Tricolour MakoMart is a terrible map | Splatoon 3
Today I played Splatoon 3's conspiracy Splatfest and also listened to the idol's real world music. I also complained about MakoMart Tricolour a lot.
Clarifications:
My problem is the lack of spawn on attackers. Through playing further I have better adapted to this map, but it's still ultimately bad because of how unbalanced it is against the attackers; we've gone from Tricolour maps having too much attacker spawn and too little defending space, and we've now gone too far out and flipped the script and part of the reason is the size of the map being so small.
The other part of this is the unbalanced nature of "open" modes, making it possible to have a group of communicating teammates against a group of uncoordinated individuals. All they have to do is have two designated members keep an eye on each attacking team and this of course applies on all maps, but it can be balanced to make it more difficult, such as having more routes into mid from the attackers to have defenders juggle with the multiple entrances, but another problem emerges when looking back at the small scale of MakoMart; how do you make more routes on such a small map? The inkrail feels like an attempt at it, but I find it fails based on where it starts.
From the defending side, I find it ridiculously easy to hold control over the map, even by myself. considering the original purpose of the defending team was to knock the winning team down a peg, it should be slightly more difficulty for the defenders. No, I'm not suggesting we go back to the difficulty on Sturgeon Shipyard, but to have it slightly biased against defenders would stick more true to the original point, and we shouldn't go so far as to make it borderline impossible for the defenders to get a foot in.
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