Saltspray Rig

"Callie: They should totally open a relaxing day spa here! Marie: Uh... On an oil rig? Great business plan, Callie."

Saltspray Rig is a multiplayer stage in Splatoon.

Layout
Saltspray Rig is an ocean-based oil rig, with pipes, crates, and suspended platforms resting over a large body of water. It is shaped somewhat like a squid, with two Respawn Points leading into a series of pathways and drop-offs. There are two elevators located in the middle of the map to quickly move from the Bottom Area to the Top Area. Pathways stemming from each Respawn Point cannot be accessed by the other team, and branch off into smaller trails that lead to the Top Area and Bottom Area.

Hazards
Saltspray Rig's high and low areas are separated by large chasms. Falling into a chasm will kill Inklings.

Notable Locations

 * Top Area – The Top Area is located opposite from the teams' Respawn Points. It is normally the last area to be claimed, due to its distance from the spawnpoints. It features a tall structure in the middle, which is heavily contested in the later parts of the game, in order to claim the surrounding turf. There is also a moving platform that a player can use to claim turf quickly, but in turn, exposes the player, as the player will fall through the platform if they turn into a squid.
 * Bottom Area – The Bottom Area is located between the team's Respawn Points. It is often the first area that is claimed, but is typically forgotten towards the end of the game, due to the battle shifting towards the Top Area. In the last minute, it is easily claimable.
 * Starting Areas – The Starting Areas in Saltspray Rig cannot be reached on foot by the opposing team, so there's a lot of turf that can be easily claimed during the game. A team with a charger or Inkzooka, though, may be able to claim some turf if the opposing team is not paying attention. Both areas contain paths leading to the 'Bottom Area and Top Area. If a team is not careful, the opposing team may launch an Inkstrike in the area near the end of a battle, claiming some turf which the players cannot claim after leaving their Starting Area. The only way a player can get back up their team's Starting Area is to Super Jump to their team's respective spawn or to one of their teammates.

Splat Zones
The Splat Zone for Saltspray Rig sits just below the top area, just inside the "entrance" and before the ramp. It can be easily taken by players shooting ink on ledges on the opposing sides, but if the front of the zone is not protected, the opposing team can easily take control of the zone.

Tower Control
The tower starts at the bottom of the "T" just before the Top Area. When taken, the tower briefly travels around the "T" and down the pathway towards the enemy base before turning and going down the side of the map. It then begins traveling on the lower pathways that lead to the bottom area. Each team's goal-zone is directly below the exit opposite from the Bottom Area when going there. Boxes have been added so that players can easily attack the other team if they've taken the tower or vice versa. This means that the action on this map is condensed to a small area, making the Top and Bottom Areas go almost completely unused.

Rainmaker
The Rainmaker weapon starts down by where the elevators are, by the Bottom Area. Platforms containing the pedestals are built next to the spawn point. Walls have been added so that a team can reach their opponents' base. Also, walls block off the far side alley, but this alley is a bad strategic point anyway.

Tips

 * It is impossible to reach the spawn point of the opposing team, and the only way to ink those areas is to spray up at the tips of the walkways, throw bombs, use a charger or Inkzooka, or call in an Inkstrike. That means wasting time claiming that turf at the beginning is not as important as other contested area. Wait until the action heats and claim it after a respawn.
 * Since the top area is so contested in Turf Wars, getting into it can be difficult once a team has control. However, on the far left and right sides outside the area are inkable walls that can can climbed for sniping or for easy entry into the area.
 * At the top of the aforementioned walls, there are also small inkable walkways that are often overlooked. Hiding in these walkways on the opposing team's side can prove to be a strategic move, allowing players to attack approaching enemies.
 * Towards the back of the map, there is a moving platform attached to a crane. If a player climbs the tallest stack of boxes in this area, it is possible for them to get onto the said platform. This is a useful sniping spot for chargers, and it can also be a good location to put a sprinkler. However, this platform is a grate and players who turn into a squid will fall through.

Development
Saltspray Rig underwent a series of changes between its development period and release. The pre-release version included many differences, such as:
 * There were much fewer vertical pipes to swim up.
 * The Spawn Points were closer together.
 * Four small areas were located near teams' bases, accessed by thin, curved walkways.
 * The Bottom Area was not present.
 * The routes that currently allow players to access the Top Area from either side were much less detailed.
 * Most edges were secured by presumably grated fences.
 * The top area had less crates than in the final version.

Trivia

 * Saltspray Rig was one of the two playable maps during the Splatoon Global Testfire, alongside Walleye Warehouse.
 * Unlike every other stage, Saltspray Rig does not feature rotational symmetry; for this reason, teams have different views of the map from their Spawn Points. Because of this layout, the Wii U GamePad's map does not look the same for both teams, like it does in other stages.
 * An evening variant of this map exists in Octo Valley in the mission Octoling Onslaught.
 * Saltspray Rig is currently the only map whose name is not related to a marine organism.
 * Saltspray Rig and Bluefin Depot are probably the farthest stages from Inkopolis.
 * Some people consider this stage to be unfair in competitive play. The team on the left has more viable right-side peeking points. (Inklings are right-handed, so they can peek around a wall and be mostly protected while left-peeking fully exposes them leaving them open for attack). Also, the team on the left is able to use the 2 moving platforms faster to go up at the start of a match.