rainmaker aren't bad at all here since they make use of the more open and approachable space in front of each team's base, but Turf War and Splatzones are still not ideal here.
#9: Saltspray Rig
Yet again, a lot of narrow n tight spaces. The reason that's a detriment is because it simplifys firefights down to who has better accuracy and/or lag, otherwise the result is likely to be a trade. Unlike Moray or Arowana though, this map has a good number of approach options, but unfortunately half of the map isn't even used during Ranked. Well, except for Rainmaker, but for the wrong reasons.
#8: Urchin Underpass
I get what they were trying to do with the update, making the center easier to get into, and while they did succeed, the side effect is a map that can be pretty annoying to play on due to all the uneven terrain and obstacles in the way. Heck the Inkzooka isn't even that great here with all the stuff that can block it's shots. I guess the reason for that was to nerf long range but they went too far.
#7: Port Mackerel
The only real problem here is that once a team breaks through the middle and sets up on the enemy side, getting out of the base becomes a challenge. More of an issue in Turf and Zones where you need only hold the objective once you've got it.
#6: Blackbelly Skatepark
A close combat map for sure with how small it is, but having long range is still very much useful here. Rainmaker is pretty questionable here though, one wipe and it's gg. Solid map otherwise.
#5: Bluefin Depot
The first of the 5 maps I'd say are great for all modes. Even in Splatzones where the zone is only on one side, controlling the other is still important for preventing flanks and flanking yourself.
#4: Walleye Warehouse
A very neutral map, meaning most all weapons are good here, and it's also good for all modes. I don't have much to say because there isn't anything bad about it, it's just pure goodness.
#3: Hammerhead Bridge
The same as above really, I just like how there's more depth to the terrain and the much brighter setting hehe.
#2: Kelp Dome
Naturally the top maps are all there for the same reasons hehe. The order at this point is purely preference really.
#1: Camp Triggerfish
Up until recently Kelp Dome was my number 1, but gradually decided to put Triggerfish above it the more and more I played on it. It's good for all weapons playstyles n modes like the other top maps, and I especially like how even in Splatzones most of the map is important. Additionally it's really unique with the divide making it feel more like a war between the two sides, and it's natural setting is a breath of fresh air compared to the other maps which are all urban/industrial. I think it's the best looking map for sure, definitely one of the most fun to play on, and thus it has my number one spot!
So there you have it! Do you agree, disagree, have your own top 12 list? Also there's gonna be 4 more maps and probably new modes at some point, so more list will have to be made!










